From e38ed28fc48467dc5fa95b4b855d9f2e332007e6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 4 Mar 2024 16:16:51 +0100 Subject: [PATCH] Sync translations with Godot 4.3 --- classes/af.po | 3517 +++-- classes/ar.po | 3663 ++++-- classes/ca.po | 3609 ++++-- classes/classes.pot | 3528 +++-- classes/cs.po | 3663 ++++-- classes/de.po | 3794 ++++-- classes/el.po | 3634 ++++-- classes/es.po | 3920 ++++-- classes/et.po | 3517 +++-- classes/fa.po | 3655 ++++-- classes/fi.po | 3639 ++++-- classes/fil.po | 3517 +++-- classes/fr.po | 3873 ++++-- classes/gl.po | 3517 +++-- classes/hi.po | 3517 +++-- classes/hu.po | 3632 ++++-- classes/id.po | 3648 ++++-- classes/is.po | 3517 +++-- classes/it.po | 3693 ++++-- classes/ja.po | 3734 ++++-- classes/ka.po | 3517 +++-- classes/ko.po | 3689 ++++-- classes/lt.po | 3517 +++-- classes/lv.po | 3517 +++-- classes/mr.po | 3517 +++-- classes/nb.po | 3517 +++-- classes/ne.po | 3517 +++-- classes/nl.po | 3527 +++-- classes/pl.po | 3679 ++++-- classes/pt.po | 3690 ++++-- classes/pt_BR.po | 3695 ++++-- classes/ro.po | 3549 +++-- classes/ru.po | 3750 ++++-- classes/sk.po | 3517 +++-- classes/sr_Cyrl.po | 3517 +++-- classes/sv.po | 3547 +++-- classes/th.po | 3627 ++++-- classes/tk.po | 25221 ++++++++++++++++++++---------------- classes/tl.po | 3692 ++++-- classes/tr.po | 3616 ++++-- classes/uk.po | 3706 ++++-- classes/vi.po | 3665 ++++-- classes/zh_CN.po | 6699 ++++++---- classes/zh_TW.po | 4176 ++++-- editor/af.po | 811 +- editor/ar.po | 963 +- editor/az.po | 803 +- editor/be.po | 791 +- editor/bg.po | 854 +- editor/bn.po | 864 +- editor/br.po | 801 +- editor/ca.po | 903 +- editor/cs.po | 908 +- editor/cy.po | 793 +- editor/da.po | 858 +- editor/de.po | 991 +- editor/editor.pot | 783 +- editor/el.po | 922 +- editor/eo.po | 813 +- editor/es.po | 934 +- editor/es_AR.po | 921 +- editor/et.po | 813 +- editor/eu.po | 805 +- editor/fa.po | 874 +- editor/fi.po | 923 +- editor/fil.po | 799 +- editor/fr.po | 991 +- editor/ga.po | 801 +- editor/gl.po | 891 +- editor/he.po | 885 +- editor/hi.po | 809 +- editor/hr.po | 805 +- editor/ht.po | 784 +- editor/hu.po | 813 +- editor/id.po | 933 +- editor/ig.po | 788 +- editor/it.po | 919 +- editor/ja.po | 923 +- editor/ka.po | 801 +- editor/km.po | 796 +- editor/ko.po | 926 +- editor/lt.po | 805 +- editor/lv.po | 812 +- editor/lzh.po | 784 +- editor/mk.po | 797 +- editor/ml.po | 798 +- editor/mr.po | 798 +- editor/ms.po | 823 +- editor/nb.po | 815 +- editor/nl.po | 908 +- editor/nn.po | 784 +- editor/pl.po | 966 +- editor/pt.po | 929 +- editor/pt_BR.po | 932 +- editor/ro.po | 814 +- editor/ru.po | 951 +- editor/si.po | 799 +- editor/sk.po | 913 +- editor/sl.po | 858 +- editor/sq.po | 805 +- editor/sr_Cyrl.po | 906 +- editor/sr_Latn.po | 805 +- editor/sv.po | 847 +- editor/sw.po | 784 +- editor/te.po | 792 +- editor/th.po | 892 +- editor/tk.po | 1247 +- editor/tl.po | 818 +- editor/tok.po | 784 +- editor/tr.po | 948 +- editor/uk.po | 942 +- editor/ur_PK.po | 805 +- editor/uz.po | 784 +- editor/vi.po | 898 +- editor/zh_CN.po | 997 +- editor/zh_HK.po | 810 +- editor/zh_TW.po | 871 +- godot | 2 +- properties/af.po | 2924 +++-- properties/ar.po | 3057 +++-- properties/az.po | 2876 ++-- properties/be.po | 2685 ++-- properties/bg.po | 3054 +++-- properties/bn.po | 3073 +++-- properties/br.po | 2910 +++-- properties/ca.po | 3075 +++-- properties/cs.po | 3035 +++-- properties/da.po | 3002 +++-- properties/de.po | 2741 ++-- properties/el.po | 3071 +++-- properties/eo.po | 3039 +++-- properties/es.po | 2743 ++-- properties/es_AR.po | 3055 +++-- properties/et.po | 2981 +++-- properties/eu.po | 2915 +++-- properties/fa.po | 3006 +++-- properties/fi.po | 3075 +++-- properties/fil.po | 2919 +++-- properties/fr.po | 2985 +++-- properties/ga.po | 2910 +++-- properties/gl.po | 3043 +++-- properties/he.po | 3054 +++-- properties/hi.po | 2977 +++-- properties/hr.po | 2969 +++-- properties/hu.po | 3055 +++-- properties/id.po | 2777 ++-- properties/ig.po | 2708 ++-- properties/it.po | 3067 +++-- properties/ja.po | 3079 +++-- properties/ka.po | 2734 ++-- properties/km.po | 2799 ++-- properties/ko.po | 2881 ++-- properties/lt.po | 2956 +++-- properties/lv.po | 2985 +++-- properties/lzh.po | 2680 ++-- properties/mk.po | 2845 ++-- properties/ml.po | 2885 +++-- properties/mr.po | 2872 ++-- properties/ms.po | 3005 +++-- properties/nb.po | 3045 +++-- properties/nl.po | 3077 +++-- properties/pl.po | 3062 +++-- properties/properties.pot | 2672 ++-- properties/pt.po | 3017 +++-- properties/pt_BR.po | 3007 +++-- properties/ro.po | 3028 +++-- properties/ru.po | 3009 +++-- properties/si.po | 2931 +++-- properties/sk.po | 3017 +++-- properties/sl.po | 3004 +++-- properties/sq.po | 2999 +++-- properties/sr_Cyrl.po | 3085 +++-- properties/sr_Latn.po | 2904 +++-- properties/sv.po | 3033 +++-- properties/te.po | 2825 ++-- properties/th.po | 3077 +++-- properties/tk.po | 2822 ++-- properties/tl.po | 3027 +++-- properties/tr.po | 2741 ++-- properties/uk.po | 2986 +++-- properties/ur_PK.po | 2948 +++-- properties/vi.po | 3067 +++-- properties/zh_CN.po | 2741 ++-- properties/zh_HK.po | 3008 +++-- properties/zh_TW.po | 2743 ++-- 185 files changed, 269669 insertions(+), 174974 deletions(-) diff --git a/classes/af.po b/classes/af.po index 8611ef5..8f04960 100644 --- a/classes/af.po +++ b/classes/af.po @@ -169,6 +169,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -998,6 +1002,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2151,7 +2169,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2165,7 +2183,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2181,9 +2199,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2413,7 +2434,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2434,7 +2455,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7366,7 +7387,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7429,7 +7454,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7504,10 +7529,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8557,7 +8582,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15610,7 +15635,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16755,6 +16780,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17024,9 +17055,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17075,6 +17106,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17089,7 +17137,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17133,6 +17183,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17143,6 +17200,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17187,8 +17255,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18902,7 +18974,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18942,7 +19014,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19173,7 +19245,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20472,22 +20544,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20960,8 +21030,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21110,12 +21181,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23379,22 +23449,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23403,6 +23470,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23413,9 +23486,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27815,18 +27886,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29707,13 +29777,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32945,10 +33016,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33167,9 +33234,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33177,8 +33250,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33202,12 +33274,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33320,10 +33395,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34607,9 +34678,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34708,13 +34777,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37362,7 +37431,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37558,11 +37627,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38491,19 +38561,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38756,14 +38838,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39528,6 +39610,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39562,6 +39651,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39718,7 +39908,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39893,12 +40083,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40078,17 +40268,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40269,6 +40457,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40306,6 +40500,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42322,18 +42522,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42348,32 +42550,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42382,42 +42592,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42442,27 +42660,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42470,7 +42689,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42481,51 +42700,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42534,23 +42760,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42567,18 +42809,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42586,70 +42840,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42657,16 +42913,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42694,31 +42950,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43061,7 +43320,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43072,11 +43335,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43109,33 +43377,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43146,7 +43440,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43155,7 +43452,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43163,13 +43463,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43177,7 +43483,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44148,6 +44457,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44966,6 +45300,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45057,7 +45395,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45344,11 +45682,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45557,8 +45895,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47691,6 +48028,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48245,6 +48606,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48293,8 +48702,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48317,6 +48726,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48848,6 +49261,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48886,6 +49313,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53508,7 +53939,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53521,7 +53952,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53653,13 +54084,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54399,7 +54830,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54422,8 +54858,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54593,16 +55030,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55761,7 +56197,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59712,6 +60148,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60509,8 +60946,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60518,8 +60955,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60527,8 +60964,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60536,8 +60973,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60767,7 +61204,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60803,7 +61240,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60814,8 +61252,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60983,12 +61421,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61726,8 +62162,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63253,7 +63689,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63760,7 +64196,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64520,16 +64956,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64672,7 +65112,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64820,10 +65260,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65080,6 +65520,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65425,8 +65874,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67140,9 +67589,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67530,20 +67979,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67593,14 +68042,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67820,8 +68269,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68017,7 +68468,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68430,6 +68883,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68955,9 +69423,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69161,9 +69629,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70229,7 +70697,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70718,6 +71186,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70936,6 +71408,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70943,12 +71421,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70956,6 +71446,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70963,6 +71459,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70976,6 +71478,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71124,15 +71632,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71144,7 +71652,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72153,7 +72661,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72603,21 +73111,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72732,21 +73240,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73662,7 +74170,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74190,8 +74698,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74384,10 +74892,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75829,10 +76428,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76836,6 +77442,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -80992,6 +81610,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81003,6 +81625,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81079,12 +81714,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81252,6 +81898,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81259,6 +81909,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81820,7 +82479,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83070,8 +83729,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83279,7 +83938,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84063,18 +84722,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84973,7 +85632,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86779,14 +87438,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86800,7 +87462,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86937,15 +87602,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87973,7 +88641,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88047,16 +88715,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88276,21 +88944,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88299,22 +88990,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88328,7 +89028,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88339,7 +89042,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88355,15 +89061,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88380,40 +89090,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88434,101 +89153,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88551,6 +89296,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88566,9 +89329,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90364,8 +91129,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95323,6 +96088,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96487,8 +97260,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97500,7 +98273,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100345,7 +101118,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100583,6 +101356,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101438,6 +102248,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101583,7 +102403,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101977,25 +102797,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102362,14 +103163,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102377,7 +103180,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102685,7 +103489,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102799,7 +103609,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102828,7 +103641,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102890,11 +103704,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102925,6 +103753,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104233,15 +105079,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104250,32 +105096,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104312,17 +105164,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104340,35 +105192,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104380,7 +105231,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104388,89 +105239,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104497,11 +105352,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104532,7 +105387,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104547,12 +105405,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104564,70 +105423,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106095,8 +106967,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106123,7 +106997,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106328,9 +107202,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107032,6 +107905,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107042,9 +107921,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107965,7 +108842,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108327,7 +109204,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109928,8 +110805,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112445,7 +113322,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112562,9 +113439,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112778,7 +113655,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112832,7 +113711,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112844,7 +113726,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113220,7 +114105,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113236,7 +114123,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113277,7 +114166,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113290,7 +114182,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113575,15 +114470,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113856,7 +114758,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115190,6 +116096,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117238,7 +118148,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117600,7 +118511,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119169,12 +120080,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119440,7 +120363,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119490,13 +120413,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119534,7 +120457,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119560,7 +120483,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119569,7 +120492,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119578,7 +120501,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119587,7 +120510,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119629,7 +120552,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119646,7 +120569,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119670,7 +120593,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119690,17 +120613,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119708,25 +120637,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119742,8 +120704,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119753,8 +120724,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119764,66 +120735,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123190,7 +124247,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123493,7 +124550,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123534,8 +124595,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123946,7 +125011,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124053,7 +125118,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124461,7 +125532,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125317,9 +126388,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125892,16 +126963,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125914,7 +126985,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126600,11 +127674,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128157,17 +129231,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128365,8 +129441,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129162,7 +130238,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129187,7 +130263,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129217,7 +130293,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129283,7 +130359,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131057,6 +132133,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131299,7 +132383,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132696,10 +133780,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132711,9 +133795,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132732,6 +133818,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133450,6 +134978,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133480,12 +135245,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133842,7 +135609,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134129,7 +135896,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134272,10 +136039,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134322,6 +136097,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134332,6 +136117,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134370,10 +136165,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134400,6 +136203,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134412,6 +136227,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ar.po b/classes/ar.po index b97bed2..91c17d1 100644 --- a/classes/ar.po +++ b/classes/ar.po @@ -207,6 +207,10 @@ msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "هذه القيمة هي عدد صحيح متكون من قناع-البِت (bitmask) للأعلام (flags) التالية." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1224,6 +1228,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2509,7 +2527,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2527,8 +2545,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2541,12 +2560,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على " +"زاوية الكوساين [code]s[/code].\n" +"[codeblock]\n" +"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2796,9 +2823,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2815,11 +2843,19 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"لتقريب [code] s [/ code] لأعلى (نحو اللانهاية الموجبة) ، وإرجاع أصغر عدد " +"صحيح لا يقل عن [code] s [/ code].\n" +"[كودبلوك]\n" +"أ = سقف (1.45) # أ هو 2.0\n" +"أ = سقف (1.001) # أ هو 2.0\n" +"[/ codeblock]\n" +"راجع أيضًا [طريقة الأرضية] و [طريقة الجولة] و [طريقة التدريج] و [int]." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -2827,6 +2863,11 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"تُرجع معكوس دالة الكوساين لـ [code]s[/code] بالراديان. تُستخدم للحصول على " +"زاوية الكوساين [code]s[/code].\n" +"[codeblock]\n" +"# c تساوي 0.523599 أو 30 درجة إذا تم تحويلها باستخدام (rad2deg(s\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -7803,7 +7844,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7866,7 +7911,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7941,10 +7986,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9018,7 +9063,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16129,7 +16174,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17283,6 +17328,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17553,9 +17604,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17604,6 +17655,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17618,7 +17686,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17662,6 +17732,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17672,6 +17749,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17717,8 +17805,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19445,7 +19537,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19485,7 +19577,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19716,7 +19808,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21021,22 +21113,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21529,8 +21619,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21679,12 +21770,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23965,22 +24055,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23989,6 +24076,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23999,9 +24092,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28417,18 +28508,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30330,13 +30420,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33650,10 +33741,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "إهمال." - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33873,9 +33960,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33883,8 +33976,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33908,12 +34000,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34026,10 +34121,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35320,9 +35411,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35424,13 +35513,13 @@ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38099,7 +38188,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38295,11 +38384,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39232,19 +39322,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39497,14 +39599,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "يُرجع جيب المَعلم." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40272,6 +40375,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40306,6 +40416,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40462,7 +40679,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40637,12 +40854,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40823,17 +41040,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41014,6 +41229,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41051,6 +41273,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "يُرجع جيب المَعلم." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43088,18 +43317,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43114,32 +43345,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43148,42 +43387,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43208,27 +43456,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43237,7 +43486,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "يُرجع قيمة الجيب العكسية للمَعلم." #: doc/classes/Engine.xml @@ -43248,52 +43497,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43302,24 +43558,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43336,18 +43607,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43355,70 +43638,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43426,16 +43711,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43463,31 +43748,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43839,7 +44127,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43850,11 +44142,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43887,33 +44184,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43924,7 +44247,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43933,7 +44259,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43941,13 +44270,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43955,7 +44290,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44929,6 +45267,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45771,6 +46134,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45863,7 +46230,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46163,11 +46530,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46377,8 +46744,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48545,6 +48911,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "يُرجع جيب المَعلم." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -49100,6 +49491,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49148,8 +49589,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49172,6 +49613,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49706,6 +50152,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49744,6 +50204,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54426,7 +54890,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54439,7 +54903,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54572,13 +55036,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55332,7 +55796,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55355,8 +55824,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55526,16 +55996,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56706,7 +57175,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60731,6 +61200,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61547,8 +62017,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61556,8 +62026,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61565,8 +62035,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61574,8 +62044,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61806,8 +62276,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61842,9 +62313,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61854,8 +62327,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62024,12 +62497,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62775,8 +63246,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64316,7 +64787,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64831,7 +65302,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65611,16 +66082,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65765,7 +66240,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65928,10 +66403,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66211,6 +66686,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66585,8 +67069,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68383,9 +68867,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68774,20 +69258,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68837,14 +69321,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69066,8 +69550,10 @@ msgstr "يُرجع جيب المَعلم." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69264,7 +69750,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "يُرجع جيب المَعلم." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69678,6 +70166,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70212,9 +70715,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70418,9 +70921,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71490,7 +71993,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71991,6 +72494,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72210,6 +72717,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72217,12 +72730,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72230,6 +72755,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72237,6 +72768,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72250,6 +72787,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72404,15 +72947,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "يُرجع القيمة المطلقة لقيمة المَعلم." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72424,7 +72967,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73450,7 +73993,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73903,21 +74446,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74033,21 +74576,21 @@ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74967,7 +75510,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75501,8 +76044,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75696,10 +76239,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77156,10 +77791,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78171,6 +78813,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82402,6 +83056,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82413,6 +83071,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82496,12 +83167,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "يُرجع جيب المَعلم." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "يُرجع جيب المَعلم." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82677,6 +83360,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82684,6 +83371,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -83252,7 +83948,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84506,8 +85202,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84715,7 +85411,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85509,18 +86205,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86421,7 +87117,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88229,14 +88925,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88250,7 +88949,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88387,15 +89089,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89425,7 +90130,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89499,16 +90204,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89730,21 +90435,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89753,22 +90481,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89782,7 +90519,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89793,7 +90533,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89810,15 +90553,19 @@ msgstr "يُرجع قيمة الجيب العكسية للمَعلم." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89835,40 +90582,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89889,101 +90646,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90006,6 +90789,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90021,9 +90822,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91856,8 +92659,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96867,6 +97670,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98040,8 +98851,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99060,7 +99871,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101940,7 +102751,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102178,6 +102989,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103035,6 +103883,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103180,7 +104038,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103574,25 +104432,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103965,14 +104804,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103980,7 +104821,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104293,7 +105135,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104407,9 +105255,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -104439,7 +105289,8 @@ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." #: doc/classes/RichTextLabel.xml @@ -104502,11 +105353,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104538,6 +105403,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "يُرجع القيمة المعاكسة للمَعلم." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105877,15 +106760,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105894,32 +106777,38 @@ msgstr "شجرة المشهد" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105956,17 +106845,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105984,35 +106873,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106024,8 +106912,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/SceneTree.xml #, fuzzy @@ -106033,89 +106922,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106142,11 +107036,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106177,7 +107071,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106192,12 +107089,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106209,70 +107107,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107755,8 +108669,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107784,10 +108700,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "يُرجع عكس قيمة الجذر التربيعي للمَعلم." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -107999,9 +108916,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108719,6 +109635,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108729,9 +109651,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109663,7 +110583,7 @@ msgstr "يُرجع جيب المَعلم." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110027,7 +110947,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111647,8 +112567,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114213,7 +115133,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114334,9 +115254,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114560,9 +115480,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "يُرجع قيمة الجيب العكسية للمَعلم." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "يُرجع قيمة الجيب العكسية للمَعلم." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114620,9 +115541,11 @@ msgid "Returns the number of lines in the text." msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "يُرجع قيمة ظل الزاوية للمَعلم." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114635,9 +115558,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "يُرجع قيمة ظل الزاوية للمَعلم." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "يُرجع قيمة ظل الزاوية للمَعلم." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -115040,7 +115965,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115058,9 +115985,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "يُرجع جيب المَعلم." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115101,7 +116029,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115114,7 +116045,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115406,16 +116340,23 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." -msgstr "رسم مخصص." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the background [Color] of this [TextEdit]." @@ -115696,7 +116637,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117087,6 +118032,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119156,7 +120105,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119521,7 +120471,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121133,12 +122083,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121407,7 +122369,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121458,13 +122420,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121503,7 +122465,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121529,7 +122491,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121538,7 +122500,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121547,7 +122509,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121556,7 +122518,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121598,7 +122560,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121615,7 +122577,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121639,7 +122601,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121659,17 +122621,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121677,25 +122645,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121711,8 +122713,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121722,8 +122733,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121733,66 +122744,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -125222,8 +126319,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Vector2.xml msgid "" @@ -125527,10 +126625,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -125570,8 +126671,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125984,8 +127089,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Vector3.xml msgid "" @@ -126094,7 +127200,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126502,8 +127614,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)." #: doc/classes/Vector4.xml msgid "" @@ -127365,9 +128478,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127945,16 +129058,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127967,7 +129080,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128663,11 +129779,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "يُرجع جيب المَعلم." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130242,17 +131358,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130451,8 +131569,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131258,7 +132376,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131283,7 +132401,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131314,7 +132432,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131384,7 +132502,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -133275,6 +134393,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133518,7 +134644,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134941,10 +136067,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134956,9 +136082,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134977,6 +136105,462 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "لون ذهبي فاتح." + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left hand joint." +msgstr "اليد اليسرى." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "اليد اليسرى." + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right hand joint." +msgstr "اليد اليمنى." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "اليد اليمنى." + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135704,6 +137288,261 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "يُرجع جيب المَعلم." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "يُرجع قيمة الجيب العكسية للمَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "يُرجع القيمة المطلقة لقيمة المَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A left hand." +msgstr "اليد اليسرى." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A right hand." +msgstr "اليد اليمنى." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "يُرجع جيب المَعلم." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135734,12 +137573,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -136104,7 +137945,7 @@ msgstr "يُرجع جيب المَعلم." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136399,7 +138240,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136544,10 +138385,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -136594,6 +138443,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -136605,6 +138465,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "يُرجع القيمة المعاكسة للمَعلم." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136644,10 +138515,18 @@ msgstr "يُرجع القيمة المعاكسة للمَعلم." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136674,6 +138553,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -136689,6 +138583,21 @@ msgstr "يُرجع قيمة ظل الزاوية للمَعلم." msgid "Emitted when an existing face tracker is updated." msgstr "يُرجع قيمة ظل الزاوية للمَعلم." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "يُرجع قيمة ظل الزاوية للمَعلم." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ca.po b/classes/ca.po index 6182986..fb2d2be 100644 --- a/classes/ca.po +++ b/classes/ca.po @@ -193,6 +193,10 @@ msgstr "" "Aquest valor és un nombre sencer compost com una màscara de bits dels " "següents indicadors." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1099,6 +1103,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2371,7 +2389,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2389,8 +2407,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2403,12 +2422,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Retorna el valor absolut del paràmetre [code]s[/code] (és a dir, un valor " +"positiu).\n" +"[codeblock]\n" +"a = abs(-1) # a és 1\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2644,9 +2671,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2663,11 +2691,18 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Arrodoneix [code]s[/code] cap amunt (cap a l'infinit positiu), retornant el " +"nombre enter més petit que no sigui inferior a [code]s[/code].\n" +"[codeblock]\n" +"a = ceil(1.45) # a és 2.0\n" +"a = ceil(1.001) # a és 2.0\n" +"[/codeblock]\n" +"Vegeu també [method floor], [method round], [method stepify] i [int]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7604,7 +7639,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7667,7 +7706,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7742,10 +7781,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8802,7 +8841,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15863,7 +15902,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17010,6 +17049,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17279,9 +17324,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17330,6 +17375,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17344,7 +17406,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17388,6 +17452,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17398,6 +17469,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17442,8 +17524,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19157,7 +19243,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19197,7 +19283,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19428,7 +19514,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20727,22 +20813,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21217,8 +21301,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21367,12 +21452,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23636,22 +23720,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23660,6 +23741,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23670,9 +23757,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28077,18 +28162,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29971,13 +30055,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33212,10 +33297,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33434,9 +33515,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33444,8 +33531,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33469,12 +33555,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33587,10 +33676,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34878,9 +34963,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34980,13 +35063,13 @@ msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37639,7 +37722,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37835,11 +37918,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38769,19 +38853,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39034,14 +39130,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39806,6 +39903,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39840,6 +39944,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39996,7 +40207,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40171,12 +40382,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40356,17 +40567,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40547,6 +40756,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40584,6 +40800,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42604,18 +42826,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42630,32 +42854,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42664,42 +42896,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42724,27 +42965,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42752,8 +42994,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Engine.xml msgid "" @@ -42763,51 +43006,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." -msgstr "" +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42816,23 +43067,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42849,18 +43116,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42868,70 +43147,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42939,16 +43220,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42976,31 +43257,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43346,7 +43630,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43357,11 +43645,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43394,33 +43687,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43431,7 +43750,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43440,7 +43762,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43448,13 +43773,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43462,7 +43793,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44433,6 +44767,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45264,6 +45623,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45355,7 +45718,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45648,11 +46011,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45861,8 +46224,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47999,6 +48361,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -48554,6 +48941,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48602,8 +49039,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48626,6 +49063,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49158,6 +49600,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49196,6 +49652,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53856,7 +54316,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53869,7 +54329,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54002,13 +54462,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54748,7 +55208,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54771,8 +55236,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54942,16 +55408,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56115,7 +56580,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60101,6 +60566,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60905,8 +61371,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60914,8 +61380,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60923,8 +61389,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60932,8 +61398,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61163,8 +61629,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61198,9 +61665,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61210,8 +61679,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61379,12 +61848,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62124,8 +62591,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63652,7 +64119,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64161,7 +64628,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64932,16 +65399,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65086,7 +65557,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65245,10 +65716,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65517,6 +65988,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65877,8 +66357,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67603,9 +68083,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67993,20 +68473,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68056,14 +68536,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68284,8 +68764,10 @@ msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68481,7 +68963,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68895,6 +69379,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Retorna el sinus hiperbòlic invers del paràmetre." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -69420,9 +69919,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69626,9 +70125,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70694,7 +71193,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71188,6 +71687,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71406,6 +71909,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71413,12 +71922,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71426,6 +71947,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71433,6 +71960,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71446,6 +71979,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71595,15 +72134,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71615,7 +72154,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72625,7 +73164,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73075,21 +73614,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73204,21 +73743,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74135,7 +74674,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74670,8 +75209,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74864,10 +75403,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76313,10 +76943,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77320,6 +77957,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81505,6 +82154,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81516,6 +82169,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81597,12 +82263,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81772,6 +82449,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81779,6 +82460,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -82341,7 +83031,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83591,8 +84281,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83800,7 +84490,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84584,18 +85274,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85494,7 +86184,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -87300,14 +87990,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87321,7 +88014,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87458,15 +88154,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88494,7 +89193,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88568,16 +89267,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88798,21 +89497,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88821,22 +89543,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88850,7 +89581,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88861,7 +89595,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88878,15 +89615,19 @@ msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88903,40 +89644,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88957,101 +89708,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89074,6 +89851,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89089,9 +89884,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90904,8 +91701,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95888,6 +96685,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97056,8 +97861,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98072,7 +98877,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100941,7 +101746,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -101179,6 +101984,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102036,6 +102878,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -102181,7 +103033,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102575,25 +103427,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102962,14 +103795,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102977,7 +103812,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103285,7 +104121,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103399,7 +104241,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -103428,7 +104273,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103490,11 +104336,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -103525,6 +104385,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104849,15 +105727,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104866,32 +105744,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104928,17 +105812,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104956,35 +105840,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104996,8 +105879,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/SceneTree.xml #, fuzzy @@ -105005,89 +105889,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105114,11 +106003,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105149,7 +106038,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -105164,12 +106056,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -105181,70 +106074,85 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106715,8 +107623,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106742,10 +107652,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -106951,9 +107862,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107656,6 +108566,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107666,9 +108582,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -108590,7 +109504,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108953,7 +109867,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -110564,8 +111478,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113086,7 +114000,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -113204,9 +114118,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -113420,7 +114334,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113475,7 +114391,10 @@ msgid "Returns the number of lines in the text." msgstr "Retorna el sinus hiperbòlic invers del paràmetre." #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113487,7 +114406,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113865,7 +114787,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113881,7 +114805,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113922,7 +114848,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113935,7 +114864,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114220,15 +115152,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -114501,7 +115440,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115845,6 +116788,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117894,7 +118841,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -118258,7 +119206,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119835,12 +120783,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -120108,7 +121068,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -120158,13 +121118,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -120202,7 +121162,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -120228,7 +121188,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120237,7 +121197,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120246,7 +121206,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -120255,7 +121215,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -120297,7 +121257,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -120314,7 +121274,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -120338,7 +121298,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -120358,17 +121318,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -120376,25 +121342,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -120410,8 +121409,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -120421,8 +121429,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -120432,66 +121440,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123870,7 +124964,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -124174,7 +125268,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -124215,8 +125313,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -124627,7 +125729,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124736,7 +125838,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -125144,7 +126252,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -126002,9 +127110,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -126578,16 +127686,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -126600,7 +127708,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -127287,11 +128398,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128845,17 +129956,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -129053,8 +130166,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129851,7 +130964,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129876,7 +130989,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129906,7 +131019,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129972,7 +131085,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131749,6 +132862,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131991,7 +133112,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -133395,10 +134516,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -133410,9 +134531,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -133431,6 +134554,453 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -134151,6 +135721,255 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Retorna el sinus hiperbòlic invers del paràmetre." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -134181,12 +136000,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -134546,7 +136367,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134834,7 +136655,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134977,10 +136798,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -135027,6 +136856,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -135038,6 +136878,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -135076,10 +136927,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -135106,6 +136965,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -135118,6 +136992,21 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Retorna el sinus hiperbòlic invers del paràmetre." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/classes.pot b/classes/classes.pot index 4e6dd17..d641a9f 100644 --- a/classes/classes.pot +++ b/classes/classes.pot @@ -170,6 +170,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -996,6 +1000,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also the " +"property value is copied when [method Resource.duplicate] or [method Node." +"duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2142,7 +2160,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" +"Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/" "code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2156,7 +2174,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2172,9 +2190,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2404,7 +2425,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2425,7 +2446,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7345,7 +7366,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7406,7 +7431,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7480,10 +7505,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8526,7 +8551,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15546,7 +15571,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16685,6 +16710,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -16953,9 +16984,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most commonly " +"either be a method within an [Object] instance, or a custom callable used for " +"different purposes (see [method is_custom]). Like all [Variant] types, it can " +"be stored in variables and passed to other functions. It is most commonly " "used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17004,6 +17035,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17018,7 +17066,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the specified " -"[param object]." +"[param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17062,6 +17112,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17072,6 +17129,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the specified " +"[param variant]. To represent a method of a built-in [Variant] type, a custom " +"callable is used (see [method is_custom]). If [param variant] is [Object], " +"then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17116,8 +17184,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18820,7 +18892,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18860,7 +18932,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19089,7 +19161,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions are " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions are " "mirrored." msgstr "" @@ -20380,22 +20452,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both keys " +"should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20863,8 +20933,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21011,12 +21082,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23272,22 +23342,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23296,6 +23363,12 @@ msgid "" "using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23306,9 +23379,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27682,17 +27753,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are " "made of multiple textures, the amount of which must be divisible by 6 (one " -"for each face of the cube). The primary benefit of [CubemapArray]s is that " -"they can be accessed in shader code using a single texture reference. In " -"other words, you can pass multiple [Cubemap]s into a shader using a single " -"[CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This " -"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in shader " +"code using a single texture reference. In other words, you can pass multiple " +"[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are " +"allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s " +"the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29562,13 +29633,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. " -"See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See also " +"[method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32788,10 +32860,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33009,9 +33077,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33019,8 +33093,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33044,12 +33117,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33162,10 +33238,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34444,9 +34516,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34545,13 +34615,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able to " -"communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37181,7 +37251,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37377,11 +37447,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's up " +"to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control with " +"[method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38305,19 +38376,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the project " -"folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports both " +"binary and ASCII FBX files from version 3000 onward. This class supports " +"various 3D object types like meshes, skins, blend shapes, materials, and " +"rigging information. The class aims for feature parity with the official FBX " +"SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38569,14 +38652,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations where " +"a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39332,6 +39415,13 @@ msgid "" "to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39366,6 +39456,104 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. Higher " @@ -39522,7 +39710,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " "files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member ProjectSettings." -"filesystem/import/fbx/enabled]." +"filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39696,12 +39884,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized when " -"possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed in " +"the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -39881,17 +40069,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40071,6 +40257,12 @@ msgid "" "b] theme preset, as this theme preset uses a fully black background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40108,6 +40300,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42115,18 +42313,19 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also stores " +"information about the current build of Godot, such as the current version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/code], " +"[code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42141,32 +42340,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when running " +"a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, the " +"returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected by " +"this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42175,42 +42382,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en.wikipedia." +"org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its associated " +"text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42235,17 +42450,17 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) frames " +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " "here.\n" "[/gdscript]\n" "[csharp]\n" @@ -42253,9 +42468,10 @@ msgid "" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42263,7 +42479,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42274,51 +42490,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, e." -"g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42327,22 +42550,38 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally running " -"\"game\" code that would affect the scene state while in the editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for [code]@tool[/" +"code] scripts to conditionally draw editor helpers, or prevent accidentally " +"running \"game\" code that would affect the scene state while in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42359,18 +42598,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in the " -"editor and when running the project from the editor, but it will evaluate to " -"[code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")" +"[/code] evaluate to [code]true[/code] both when the script is running in the " +"editor and when running the project from the editor, but returns [code]false[/" +"code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and physics " -"phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42378,70 +42629,71 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " -"a language with similar extension/name/type" +"a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton object " -"is not freed. Only works with user-defined singletons created with [method " -"register_singleton]." +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " +"[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second may " -"still be below this value if the CPU or GPU cannot keep up with the project " -"logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number " +"The maximum number of frames that can be rendered every second (FPS). A value " +"of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/b] " +"or [b]Adaptive[/b], the setting takes precedence and the max FPS number " "cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), " -"using a FPS limit a few frames lower than the monitor's refresh rate will " +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using a " +"FPS limit a few frames lower than the monitor's refresh rate will " "[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " "avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, " -"not CPU-bottlenecked scenarios.\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped framerate. " +"Since this works by ensuring the GPU load is lower than 100%, this latency " +"reduction is only effective in GPU-bottlenecked scenarios, not CPU-" +"bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42449,16 +42701,15 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game clock " +"to deviate more from the real clock, but they smooth out framerate jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42486,31 +42737,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted from " -"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] " -"script, this will also impact the editor itself. Do [i]not[/i] report bugs " -"before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real " -"life, whilst a value of 0.5 means the game moves at half the regular speed. " -"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will stretch " -"over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -42852,7 +43106,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42863,11 +43121,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow will " -"look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different due " +"to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -42900,33 +43163,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42937,7 +43226,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " "recommended to use a texture with an aspect ratio that matches your project's " -"base aspect ratio (typically 16:9)." +"base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42946,7 +43238,10 @@ msgid "" "effect. A strength of [code]0.0[/code] means the glow map has no effect on " "the overall glow effect. A strength of [code]1.0[/code] means the glow has a " "full effect on the overall glow effect (and can turn off glow entirely in " -"specific areas of the screen if the glow map has black areas)." +"specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42954,13 +43249,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value of " "[code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42968,7 +43269,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43931,6 +44235,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called geometry " +"helper nodes. These nodes help preserve the pivots and transformations of the " +"original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44747,6 +45076,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -44838,7 +45171,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45125,11 +45458,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45336,8 +45669,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and has " @@ -47463,6 +47795,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48015,6 +48371,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can be " +"anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48063,8 +48467,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48086,6 +48490,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48614,6 +49022,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48650,6 +49072,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53234,7 +53660,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53247,7 +53673,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53379,13 +53805,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54119,7 +54545,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54142,8 +54573,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be lower " +"than or equal to 256×256. To avoid rendering issues, sizes lower than or " +"equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54312,16 +54744,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55472,7 +55903,7 @@ msgid "" "when passing them as arguments in functions. The [float] will be as close to " "the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59399,6 +59830,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60195,8 +60627,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60204,8 +60636,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60213,8 +60645,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60222,8 +60654,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60453,7 +60885,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60487,7 +60919,9 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled normalizes the mesh before applying the convex decomposition." +msgid "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60498,8 +60932,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60667,12 +61101,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61409,8 +61841,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -62929,7 +63361,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63435,7 +63867,7 @@ msgid "" "mesh baking process expects 3D node types and 3D source geometry to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on 3D " "source geometry and properties of the [NavigationMesh] resource. In the first " "step, starting from a root node and depending on [NavigationMesh] properties " @@ -64193,16 +64625,20 @@ msgstr "" msgid "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon corners " +"and edges, especially at a high frame rate. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask bit " "that matches with a bit of the [member avoidance_layers] to the navigation " "polygon. Due to each navigation polygon outline creating an obstacle and each " "polygon edge creating an avoidance line constrain keep the navigation polygon " -"shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64344,8 +64780,8 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. Together, " -"they define the traversable areas in the 2D world.\n" +"Maps are divided into regions, which are composed of navigation polygons. " +"Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -64491,9 +64927,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with this " +"agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64746,6 +65183,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65087,8 +65533,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -66793,9 +67239,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any " -"children (and grandchildren) nodes set to inherit into its process thread " -"group. this means that the processing of all the nodes in the group will " -"happen together, at the same time as the node including them." +"child (and grandchild) nodes set to inherit into its process thread group. " +"This means that the processing of all the nodes in the group will happen " +"together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67183,20 +67629,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." -msgstr "" - -#: doc/classes/Node.xml -msgid "" -"Process this node (and children nodes set to inherit) on the main thread. See " +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " "[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67246,14 +67692,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before any " +"non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67473,8 +67919,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -67667,7 +68115,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, and " +"shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68075,6 +68525,21 @@ msgid "" "[String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to [param " +"end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the default " +"value for [param end] makes it slice to the end of the [NodePath] by default " +"(i.e. [code]path.slice(1)[/code] is a shorthand for [code]path.slice(1, path." +"get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative to " +"the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a shorthand " +"for [code]path.slice(0, path.get_name_count() + path.get_subname_count() - 2)" +"[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68600,9 +69065,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -68806,9 +69271,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the current " -"idle time cycle. If not done carefully, this can result in infinite recursion " -"without causing a stack overflow, which will hang the game similarly to an " -"infinite loop.\n" +"idle time cycle. This means you should not call a method deferred from itself " +"(or from a method called by it), as this causes infinite recursion the same " +"way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -69869,7 +70334,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70356,6 +70821,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70573,6 +71042,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70580,12 +71055,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70593,6 +71080,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70600,6 +71093,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70613,6 +71112,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -70760,15 +71265,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -70780,7 +71285,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -71782,7 +72287,7 @@ msgid "" "may also be falsified using external programs, so do not rely on the string " "returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72230,21 +72735,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72357,21 +72862,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73280,7 +73785,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -73806,8 +74311,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -73999,10 +74504,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the current " +"camera, it may be desired to match the value with [member CanvasLayer." +"follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the position " +"of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion of " +"an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming out " +"with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a " @@ -75439,10 +76035,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member angular_damp] " +"to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76443,6 +77046,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -80581,6 +81196,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -80592,6 +81211,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or [code]ui_right[/" +"code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the [param " +"submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -80666,12 +81298,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -80836,12 +81479,25 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " "name of a child [PopupMenu] node that would be shown when the item is clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must either " +"be a child of this [PopupMenu] or has no parent (in which case it will be " +"automatically added as a child). If the [param submenu] popup has another " +"parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81401,7 +82057,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -82640,8 +83296,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or an " "error respectively when calling a function without using its return value (by " -"assigning it to a variable or using it as a function argument). Such return " -"values are sometimes used to denote possible errors using the [enum Error] " +"assigning it to a variable or using it as a function argument). These return " +"values are sometimes used to indicate possible errors using the [enum Error] " "enum." msgstr "" @@ -82847,7 +83503,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the [code]!" "=[/code] operator." msgstr "" @@ -83629,19 +84285,19 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF " -"can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " +"FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF " -"can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " +"FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84534,7 +85190,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86336,14 +86992,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " "Useful for low-resolution pixel art games. Their position can still be sub-" -"pixel, but the decimals will not have effect. This can lead to a crisper " -"appearance at the cost of less smooth movement, especially when [Camera2D] " -"smoothing is enabled.\n" +"pixel, but the decimals will not have effect as the position is rounded. This " +"can lead to a crisper appearance at the cost of less smooth movement, " +"especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle 2D " "transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86357,7 +87016,10 @@ msgid "" "vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86492,15 +87154,17 @@ msgid "" "is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"performance, but synchronizing to the main thread can cause a bit more jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87519,7 +88183,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower quality " "textures and normal maps and Adaptable Scalable Texture Compression algorithm " -"for high quality textures (in 4x4 block size).\n" +"for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -87593,16 +88257,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -87820,20 +88484,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in particular) " -"are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always 64-" +"bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -87842,22 +88530,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -87871,7 +88568,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z * " +"with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -87882,7 +88582,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -87898,15 +88601,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] (see " +"[enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -87922,40 +88629,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -87976,101 +88692,121 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." +"The identity quaternion, representing no rotation. This has the same rotation " +"as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning a " +"[Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between two " -"nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This operation " -"is not meaningful on its own, but it can be used as a part of a larger " -"expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/" -"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/" -"code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and index " +"[code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88093,6 +88829,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88107,9 +88861,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -89896,8 +90652,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -94834,6 +95590,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -95995,8 +96759,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to " "be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97002,7 +97766,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -99837,7 +100601,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100071,6 +100835,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and its " +"dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already existing " +"instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -100920,6 +101721,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101065,7 +101876,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in transition " "from transparent to opaque areas. For textures displayed with bilinear " -"filtering, this helps mitigate the outline effect when exporting images from " +"filtering, this helps to reduce the outline effect when exporting images from " "an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101457,25 +102268,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for its " -"path, and the newly loaded copy will not be cached. Instances loaded with " -"this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for its " -"path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -101841,14 +102633,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents will " +"show again if the label is redrawn. However, setting [member text] to an " +"empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " "the loaded part of the document. Use [method is_ready] or [signal finished] " "to determine whether document is fully loaded." @@ -101856,7 +102650,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " "the loaded part of the document. Use [method is_ready] or [signal finished] " "to determine whether document is fully loaded." @@ -102164,7 +102959,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign behavior " +"when clicked, connect [signal meta_clicked] to a function that is called when " +"the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102278,7 +103079,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102307,7 +103111,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102369,11 +103174,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/code], " -"then the parameter for this signal will be a [String] type. If a particular " -"type or an object is desired, the [method push_meta] method must be used to " -"manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the [method " +"push_meta] method must be used to manually insert the data into the tag " +"stack. Alternatively, you can convert the [String] input to the desired type " +"based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102404,6 +103223,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -103704,15 +104541,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " -"be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can be " +"paused. Scenes can be loaded, switched and reloaded.\n" +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -103721,32 +104558,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method call. " -"If a node doesn't have the given method or the argument list does not match " -"(either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all members " -"at once, which can cause stuttering if an expensive method is called on lots " -"of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying " -"them at the end of the method call. If a node doesn't have the given method " -"or the argument list does not match (either in count or in types), it will be " -"skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -103783,17 +104626,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame (fixed " -"framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member " -"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame " -"delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -103811,35 +104654,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is set " -"to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in the " +"tree. A node's [method Node._process] method would be called before the timer " +"updates (or [method Node._physics_process] if [param process_in_physics] is " +"set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if the " -"[Node] is freed, but it will automatically finish if there's nothing left to " -"animate. If you want the [Tween] to be automatically killed when the [Node] " -"is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method Node." +"create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -103851,7 +104693,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -103859,89 +104701,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a result " -"of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to all " +"nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way similar " -"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag " -"is present in the [param call_flags] argument, notifications will be sent at " -"the end of the current frame in a way similar to using [code]Object." -"call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to all " +"nodes inside this tree added to the [param group]. Use [param call_flags] to " +"customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a non-" -"zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " -"current_scene] cannot be loaded into a [PackedScene], or [constant " -"ERR_CANT_CREATE] if the scene cannot be instantiated." +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member current_scene] " +"cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if the " +"scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the end " -"of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -103968,11 +104814,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104003,7 +104849,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually a " +"direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104018,12 +104867,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104035,70 +104885,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. Children " +"of the root node may include the loaded [member current_scene], as well as " +"any [url=$DOCS_URL/tutorials/scripting/singletons_autoload.html]AutoLoad[/" +"url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update the " -"visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -105555,8 +106418,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105583,7 +106448,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -105786,9 +106651,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106487,6 +107351,12 @@ msgid "" "node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update of " +"[Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -106497,9 +107367,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107419,7 +108287,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -107780,7 +108648,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109375,8 +110243,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -111878,7 +112746,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -111994,9 +112862,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112210,7 +113078,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain icons, " +"text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112264,7 +113134,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only works " +"when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112276,7 +113149,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only works " +"when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112652,7 +113528,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112668,7 +113546,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112709,7 +113589,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112722,7 +113605,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113006,15 +113892,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113287,7 +114180,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -114614,6 +115511,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -116647,7 +117548,8 @@ msgid "" "layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117005,7 +117907,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -118555,12 +119457,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be set " -"to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -118823,7 +119737,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -118873,13 +119787,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -118917,7 +119831,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -118943,7 +119857,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -118952,7 +119866,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -118961,7 +119875,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -118970,7 +119884,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119012,7 +119926,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119029,7 +119943,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. This " "has the effect of transforming the second transform (the child) by the first " @@ -119052,7 +119966,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119072,17 +119986,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119090,26 +120010,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z." -"w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " -"points towards the [param target] position.\n" +"Returns the inverted version of this transform. Unlike [method inverse], this " +"method works with almost any [member basis], including non-uniform ones, but " +"is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see [method " +"Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to perform " +"[i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) points " +"towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " "orthonormalized. The existing rotation, scale, and skew information from the " @@ -119124,7 +120077,16 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), " +"which also means it can only represent rotation. See also [method Basis." +"orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by the " "given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " @@ -119135,7 +120097,7 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " +"Returns a copy of this transform rotated around the given [param axis] by the " "given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " @@ -119146,65 +120108,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " +"right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] from " +"the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation " -"matrix." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another [Transform3D], " +"no transformation occurs." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including the " +"[member origin]. This affects the transform's scale uniformly, also resizing " +"the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -122550,7 +123599,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -122848,7 +123897,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See also " +"[method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -122889,8 +123942,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], and " +"is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123299,7 +124356,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -123405,7 +124462,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], and " +"is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -123811,7 +124874,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -124665,9 +125728,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children Camera3D " -"3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125237,16 +126300,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125259,7 +126322,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -125942,11 +127008,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -127486,17 +128552,20 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison within " +"Outputs a 3D vector based on the result of a floating-point comparison within " "the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point number " -"to be considered equal. Ports 4 to 6 are the possible outputs, returned if " -"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively." +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point numbers " +"to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"respectively." msgstr "" #: doc/classes/VisualShaderNodeInput.xml @@ -127692,8 +128761,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -128485,7 +129554,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -128510,7 +129579,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -128539,7 +129608,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -128605,7 +129674,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -130364,6 +131433,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] and " +"[member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -130605,7 +131682,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -131995,10 +133072,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132010,9 +133087,11 @@ msgid "" "in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132030,6 +133109,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the body " +"tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has been " +"temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -132747,6 +134268,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the hand " +"tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -132777,16 +134535,18 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to the " -"virtual space around the [XROrigin3D] point. The points form a convex polygon " -"that can be used to react to or visualize the play area. This returns an " -"empty array if this feature is not supported or if the information is not yet " -"available." +"Returns an array of vectors that represent the physical play area mapped to " +"the virtual space around the [XROrigin3D] point. The points form a convex " +"polygon that can be used to react to or visualize the play area. This returns " +"an empty array if this feature is not supported or if the information is not " +"yet available." msgstr "" #: doc/classes/XRInterface.xml @@ -133138,7 +134898,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -133422,7 +135182,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -133565,10 +135325,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -133615,6 +135383,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -133625,6 +135403,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -133663,10 +135451,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -133693,6 +135489,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -133705,6 +135513,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number of " diff --git a/classes/cs.po b/classes/cs.po index d1e8136..5f21509 100644 --- a/classes/cs.po +++ b/classes/cs.po @@ -29,8 +29,8 @@ msgstr "" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-02-25 02:48+0000\n" "Last-Translator: Marek Poustka \n" -"Language-Team: Czech \n" +"Language-Team: Czech \n" "Language: cs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -202,6 +202,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "Tato hodnota je celé číslo složené jako bitmaska následujících vlajek." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1199,6 +1203,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2730,7 +2748,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2750,7 +2768,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2771,9 +2789,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3054,9 +3075,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3073,11 +3095,17 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Vrací celočíselnou hodnotu, nejbližší od [code]s[/code], hodnoty přesně mezi " +"jsou zaokrouhlovány na nulu.\n" +"[codeblock]\n" +"round(2.6) # Vrací 3\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3085,6 +3113,10 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"Vrací výsledek [code]x[/code] umocněného na [code]y[/code].\n" +"[codeblock]\n" +"pow(2, 5) # Vrací 32\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -8138,7 +8170,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8201,7 +8237,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8276,10 +8312,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9353,7 +9389,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16477,7 +16513,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17656,6 +17692,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17926,9 +17968,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17977,6 +18019,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17991,7 +18050,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18035,6 +18096,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18045,6 +18113,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18090,8 +18169,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19824,7 +19907,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19864,7 +19947,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20095,7 +20178,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21403,22 +21486,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21916,8 +21997,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22066,12 +22148,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24363,22 +24444,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24387,6 +24465,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24397,9 +24481,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28906,18 +28988,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30820,13 +30901,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -34270,10 +34352,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34493,9 +34571,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34503,8 +34587,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34528,12 +34611,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34646,10 +34732,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35940,9 +36022,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -36044,13 +36124,13 @@ msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false. #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38724,7 +38804,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38920,11 +39000,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39857,19 +39938,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -40122,14 +40215,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Vrátí sinus parametru." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40899,6 +40993,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40934,6 +41035,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Vrátí kosinus parametru." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -41090,7 +41298,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -41266,12 +41474,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41452,17 +41660,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41643,6 +41849,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41680,6 +41893,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] " +"přiblížně rovny." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43725,18 +43947,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43751,32 +43975,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43785,42 +44017,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Vrátí zbytek po dělení dvou vektorů." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43845,27 +44086,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43874,7 +44116,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Vrátí tangens parametru." #: doc/classes/Engine.xml @@ -43885,52 +44127,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Vrátí zbytek po dělení dvou vektorů." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43939,24 +44188,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43973,18 +44237,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43992,70 +44268,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -44063,16 +44341,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -44100,31 +44378,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44479,7 +44760,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44490,11 +44775,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44527,33 +44817,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44564,7 +44880,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44573,7 +44892,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44581,13 +44903,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44595,7 +44923,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45569,6 +45900,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -46424,6 +46780,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46516,7 +46876,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46819,11 +47179,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -47033,8 +47393,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -49214,6 +49573,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Vrátí sinus parametru." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -49769,6 +50153,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Vrátí sinus parametru." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Vrátí zbytek po dělení dvou vektorů." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49817,8 +50251,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49841,6 +50275,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Vrátí zbytek po dělení dvou vektorů." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -50375,6 +50814,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -50413,6 +50866,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -55099,7 +55556,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55112,7 +55569,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55245,13 +55702,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -56005,7 +56462,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -56028,8 +56490,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -56199,16 +56662,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -57386,7 +57848,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -61433,6 +61895,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -62251,8 +62714,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62260,8 +62723,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62269,8 +62732,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62278,8 +62741,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62510,8 +62973,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62546,9 +63010,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62558,8 +63024,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62728,12 +63194,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -63479,8 +63943,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -65032,7 +65496,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -65550,7 +66014,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -66336,16 +66800,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -66490,7 +66958,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -66653,10 +67121,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66936,6 +67404,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -67310,8 +67787,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -69062,9 +69539,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -69453,20 +69930,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -69516,14 +69993,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69745,8 +70222,10 @@ msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69943,7 +70422,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -70357,6 +70838,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70891,9 +71387,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -71097,9 +71593,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -72172,7 +72668,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -72673,6 +73169,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72892,6 +73392,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72899,12 +73405,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72912,6 +73430,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72919,6 +73443,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72932,6 +73462,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -73088,15 +73624,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Vrátí absolutní hodnotu parametru." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -73108,7 +73644,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -74138,7 +74674,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -74598,21 +75134,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74728,21 +75264,21 @@ msgstr "Vrátí kosinus parametru." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -75662,7 +76198,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -76197,8 +76733,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -76392,10 +76928,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77856,10 +78484,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "Transformační matrix tělesa." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78873,6 +79508,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -83118,6 +83765,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -83129,6 +83780,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -83212,12 +83876,26 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Vrátí tangens parametru." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] " +"přiblížně rovny." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -83395,6 +84073,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -83402,6 +84084,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -83970,7 +84661,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -85224,8 +85915,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -85433,7 +86124,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -86227,18 +86918,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -87139,7 +87830,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88947,14 +89638,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88968,7 +89662,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89105,15 +89802,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -90147,7 +90847,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -90221,16 +90921,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -90453,24 +91153,45 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -#, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" -"Nultý vektor, vektor který má všechny komponenty nastavené na [code]0[/code]." #: doc/classes/Quaternion.xml msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." @@ -90478,22 +91199,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -90507,7 +91237,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -90518,7 +91251,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -90535,15 +91271,19 @@ msgstr "Vrátí tangens parametru." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -90568,40 +91308,51 @@ msgstr "" "hodnotou jako nula." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -90622,39 +91373,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -90664,48 +91424,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -90715,16 +91492,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90747,6 +91524,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90762,9 +91557,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -92611,8 +93408,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -97630,6 +98427,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98806,8 +99611,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99826,7 +100631,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -102707,7 +103512,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102945,6 +103750,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103802,6 +104644,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103947,7 +104799,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -104341,25 +105193,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -104732,14 +105565,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104747,7 +105582,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105064,11 +105900,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." -msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." +msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy @@ -105187,9 +106028,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -105220,7 +106063,8 @@ msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." #: doc/classes/RichTextLabel.xml @@ -105283,11 +106127,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -105319,6 +106177,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Vrátí opačnou hodnotu parametru." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -106661,15 +107537,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -106678,32 +107554,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -106740,17 +107622,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -106768,38 +107650,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] " -"přiblížně rovny." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106811,8 +107689,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Vrátí zbytek po dělení dvou vektorů." #: doc/classes/SceneTree.xml #, fuzzy @@ -106820,89 +107699,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Vrátí zbytek po dělení dvou vektorů." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106929,11 +107813,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106964,7 +107848,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106979,12 +107866,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106996,70 +107884,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Vrátí tangens parametru." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Vrátí tangens parametru." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Vrátí tangens parametru." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -108545,8 +109449,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108574,10 +109480,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Vrátí inverzní odmocninu z parametru." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -108789,9 +109696,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109509,6 +110415,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -109519,9 +110431,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -110455,7 +111365,7 @@ msgstr "Vrátí sinus parametru." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110820,7 +111730,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -112452,8 +113362,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -115027,7 +115937,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -115148,9 +116058,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -115374,9 +116284,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Vrátí tangens parametru." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Vrátí tangens parametru." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115434,9 +116345,11 @@ msgid "Returns the number of lines in the text." msgstr "Vrátí zbytek po dělení dvou vektorů." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Vrátí tangens parametru." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115449,9 +116362,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Vrátí tangens parametru." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Vrátí tangens parametru." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -115855,7 +116770,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115873,9 +116790,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Vrátí sinus parametru." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115916,7 +116834,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115929,7 +116850,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116221,15 +117145,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -116512,7 +117443,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117903,6 +118838,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119987,7 +120926,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -120352,7 +121292,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121971,12 +122911,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -122245,7 +123197,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -122296,13 +123248,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Vrátí zbytek po dělení dvou vektorů." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -122348,7 +123300,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -122374,7 +123326,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -122383,7 +123335,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -122392,7 +123344,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -122401,7 +123353,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -122443,7 +123395,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -122464,7 +123416,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -122488,7 +123440,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -122508,17 +123460,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -122526,25 +123484,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Vrátí tangens parametru." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -122560,8 +123552,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122571,8 +123572,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122582,68 +123583,164 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Vrátí [code] true [/code], pokud je [code] s [/code] nula nebo téměř nula.\n" +"Tato metoda je rychlejší než použití [metoda is_equal_aptx] s jednou " +"hodnotou jako nula." + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "Transformační matrix tělesa." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "Transformační matrix tělesa." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Vrátí [code] true [/code], pokud je [code] s [/code] nula nebo téměř nula.\n" +"Tato metoda je rychlejší než použití [metoda is_equal_aptx] s jednou " +"hodnotou jako nula." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -126076,7 +127173,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "Vektor používaný pro 2D matematiku." #: doc/classes/Vector2.xml @@ -126395,10 +127492,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -126438,8 +127538,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -126866,7 +127970,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "Vektor používaný pro 3D matematiku." #: doc/classes/Vector3.xml @@ -126979,7 +128083,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -127392,7 +128502,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "Vektor používaný pro 2D matematiku." #: doc/classes/Vector4.xml @@ -128262,9 +129372,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -128844,16 +129954,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -128866,7 +129976,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -129574,11 +130687,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Vrátí sinus parametru." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -131162,17 +132275,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -131372,8 +132487,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -132179,7 +133294,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -132204,7 +133319,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -132235,7 +133350,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -132305,7 +133420,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -134084,6 +135199,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -134333,7 +135456,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -135811,10 +136934,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -135826,9 +136949,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -135847,6 +136972,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -136574,6 +138150,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Vrátí sinus parametru." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Vrátí absolutní hodnotu parametru." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Vrátí sinus parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -136604,12 +138433,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -136974,7 +138805,7 @@ msgstr "Vrátí sinus parametru." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -137269,7 +139100,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -137414,10 +139245,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -137464,6 +139303,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -137475,6 +139325,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Vrátí opačnou hodnotu parametru." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -137514,10 +139375,18 @@ msgstr "Vrátí opačnou hodnotu parametru." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -137544,6 +139413,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Vrátí tangens parametru." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -137559,6 +139443,21 @@ msgstr "Vrátí tangens parametru." msgid "Emitted when an existing face tracker is updated." msgstr "Vrátí tangens parametru." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Vrátí tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Vrátí tangens parametru." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/de.po b/classes/de.po index 0de2780..6902fb4 100644 --- a/classes/de.po +++ b/classes/de.po @@ -262,6 +262,10 @@ msgstr "" "Dieser Wert ist ein Integer, zusammengesetzt als Bitmaske der folgenden " "Flags." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1715,6 +1719,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3718,8 +3736,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3742,8 +3761,9 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3771,14 +3791,13 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" -"Liefert eine normalverteilte pseudozufällige Fließkommazahl unter Verwendung " -"der Box-Muller-Transformation mit dem angegebenen [param Mittelwert] und " -"einer Standard-[param Abweichung]. Dies wird auch als Gaußsche Verteilung " -"bezeichnet." #: doc/classes/@GlobalScope.xml msgid "" @@ -4173,9 +4192,10 @@ msgstr "" "smoothstep() und ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -4211,9 +4231,10 @@ msgstr "" "snapped] oder [method Vector4i.snapped]." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -10966,7 +10987,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -11044,7 +11069,7 @@ msgstr "" #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "Gibt [code]true[/code] zurück, ob der Mischbaum-Editor die Filterbearbeitung " @@ -11162,10 +11187,10 @@ msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "Verschmelzen Sie einen anderen Animationsknoten (falls dieser Knoten " "untergeordnete Animationsknoten enthält). Diese Funktion ist nur nützlich, " @@ -12718,8 +12743,9 @@ msgstr "" "verwendet wird." #: doc/classes/AnimationNodeTimeScale.xml +#, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Ermöglicht es, die Geschwindigkeit der Animation in allen untergeordneten " @@ -23000,7 +23026,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -24189,6 +24215,18 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +#, fuzzy +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" +"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des " +"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der " +"Text nicht in eine Zeile passt). Sollte der Text nicht in das " +"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck " +"automatisch in der Höhe angepasst." + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -24482,9 +24520,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -24533,6 +24571,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -24548,7 +24603,9 @@ msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -24592,6 +24649,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -24602,6 +24666,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -24655,8 +24730,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -26399,7 +26478,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -26439,7 +26518,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -26684,7 +26763,7 @@ msgstr "Textur wird nicht wiederholt." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -28037,22 +28116,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -28562,8 +28639,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -28712,12 +28790,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -31141,22 +31218,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "Die Farbe des spiegelnden Lichteffekts." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -31165,6 +31239,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -31175,9 +31255,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -35768,18 +35846,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -37689,13 +37766,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -41227,10 +41305,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -41450,18 +41524,25 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." -msgstr "" +msgid "Deprecated in API level 15." +msgstr "Veraltet in API-Level 15." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Ermöglicht es einer Anwendung, das Benutzerwörterbuch zu lesen." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 29." +msgstr "Veraltet in API-Level 16." #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41485,12 +41566,16 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 33." +msgstr "Veraltet in API-Level 16." + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41605,10 +41690,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "Veraltet in API-Level 15." - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -42911,9 +42992,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -43016,13 +43095,13 @@ msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -45721,7 +45800,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -45917,11 +45996,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -46863,19 +46943,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -47128,14 +47220,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Gibt die Liste der gespeicherten Animationsnamen zurück." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -47908,6 +48001,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -47943,6 +48043,115 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "Die Farbe des spiegelnden Lichteffekts." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Die vertikale Verschiebung des Titel-Textes." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "Die Schriftart die für den Titel verwendet wird." + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -48099,7 +48308,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -48276,12 +48485,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -48463,17 +48672,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -48657,6 +48864,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Wenn [code]wahr[/code] wird der Stream automatisch neu gestartet wenn er das " +"Ende erreicht." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -48695,6 +48911,17 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Gibt [code]true[/code] zurück, wenn das Radiergummiende eines Stylus-Stifts " +"verwendet wird.\n" +"[b]Hinweis:[/b] Diese Eigenschaft ist unter Linux, macOS und Windows " +"implementiert." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -50777,18 +51004,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -50803,32 +51032,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -50837,42 +51074,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -50897,27 +51143,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -50926,7 +51173,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." #: doc/classes/Engine.xml @@ -50939,57 +51186,60 @@ msgstr "" "werden können." #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Gibt eine Konstante aus dem aktivien [Design] mit dem gegebenen Namen " -"([code]name[/code]) und dem zugehörigen [Control] des Types [code]type[/" -"code] zurück." #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Gibt ein Array mit allen Punkten zurück." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -50998,25 +51248,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Gibt [code]true[/code] zurück, wenn ein Singleton mit dem angegebenen [param " -"name] im globalen Bereich existiert." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -51033,18 +51297,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -51052,70 +51328,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -51123,16 +51401,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -51160,31 +51438,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -51548,7 +51829,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -51562,11 +51847,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -51599,33 +51889,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -51636,7 +51952,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -51645,7 +51964,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -51653,23 +51975,30 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist." #: doc/classes/Environment.xml msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -52648,6 +52977,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml #, fuzzy msgid "Provides methods for file reading and writing operations." @@ -53516,6 +53870,11 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Das Symbol für die Schaltfläche des Bildschirmfarbwählers." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -53612,7 +53971,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -53931,12 +54290,14 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." -msgstr "" +#, fuzzy +msgid "The horizontal separation of child nodes." +msgstr "Die Interpolation zwischen den Animationen ist linear." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." -msgstr "" +#, fuzzy +msgid "The vertical separation of child nodes." +msgstr "Die Interpolation zwischen den Animationen ist linear." #: doc/classes/FogMaterial.xml msgid "" @@ -54146,8 +54507,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -56347,6 +56707,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Der Name des zugewiesenen Audio-Bus für diese Area." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -56902,6 +57287,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Gibt die aktuelle Länge des Federarms zurück." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Der Name des zugewiesenen Audio-Bus für diese Area." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -56950,8 +57385,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -56974,6 +57409,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Der Name des zugewiesenen Audio-Bus für diese Area." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -57508,6 +57948,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "Linke Maustaste." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -57546,6 +58001,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -62291,7 +62750,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -62304,7 +62763,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -62438,13 +62897,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -63301,7 +63760,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -63324,8 +63788,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -63496,16 +63961,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -64715,7 +65179,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -68875,6 +69339,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -69757,8 +70222,8 @@ msgstr "[PoolVector2Array] für zweite UV-Koordinaten." msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -69766,8 +70231,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -69775,8 +70240,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -69784,8 +70249,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -70028,8 +70493,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Wenn [code]true[/code], wird der [AnimationTree] verarbeitet." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -70067,9 +70533,12 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Wenn [code]true[/code], ist das einklappen für dieses TreeItem deaktiviert." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -70079,8 +70548,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -70253,12 +70722,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -71005,8 +71472,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -72554,7 +73021,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -73077,7 +73544,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -73870,16 +74337,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -74030,7 +74501,7 @@ msgstr "Schnittstelle zu AES-Verschlüsselungsfunktionen auf niedriger Ebene." msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -74200,10 +74671,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -74499,6 +74970,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -74892,8 +75372,8 @@ msgstr "Schnittstelle zu AES-Verschlüsselungsfunktionen auf niedriger Ebene." msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -76669,9 +77149,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -77070,20 +77550,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -77134,14 +77614,14 @@ msgstr "Textur wird nicht wiederholt." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -77364,8 +77844,10 @@ msgstr "Gibt den Abstand zwischen diesem Vektor und [code]bis[/code] zurück." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -77562,7 +78044,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Gibt den Abstand zwischen diesem Vektor und [code]bis[/code] zurück." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -77979,6 +78463,41 @@ msgstr "" "Gibt [code]true[/code] zurück, wenn der angegebene Track importiert ist. " "Andernfalls wird [code]false[/code] zurückgegeben." +#: doc/classes/NodePath.xml +#, fuzzy +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" +"Gibt das Teilstück des [Array], von [param begin] (einschließlich) bis " +"[param end] (ausschließlich), als neues [Array] zurück.\n" +"Der absolute Wert von [param begin] und [param end] wird auf die Array-Größe " +"geklemmt, so dass der Standardwert für [param end] das Array standardmäßig " +"auf die Größe des Arrays aufteilt (d.h. [code]arr.slice(1)[/code] ist eine " +"Abkürzung für [code]arr.slice(1, arr.size())[/code]).\n" +"Wenn entweder [param begin] oder [param end] negativ sind, beziehen sie sich " +"auf das Ende des Arrays (d.h. [code]arr.slice(0, -2)[/code] ist eine " +"Abkürzung für [code]arr.slice(0, arr.size() - 2)[/code]).\n" +"Falls angegeben, ist [param step] der relative Index zwischen den " +"Quellelementen. Er kann negativ sein, dann muss [param begin] höher als " +"[param end] sein. Beispiel: [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] " +"liefert [code][5, 3][/code].\n" +"Wenn [param deep] true ist, wird jedes Element als Wert und nicht als " +"Referenz kopiert.\n" +"[b]Hinweis:[/b] Um das erste Element einzuschließen, wenn [param step] " +"negativ ist, verwenden Sie [code]arr.slice(begin, -arr.size() - 1, step)[/" +"code] (d.h. [code][0, 1, 2].slice(1, -4, -1)[/code] liefert [code][1, 0][/" +"code])." + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -78518,9 +79037,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -78724,9 +79243,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -79808,7 +80327,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -80331,6 +80850,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -80555,6 +81078,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -80562,12 +81091,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -80575,6 +81116,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -80582,6 +81129,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -80595,6 +81148,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -80751,15 +81310,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Maximaler Wert für das Modus-Enum." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -80771,7 +81330,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -81816,7 +82375,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -82287,21 +82846,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -82417,21 +82976,21 @@ msgstr "Gibt den Kosinus des Parameters zurück." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -83420,7 +83979,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -83999,8 +84558,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -84198,10 +84757,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "Gibt die Größe des Arrays zurück." -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Wenn [code]true[/code], wird die Textur zentriert." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -85671,10 +86322,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "Legt die Transformation des Körpers fest." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -86690,6 +87348,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -91041,6 +91711,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -91052,6 +91726,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -91141,12 +91828,28 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Gibt den Rest einer Division zweier Vektoren zurück." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Gibt die Untermenü-ID des Eintrags mit dem Index [param idx] zurück. Siehe " +"[method global_menu_add_submenu_item] für weitere Informationen über das " +"Hinzufügen eines Untermenüs.\n" +"[b]Hinweis:[/b] Diese Methode ist nur unter macOS implementiert." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -91333,6 +92036,10 @@ msgstr "Ändert den [Vector2] am übergeben Index." msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "Ändert den [Vector2] am übergeben Index." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -91340,6 +92047,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -91918,7 +92634,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -93211,13 +93927,16 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" +"Wenn [code]true[/code], können andere Überwachungsbereiche diesen Bereich " +"erkennen." #: doc/classes/ProjectSettings.xml msgid "" @@ -93436,7 +94155,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -94245,18 +94964,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -95160,7 +95879,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -96968,14 +97687,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -96989,7 +97711,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -97126,15 +97851,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -98170,7 +98898,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -98244,16 +98972,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -98479,25 +99207,46 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "" -"Nullvektor, ein Vektor, bei dem alle Komponenten auf [code]0[/code] " -"festgelegt sind." +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." #: doc/classes/Quaternion.xml #, fuzzy @@ -98506,24 +99255,34 @@ msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "Konstruiert ein Quaternion, das sich um die angegebene Achse um den " "angegebenen Winkel dreht. Die Achse muss ein normalisierter Vektor sein." #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -98537,7 +99296,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -98548,9 +99310,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -#, fuzzy -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" #: doc/classes/Quaternion.xml #, fuzzy @@ -98572,16 +99336,21 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "" +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "Gibt das Verhältnis von [member x] zu [member y] zurück." #: doc/classes/Quaternion.xml #, fuzzy @@ -98605,49 +99374,65 @@ msgstr "" "Komponenten aufgerufen wird." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Gibt [code]true[/code] zurück, wenn die spezifizerte Flagge aktiviert ist. " +"Siehe die [enum Flags] Aufzählung für Optionen." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." +msgstr "Gibt den End-Node des übergebenen Übergangs zurück." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +#, fuzzy +msgid "" +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" +"Gibt die quadrierte Länge des Vektors zurück. \n" +"Diese Funktion ist schneller als [method length] also bevorzuge sie, wenn du " +"Vektoren vergleichst oder die quadrierte Distanz für eine Formel brauchst." #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Gibt [code]true[/code] zurück, wenn das Wörterbuch leer ist (seine Größe ist " +"[code]0[/code]). Siehe auch [Methode size]." + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "Gibt das Ergebnis der sphärischen Linearinterpolation zwischen diesem " "Quaternion und [code]to[/code] nach Betrag [code]weight[/code].\n" "[b]Note:[/b] Beide Quaternionen müssen normalisiert sein." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"Gibt das Ergebnis der sphärischen Linearinterpolation zwischen diesem " -"Quaternion und [code]to[/code] nach Betrag [code]weight[/code], jedoch ohne " -"zu überprüfen, ob der Rotationspfad nicht größer als 90 Grad ist." #: doc/classes/Quaternion.xml msgid "" @@ -98676,108 +99461,136 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"Gibt [code]true[/code] zurück, wenn die Quaternionen nicht gleich sind.\n" +"Gibt [code]true[/code] zurück, wenn die [Basis]-Matrizen nicht gleich sind.\n" "[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " "stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "Ändert den [Vector3] am übergeben Index." #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"Gibt [code]true[/code] zurück, wenn die Quaternionen genau gleich sind.\n" +"Gibt [code]true[/code] zurück, wenn die [Basis]-Matrizen nicht gleich sind.\n" "[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " "stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -98800,6 +99613,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" @@ -98817,9 +99648,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -100767,8 +101600,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -105828,6 +106661,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -107036,8 +107877,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -108111,8 +108952,9 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "" +#, fuzzy +msgid "Detaches a viewport from a canvas." +msgstr "Subtrahiert Vektor von Vektor." #: doc/classes/RenderingServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -111013,7 +111855,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -111251,6 +112093,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -112113,6 +112992,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -112258,7 +113147,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -112655,25 +113544,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -113052,14 +113922,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -113067,7 +113939,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -113398,13 +114271,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"Fügt [code]animation[/code] zu dem mit der Taste [code]name[/code] " -"erreichbaren Player hinzu." #: doc/classes/RichTextLabel.xml #, fuzzy @@ -113535,9 +114411,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Falls [code]wahr[/code] wir Audio gerade abgespielt." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -113568,7 +114446,8 @@ msgstr "Wenn [code]true[/code], wird die Textur zentriert." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Wenn [code]true[/code], wird die Textur zentriert." #: doc/classes/RichTextLabel.xml @@ -113631,11 +114510,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -113667,6 +114560,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Gibt den inversen Wert des Parameters zurück." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -115144,15 +116055,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -115161,32 +116072,38 @@ msgstr "SceneTree" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -115223,17 +116140,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -115251,38 +116168,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Liefert die [Animation] mit dem Schlüssel [code]name[/code] oder [code]null[/" -"code], wenn nicht gefunden." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -115294,8 +116207,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." #: doc/classes/SceneTree.xml #, fuzzy @@ -115303,89 +116217,96 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Gibt die Anzahl der Tasten in einer bestimmten Spur zurück." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Gibt [code]true[/code] zurück, wenn ein Singleton mit dem angegebenen [param " +"name] im globalen Bereich existiert." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -115412,11 +116333,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -115447,7 +116368,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -115462,12 +116386,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -115479,70 +116404,87 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Gesendet wenn das Rechteck Element geändert wurde." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Wird ausgegeben, wenn [member frame] geändert wurde." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." +msgstr "Gesendet wenn die Sichtbarkeit (versteckt/sichtbar) sich verändert." + +#: doc/classes/SceneTree.xml +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -117070,8 +118012,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -117099,10 +118043,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Gibt den Namen der Blendform an diesem Index zurück." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -117332,9 +118277,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -118060,6 +119004,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -118070,9 +119020,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -119031,7 +119979,7 @@ msgstr "Gibt die Größe des Arrays zurück." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -119400,7 +120348,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -121096,8 +122044,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -123743,7 +124691,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -123870,9 +124818,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -124104,9 +125052,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Gibt den Namen der Blendform an diesem Index zurück." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Gibt den Namen der Blendform an diesem Index zurück." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -124165,9 +125114,11 @@ msgid "Returns the number of lines in the text." msgstr "Gibt die Nummer von Elementen innerhalb eines Arrays wieder." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -124180,9 +125131,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -124595,7 +125548,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -124613,9 +125568,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Ruft den Typ einer Spur ab." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -124656,7 +125612,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -124669,7 +125628,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -124976,15 +125938,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -125269,7 +126238,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -126691,6 +127664,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Entfernt diese Schnittstelle." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -128808,7 +129786,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -129177,7 +130156,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -130819,12 +131798,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -131105,7 +132096,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -131156,13 +132147,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Gibt die Rotation in Radians zurück." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -131208,7 +132199,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -131234,7 +132225,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -131243,7 +132234,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -131252,7 +132243,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -131261,7 +132252,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -131303,7 +132294,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -131323,7 +132314,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -131347,7 +132338,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -131367,18 +132358,25 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "Konstruiert ein Quaternion aus der gegebenen [Basis]." #: doc/classes/Transform3D.xml #, fuzzy @@ -131387,25 +132385,62 @@ msgstr "Konstruiert einen Transform aus einem [Transform2D]." #: doc/classes/Transform3D.xml #, fuzzy -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "Konstruiert eine Transformation aus einer [Basis] und [Vector3]." #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"Gibt das Ergebnis der Linearinterpolation zwischen diesem Vektor und " +"[code]b[/code] um den Wert [code]t[/code] zurück. [code]t[/code] liegt " +"zwischen 0.0 und 1.0 und bezeichnet den Grad der Interpolation." + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -131421,8 +132456,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -131432,8 +132476,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -131443,68 +132487,163 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Gibt [code]true[/code] zurück, wenn die [Basis]-Matrizen nicht gleich sind.\n" +"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " +"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "Ändert den [Vector3] am übergeben Index." + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Gibt [code]true[/code] zurück, wenn die [Basis]-Matrizen nicht gleich sind.\n" +"[b]Hinweis:[/b] Aufgrund von Fließkomma-Präzisionsfehlern sollten Sie " +"stattdessen [method is_equal_approx] verwenden, das zuverlässiger ist." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -135016,7 +136155,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" "Ein Vektor mit Koordinaten aus Fließkommazahlen genutzt für 2D Berechnungen." @@ -135402,10 +136541,13 @@ msgstr "" "Komponenten dieses Vektors und [code]modv[/code] ausgeführt wird." #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Gibt die Projektion dieses Vektors auf [code]b[/code] zurück." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml #, fuzzy @@ -135458,13 +136600,14 @@ msgstr "" "[b]Hinweis:[/b] Beide Vektoren müssen normalisiert sein." #: doc/classes/Vector2.xml -#, fuzzy msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Gibt diesen Vektor gleitend entlang einer Ebene zurück, die durch die " -"angegebene Normale definiert ist." #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml #, fuzzy @@ -135929,7 +137072,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" "Ein Vektor mit Koordinaten aus Fließkommazahlen genutzt für 2D Berechnungen." @@ -136062,11 +137205,14 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -#, fuzzy -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Gibt diesen Vektor gleitend entlang einer Ebene zurück, die durch die " -"angegebene Normale definiert ist." #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -136496,7 +137642,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" "Ein Vektor mit Koordinaten aus Fließkommazahlen genutzt für 2D Berechnungen." @@ -137406,9 +138552,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -137992,16 +139138,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -138014,7 +139160,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -138732,12 +139881,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Stellt die Größe dar des [enum Variant.Type] enum." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." -msgstr "" +#, fuzzy +msgid "Indicates an output node of [VisualShader]." +msgstr "Eingangs- und Ausgangsnodes sind identisch." #: doc/classes/VisualShaderNode.xml #, fuzzy @@ -140392,17 +141542,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -140604,8 +141756,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -141433,7 +142585,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -141458,7 +142610,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -141489,7 +142641,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -141573,7 +142725,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -143367,6 +144519,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -143627,7 +144787,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -145212,10 +146372,10 @@ msgstr "Ein Ankerpunkt im AR-Raum." #: doc/classes/XRAnchor3D.xml #, fuzzy msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -145241,9 +146401,11 @@ msgstr "" "Erkennungslogik mehr über die reale Welt da draußen erfährt, insbesondere " "wenn nur ein Teil der Oberfläche im Blickfeld ist." -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -145267,6 +146429,471 @@ msgstr "" "beispielsweise auf einen Tisch in der realen Welt bezieht, ist dies die " "geschätzte Größe der Oberfläche dieses Tisches." +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Gibt den inversen Wert des Parameters zurück." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "Ein getracktes Objekt." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Legt die globale Transformation für die Region fest." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Legt die globale Transformation für die Region fest." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Der Typ des Trackers." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "Helle Goldrute Farbe." + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Beendet die Tonausgabe." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "Helle lachsfarbene Farbe." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Gibt die Rotation in Radians zurück." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Gibt die Rotation in Radians zurück." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -146041,6 +147668,266 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Stellt die Größe dar des [enum Variant.Operator] enum." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "Ein getracktes Objekt." + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Gibt das AnimationNode mit dem gegebenen Namen zurück." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Setzt den [Transform3D] des angegebenen Form-Owners." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Die Winkelgeschwindigkeit für diese Pose." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Liefert die Position des Punktes bei Index [code]Punkt[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Gibt den inversen Wert des Parameters zurück." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Setzt den [Transform3D] des angegebenen Form-Owners." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Die letzte Aktion wiederholen." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Der Name des zugewiesenen Audio-Bus für diese Area." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Wenn [code]true[/code], ist die Filterung aktiviert." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Mittlere Maustaste." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Stellt die Größe dar des [enum Variant.Type] enum." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Gibt die Rotation in Radians zurück." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Die lineare Geschwindigkeit dieser Pose." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's angular velocity data is valid." +msgstr "Die Winkelgeschwindigkeit für diese Pose." + #: doc/classes/XRInterface.xml #, fuzzy msgid "Base class for an XR interface implementation." @@ -146088,13 +147975,15 @@ msgstr "" #: doc/classes/XRInterface.xml #, fuzzy msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" "Gibt den Namen dieser Schnittstelle zurück (OpenVR, OpenHMD, ARKit, etc.)." #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -146514,7 +148403,7 @@ msgstr "Gibt den Namen dieser Schnittstelle zurück." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -146920,7 +148809,8 @@ msgstr "" "(teilweise) verdeckt sein könnte." #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +#, fuzzy +msgid "Tracking information is considered accurate and up to date." msgstr "" "Die Informationen zur Sendungsverfolgung gelten als korrekt und aktuell." @@ -147120,6 +149010,13 @@ msgstr "" "Der AR/VR-Server ist das Herzstück unserer Advanced and Virtual Reality-" "Lösung und übernimmt die gesamte Verarbeitung." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" +"Registriert einen neuen [XRPositionalTracker], der eine räumliche Position " +"im realen Raum verfolgt." + #: doc/classes/XRServer.xml #, fuzzy msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." @@ -147127,6 +149024,13 @@ msgstr "" "Registriert einen neuen [XRPositionalTracker], der eine räumliche Position " "im realen Raum verfolgt." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" +"Registriert einen neuen [XRPositionalTracker], der eine räumliche Position " +"im realen Raum verfolgt." + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "Registriert ein [XRInterface]-Objekt." @@ -147199,6 +149103,18 @@ msgstr "" "die Funktionen einer AR/VR-Plattform nutzt, können Sie die Schnittstelle für " "diese Plattform anhand ihres Namens finden und sie initialisieren." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" +"Gibt den Positionstracker an dem angegebenen [param tracker_name] zurück." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -147211,6 +149127,18 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" +"Gibt den Positionstracker an dem angegebenen [param tracker_name] zurück." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "Gibt die Transformation der primären Schnittstelle zurück." @@ -147261,10 +149189,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "Gibt ein Wörterbuch mit Trackern für [param tracker_types] zurück." +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "Entfernt dieses [param interface]." @@ -147300,6 +149236,21 @@ msgstr "" "meisten AR/VR-Plattformen gehen von einem Maßstab von 1 Einheit der " "Spielwelt = 1 Meter der realen Welt aus." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Wird ausgegeben, wenn eine Vorlage hinzugefügt wird." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -147315,6 +149266,21 @@ msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." msgid "Emitted when an existing face tracker is updated." msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Wird ausgegeben, wenn eine Vorlage hinzugefügt wird." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Wird ausgesendet, wenn eine Schnittstelle entfernt wird." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/el.po b/classes/el.po index be5a53d..e0a1fa8 100644 --- a/classes/el.po +++ b/classes/el.po @@ -187,6 +187,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1017,6 +1021,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2173,7 +2191,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2187,7 +2205,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2203,9 +2221,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2435,7 +2456,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2456,7 +2477,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7415,7 +7436,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7478,7 +7503,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7553,10 +7578,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8630,7 +8655,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15742,7 +15767,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16896,6 +16921,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17166,9 +17197,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17217,6 +17248,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17231,7 +17279,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17275,6 +17325,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17285,6 +17342,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17330,8 +17398,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19058,7 +19130,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19098,7 +19170,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19329,7 +19401,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20634,22 +20706,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21142,8 +21212,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21292,12 +21363,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23578,22 +23648,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23602,6 +23669,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23612,9 +23685,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28030,18 +28101,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29943,13 +30013,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33262,10 +33333,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33485,9 +33552,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33495,8 +33568,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33520,12 +33592,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33638,10 +33713,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34932,9 +35003,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35036,13 +35105,13 @@ msgstr "Επιστρέφει το συνημίτονο της παραμέτρο #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37711,7 +37780,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37907,11 +37976,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38844,19 +38914,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39109,14 +39191,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39884,6 +39967,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39918,6 +40008,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40074,7 +40271,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40249,12 +40446,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40435,17 +40632,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40626,6 +40821,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40663,6 +40865,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42700,18 +42909,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42726,32 +42937,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42760,42 +42979,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42820,27 +43048,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42849,7 +43078,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." #: doc/classes/Engine.xml @@ -42860,52 +43089,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42914,24 +43150,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42948,18 +43199,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42967,70 +43230,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43038,16 +43303,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43075,31 +43340,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43451,7 +43719,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43462,11 +43734,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43499,33 +43776,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43536,7 +43839,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43545,7 +43851,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43553,13 +43862,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43567,7 +43882,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44541,6 +44859,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45377,6 +45720,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45469,7 +45816,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45763,11 +46110,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45977,8 +46324,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48145,6 +48491,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -48700,6 +49071,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48748,8 +49169,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48772,6 +49193,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49306,6 +49732,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49344,6 +49784,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54026,7 +54470,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54039,7 +54483,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54172,13 +54616,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54932,7 +55376,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54955,8 +55404,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55126,16 +55576,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56306,7 +56755,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60307,6 +60756,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61117,8 +61567,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61126,8 +61576,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61135,8 +61585,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61144,8 +61594,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61376,8 +61826,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61412,9 +61863,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61424,8 +61877,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61594,12 +62047,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62345,8 +62796,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63886,7 +64337,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64401,7 +64852,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65181,16 +65632,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65335,7 +65790,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65498,10 +65953,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65781,6 +66236,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66155,8 +66619,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67898,9 +68362,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68289,20 +68753,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68352,14 +68816,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68581,8 +69045,10 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68779,7 +69245,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69193,6 +69661,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -69727,9 +70210,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69933,9 +70416,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71005,7 +71488,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71506,6 +71989,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71725,6 +72212,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71732,12 +72225,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71745,6 +72250,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71752,6 +72263,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71765,6 +72282,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71919,15 +72442,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Επιστρέφει την απόλυτη τιμή της παραμέτρου." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71939,7 +72462,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72965,7 +73488,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73418,21 +73941,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73548,21 +74071,21 @@ msgstr "Επιστρέφει το συνημίτονο της παραμέτρο #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74482,7 +75005,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75010,8 +75533,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75205,10 +75728,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76665,10 +77280,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77680,6 +78302,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81911,6 +82545,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81922,6 +82560,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82005,12 +82656,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82186,6 +82849,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82193,6 +82860,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -82761,7 +83437,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84015,8 +84691,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84224,7 +84900,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85018,18 +85694,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85930,7 +86606,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -87738,14 +88414,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87759,7 +88438,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87896,15 +88578,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88934,7 +89619,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89008,16 +89693,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89239,21 +89924,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89262,22 +89970,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89291,7 +90008,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89302,7 +90022,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89319,15 +90042,19 @@ msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέ #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89344,40 +90071,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89398,101 +90135,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89515,6 +90278,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89530,9 +90311,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91365,8 +92148,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96376,6 +97159,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97549,8 +98340,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98569,7 +99360,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101449,7 +102240,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -101687,6 +102478,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102544,6 +103372,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -102689,7 +103527,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103083,25 +103921,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103474,14 +104293,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103489,7 +104310,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103802,7 +104624,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103916,9 +104744,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -103948,7 +104778,8 @@ msgstr "Επιστρέφει το συνημίτονο της παραμέτρο #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." #: doc/classes/RichTextLabel.xml @@ -104011,11 +104842,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104047,6 +104892,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105380,15 +106243,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105397,32 +106260,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105459,17 +106328,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105487,35 +106356,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105527,8 +106395,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/SceneTree.xml #, fuzzy @@ -105536,89 +106405,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105645,11 +106519,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105680,7 +106554,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -105695,12 +106572,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -105712,70 +106590,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107259,8 +108153,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107288,10 +108184,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Επιστρέφει το αντίστροφο της τετραγωνικής ρίζας της παραμέτρου." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -107503,9 +108400,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108223,6 +109119,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108233,9 +109135,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109167,7 +110067,7 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109531,7 +110431,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111145,8 +112045,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113711,7 +114611,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -113832,9 +114732,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114058,9 +114958,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114118,9 +115019,11 @@ msgid "Returns the number of lines in the text." msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114133,9 +115036,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -114538,7 +115443,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114556,9 +115463,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Επιστρέφει το ημίτονο της παραμέτρου." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114599,7 +115507,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114612,7 +115523,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114904,15 +115818,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115194,7 +116115,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116585,6 +117510,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118654,7 +119583,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119019,7 +119949,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120631,12 +121561,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -120905,7 +121847,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -120956,13 +121898,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121001,7 +121943,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121027,7 +121969,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121036,7 +121978,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121045,7 +121987,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121054,7 +121996,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121096,7 +122038,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121113,7 +122055,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121137,7 +122079,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121157,17 +122099,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121175,25 +122123,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121209,8 +122191,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121220,8 +122211,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121231,66 +122222,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -124720,8 +125797,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Vector2.xml msgid "" @@ -125025,10 +126103,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -125068,8 +126149,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125482,8 +126567,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Vector3.xml msgid "" @@ -125592,7 +126678,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126000,8 +127092,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων." #: doc/classes/Vector4.xml msgid "" @@ -126863,9 +127956,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127443,16 +128536,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127465,7 +128558,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128161,11 +129257,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -129738,17 +130834,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -129947,8 +131045,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -130752,7 +131850,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -130777,7 +131875,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -130808,7 +131906,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -130878,7 +131976,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132656,6 +133754,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -132899,7 +134005,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134322,10 +135428,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134337,9 +135443,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134358,6 +135466,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135085,6 +136644,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Επιστρέφει το ημίτονο της παραμέτρου." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Επιστρέφει το τόξο ημιτόνου της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Επιστρέφει την απόλυτη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Επιστρέφει το ημίτονο της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135115,12 +136927,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135485,7 +137299,7 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -135780,7 +137594,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -135925,10 +137739,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -135975,6 +137797,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -135986,6 +137819,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Επιστρέφει την αντίθετη τιμή της παραμέτρου." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136025,10 +137869,18 @@ msgstr "Επιστρέφει την αντίθετη τιμή της παραμ msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136055,6 +137907,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -136070,6 +137937,21 @@ msgstr "Επιστρέφει την εφαπτομένη της παραμέτρ msgid "Emitted when an existing face tracker is updated." msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/es.po b/classes/es.po index e034b83..b31cd8a 100644 --- a/classes/es.po +++ b/classes/es.po @@ -259,6 +259,10 @@ msgstr "" "Este valor es un entero compuesto como una máscara de bits de los siguientes " "indicadores." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -288,8 +292,8 @@ msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" -"Actualmente no hay una descripción para esta constante. Por favor ayúdenos " -":ref:` contribuyendo una `!" +"Actualmente no hay una descripción para esta constante. Por favor ayúdenos :" +"ref:` contribuyendo una `!" #: doc/tools/make_rst.py msgid "" @@ -1677,6 +1681,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3451,7 +3469,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3470,7 +3488,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3491,9 +3509,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Genera un número pseudoaleatorio [url=https://en.wikipedia.org/wiki/" "Normal_distribution]distribuido normalmente[/url], utilizando la " @@ -3796,9 +3817,10 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3815,12 +3837,17 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Redondea [code]s[/code] al número entero más cercano, con los casos " +"intermedios redondeados desde el cero.\n" +"[codeblock]\n" +"round(2.6) # Devuelve 3\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -9656,7 +9683,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -9734,7 +9765,7 @@ msgstr "" #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "Devuelve [code]true[/code] si quieres que el editor del árbol de mezcla " @@ -9852,10 +9883,10 @@ msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "Mezcla otro nodo de animacion (en caso de que este nodo contenga nodos de " "animación hijos). Esta función es util sólo si hereda de " @@ -11186,7 +11217,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml #, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Permite escalar la velocidad de la animacion (o revertirla) en cualquiera de " @@ -19973,7 +20004,7 @@ msgstr "El icono utilizado para representar los puertos." #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -21252,6 +21283,16 @@ msgstr "" "Política de alineación de texto para el texto del botón, usa una de las " "constantes [enum TextAlign]." +#: doc/classes/Button.xml +#, fuzzy +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" +"Si [code]true[/code], envuelve el texto dentro del rectángulo delimitador " +"del nodo. Si cambias el tamaño del nodo, éste cambiará su altura " +"automáticamente para mostrar todo el texto." + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -21549,9 +21590,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -21600,6 +21641,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -21615,7 +21673,9 @@ msgstr "Construye una nueva String desde el [Plane] dado." #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -21659,6 +21719,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -21669,6 +21736,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -21717,8 +21795,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -23833,7 +23915,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -23886,7 +23968,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -24150,7 +24232,7 @@ msgstr "La textura no se repetirá." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -25785,22 +25867,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -26328,8 +26408,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -26496,12 +26577,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -29180,22 +29260,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "El color de relleno del rectángulo de selección." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -29204,6 +29281,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -29214,9 +29297,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -34986,18 +35067,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -37440,13 +37520,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -41126,10 +41207,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "Obsoleto." - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -41349,9 +41426,16 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Añade una pista a la animación." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41359,8 +41443,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41384,12 +41467,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41503,10 +41589,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -42806,12 +42888,13 @@ msgid "" msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml +#, fuzzy msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" +"Si [code]true[/code], el teclado virtual nativo se muestra cuando se enfoca " +"en plataformas que lo soportan." #: platform/web/doc_classes/EditorExportPlatformWeb.xml #, fuzzy @@ -42916,13 +42999,13 @@ msgstr "Si [code]true[/code], activa la flag especificada." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -46133,7 +46216,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -46363,12 +46446,14 @@ msgstr "" "code]." #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" "Añade un control al panel inferior (junto con la salida, depuración, " "animación, etc.). Devuelve una referencia al botón añadido. Depende de ti " @@ -47468,20 +47553,32 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml #, fuzzy msgid "Importer for the [code].fbx[/code] scene file format." msgstr "Estado del modificador [kbd]Shift[/kbd]." -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -47795,14 +47892,16 @@ msgid "Clear the selection." msgstr "Despeja la selección." #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "Obtiene la lista de nodos seleccionados." #: doc/classes/EditorSelection.xml +#, fuzzy msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" "Obtiene la lista de nodos seleccionados, optimizada para operaciones de " "transformación (es decir, moverlos, rotarlos, etc.). Esta lista evita las " @@ -48663,6 +48762,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -48702,6 +48808,115 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "El tamaño del nodo en el gráfico shader visual." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "La altura del cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "La fuente usada para dibujar los nombres de las pestañas." + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -48858,7 +49073,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -49035,12 +49250,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -49225,17 +49440,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -49426,6 +49639,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Si [code]true[/code], el stream se repite automáticamente cuando llega al " +"final." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -49464,6 +49686,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Devuelve el número de disposiciones del teclado.\n" +"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows." + #: doc/classes/EditorSettings.xml #, fuzzy msgid "" @@ -51736,9 +51967,12 @@ msgid "Provides access to engine properties." msgstr "Acceso a las propiedades del motor." #: doc/classes/Engine.xml +#, fuzzy msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" "El singleton [Engine] permite consultar y modificar los parámetros de tiempo " "de ejecución del proyecto, como los fotogramas por segundo, la escala de " @@ -51747,12 +51981,12 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -51767,46 +52001,41 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" -"Devuelve la información del autor del motor en un diccionario.\n" -"[code]lead_developers[/code] - Array de cadenas, nombres de los " -"desarrolladores principales\n" -"[code]founders[/code] - Array of Strings, nombres de los fundadores\n" -"[code]project_managers[/code] - Array de Strings, nombres de los directores " -"de proyecto\n" -"[code]developers[/code] - Array de Strings, nombres de desarrolladores" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" -"Devuelve un conjunto de diccionarios de información sobre derechos de " -"autor.\n" -"[code]name[/code] - String, nombre del componente\n" -"[code]parts[/code] - Array de diccionarios{ [code]files[/code], " -"[code]copyright[/code], [code]license[/code]} que describen las subsecciones " -"del componente" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -51820,10 +52049,10 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" "Devuelve el número total de fotogramas dibujados. Si el bucle de " "renderización se desactiva con [code]--disable-render-loop[/code] mediante " @@ -51831,37 +52060,44 @@ msgstr "" "get_idle_frames]." #: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." -msgstr "Devuelve los fotogramas por segundo del juego en marcha." +msgid "" +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." +msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." msgstr "" -"Devuelve el diccionario de licencias utilizado por Godot e incluye " -"componentes de terceros." #: doc/classes/Engine.xml -msgid "Returns Godot license text." +#, fuzzy +msgid "Returns the full Godot license text." msgstr "Devuelve el texto de la licencia de Godot." #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "Devuelve el objeto del bucle principal (ver [MainLoop] y [SceneTree])." +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -51889,27 +52125,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -51918,7 +52155,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Devuelve el primer objeto con el nombre dado." #: doc/classes/Engine.xml @@ -51930,57 +52167,61 @@ msgstr "" "Devuelve el número de paquetes actualmente disponibles en el ring-buffer." #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Devuelve un singleton global con un [code]name[/code] dado. A menudo se " -"utiliza para los plugins, por ejemplo, GodotPayments." #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -52018,26 +52259,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Devuelve [code]true[/code] si existe en el ámbito global un singleton con un " -"[code]name[/code] dado." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -52054,91 +52308,103 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" -"Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la " -"fase de física del bucle de juego." #: doc/classes/Engine.xml msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -52147,16 +52413,16 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" "Controla cuánto se sincronizan los ticks de la física con el tiempo real. " "Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan " @@ -52201,31 +52467,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -52625,8 +52894,12 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." -msgstr "El modo de mezcla de brillo." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" @@ -52639,11 +52912,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -52684,47 +52962,62 @@ msgstr "" "aumentarse a 1,5 para compensar la falta de renderización HDR." #: doc/classes/Environment.xml -#, fuzzy msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Si [code]true[/code], el 1er nivel de brillo está activado. Este es el nivel " -"más \"local\" (menos borroso)." #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 2nd level of glow." -msgstr "Establece la intensidad del color de fondo." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 3rd level of glow." -msgstr "Establece la intensidad del color de fondo." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 4th level of glow." -msgstr "La altura de la fila superior del 9-patch." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 5th level of glow." -msgstr "La altura de la fila superior del 9-patch." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 6th level of glow." -msgstr "La altura de la fila superior del 9-patch." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Si [code]true[/code], el 7º nivel de brillo está activado. Este es el nivel " -"más \"global\" (más borroso)." #: doc/classes/Environment.xml msgid "" @@ -52734,7 +53027,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -52743,7 +53039,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -52751,17 +53050,20 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Devuelve [code]true[/code] si la longitud de la string es igual a [code]0[/" -"code]." #: doc/classes/Environment.xml #, fuzzy @@ -52769,7 +53071,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" "La intensidad del brillo. Cuando se utiliza el renderizador GLES2, debe " "aumentarse a 1,5 para compensar la falta de renderización HDR." @@ -53860,6 +54165,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml #, fuzzy msgid "Provides methods for file reading and writing operations." @@ -54888,6 +55218,11 @@ msgstr "La modulación del color aplicada al icono de la carpeta." msgid "Custom icon for the back arrow." msgstr "Icono personalizado para la flecha de la carpeta principal." +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Icono personalizado para el botón de recarga." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Icono personalizado para los archivos." @@ -54987,8 +55322,9 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Emitido cada vez que el recurso cambia." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." -msgstr "" +#, fuzzy +msgid "A built-in type for floating-point numbers." +msgstr "Tipo real." #: doc/classes/float.xml msgid "" @@ -55306,11 +55642,13 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +#, fuzzy +msgid "The horizontal separation of child nodes." msgstr "La separación horizontal de los nodos de los niños." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +#, fuzzy +msgid "The vertical separation of child nodes." msgstr "La separación vertical de los nodos de los hijos." #: doc/classes/FogMaterial.xml @@ -55571,8 +55909,7 @@ msgstr "" #: doc/classes/Font.xml #, fuzzy msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -58185,6 +58522,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "El locale de la traducción." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -58750,6 +59112,57 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Un cuerpo físico de malla suave." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "Devuelve el rectángulo que representa a este sprite." + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "El desplazamiento horizontal de la sombra del texto." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -58798,8 +59211,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -58822,6 +59235,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "La altura del cilindro." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -59367,6 +59785,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "El nombre del hueso unido." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -59405,6 +59838,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -65155,7 +65592,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -65168,7 +65605,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -65333,13 +65770,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -66210,7 +66647,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" "Alimenta un [InputEvent] al juego. Puede ser usado para disparar " "artificialmente eventos de entrada desde el código. También genera llamadas " @@ -66246,8 +66688,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -66479,9 +66922,9 @@ msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" "Cursor ocupado. Indica que la aplicación está ocupada realizando una " "operación. Esta forma de cursor denota que la aplicación no es utilizable " @@ -66490,9 +66933,8 @@ msgstr "" #: doc/classes/Input.xml #, fuzzy msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" "Espera el cursor. Indica que la aplicación está ocupada realizando una " "operación. La forma del cursor indica que la aplicación sigue siendo " @@ -67911,7 +68353,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -72632,6 +73074,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -73720,8 +74163,8 @@ msgstr "[PackedVector2Array] para segundas coordenadas UV." msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73729,8 +74172,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73738,8 +74181,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73747,8 +74190,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73999,8 +74442,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "Parámetros a enviar a una consulta de física de forma 2D." #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Si [code]true[/code], un motor hace girar el Hinge." #: doc/classes/MeshConvexDecompositionSettings.xml #, fuzzy @@ -74045,9 +74489,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Si [code]true[/code], oculta la línea del índice especificado." #: doc/classes/MeshConvexDecompositionSettings.xml #, fuzzy @@ -74060,8 +74506,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -74272,12 +74718,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml #, fuzzy msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" "Devuelve el formato de la [Mesh]. El formato es un entero compuesto de " "banderas de formato [Mesh] combinadas entre sí. Por ejemplo, una malla que " @@ -75160,8 +75604,8 @@ msgstr "" #: doc/classes/MultiMesh.xml #, fuzzy msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -76895,7 +77339,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -77443,7 +77887,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -78291,16 +78735,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -78451,7 +78899,7 @@ msgstr "Interfaz de servidor para acceso de audio de bajo nivel." msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -78629,10 +79077,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -78936,6 +79384,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -79341,8 +79798,8 @@ msgstr "Interfaz de servidor para acceso de audio de bajo nivel." msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -81652,9 +82109,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -82128,20 +82585,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -82193,14 +82650,14 @@ msgstr "La textura no se repetirá." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -82478,13 +82935,12 @@ msgid "Returns all the gizmos attached to this [Node3D]." msgstr "Devuelve el nombre del nodo en [code]idx[/code]." #: doc/classes/Node3D.xml -#, fuzzy msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" -"Devuelve el padre [Spatial], o un [Object] vacío si no existe un padre o el " -"padre no es de tipo [Spatial]." #: doc/classes/Node3D.xml #, fuzzy @@ -82753,7 +83209,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Actualiza el [Nodo3DGizmo] de este nodo." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -83310,6 +83768,21 @@ msgstr "" "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve " "[code]false[/code]." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -83888,9 +84361,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -84105,9 +84578,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -85275,7 +85748,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -85806,6 +86279,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -86031,6 +86508,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -86038,12 +86521,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -86051,6 +86546,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -86058,6 +86559,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -86071,6 +86578,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -86228,15 +86741,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Valor máximo para el modo enum." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -86248,7 +86761,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -87435,7 +87948,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -87998,21 +88511,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -88133,21 +88646,21 @@ msgstr "Devuelve los datos en bruto de la imagen." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -89207,11 +89720,12 @@ msgstr "" "[member Node.owner]." #: doc/classes/PackedScene.xml +#, fuzzy msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" "Una representación en el diccionario del contenido de la escena.\n" @@ -89862,8 +90376,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" "Hace que este [PacketPeerUDP] escuche en el [code]port[/code] vinculándose a " @@ -90131,10 +90645,112 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "[Texture2D] para ser aplicado al [PanoramaSkyMaterial]." -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "Un nodo usado para crear un fondo de desplazamiento de paralaje." +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"Si [code]true[/code], los elementos en el [ParallaxLayer] hijo no se ven " +"afectados por el nivel de zoom de la cámara." + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" +"Límite de la parte superior izquierda para que comience el scrolling. Si la " +"cámara está fuera de este límite, el fondo parará el scrolling. Debe ser " +"inferior a [member scroll_limit_end] para que funcione." + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" +"Límites inferiores de la derecha para el scrolling finalice. Si la cámara " +"está fuera de este límite, el fondo dejará de parará el scrolling. Debe ser " +"más alto que [member scroll_limit_begin] para que funcione." + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml #, fuzzy msgid "" @@ -91948,13 +92564,18 @@ msgstr "La velocidad de rotación del cuerpo." msgid "Sets the body's transform." msgstr "La transformada de la capa." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" -"El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) " -"hasta [code]1[/code] (rebote completo)." #: doc/classes/PhysicalBone3D.xml msgid "" @@ -93249,6 +93870,18 @@ msgstr "" "Si [code]true[/code], resta el rebote del rebote del objeto que colisiona en " "lugar de agregarlo." +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -98427,6 +99060,10 @@ msgstr "" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "" @@ -98444,6 +99081,25 @@ msgstr "" "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " "un [code]id[/code], se creará uno a partir del índice." +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" +"Añade un elemento que actuará como un submenú del nodo padre [PopupMenu] " +"cuando se haga clic. El argumento [code]submenu[/code] es el nombre del nodo " +"hijo [PopupMenu] que se mostrará cuando se haga clic en el elemento.\n" +"Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona " +"un [code]id[/code], se creará uno a partir del índice." + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -98542,6 +99198,10 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Devuelve el texto asociado al índice especificado." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "" @@ -98552,6 +99212,17 @@ msgstr "" "Ver [method add_submenu_item] para más información sobre cómo añadir un " "submenú." +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Devuelve el nombre del submenú del artículo en el índice [code]idx[/code]. " +"Ver [method add_submenu_item] para más información sobre cómo añadir un " +"submenú." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -98797,6 +99468,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "Desactiva el [ShortCut] del índice especificado [code]idx[/code]." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "" @@ -98808,6 +99483,15 @@ msgstr "" "es el nombre de un nodo hijo [PopupMenu] que se mostraría al hacer clic en " "el elemento." +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -99504,7 +100188,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -101013,8 +101697,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" "Si [code]true[/code], habilita advertencias cuando se llama a una función " @@ -101287,7 +101971,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -102220,18 +102904,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -103453,7 +104137,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -105530,14 +106214,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -105551,7 +106238,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -105702,15 +106392,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -106830,7 +107523,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -106921,16 +107614,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -107163,35 +107856,47 @@ msgid "A unit quaternion used for representing 3D rotations." msgstr "El icono utilizado para representar los puertos." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" msgstr "" -"Un cuaternario unitario utilizado para representar las rotaciones 3D. Los " -"cuaterniones deben ser normalizados para ser usados para la rotación.\n" -"Es similar a Basis, que implementa la representación matricial de las " -"rotaciones, y puede ser parametrizada usando tanto un par eje-ángulo como " -"ángulos de Euler. Basis almacena la rotación, la escala y el corte, mientras " -"que Quat sólo almacena la rotación.\n" -"Debido a su compactación y a la forma en que se almacena en la memoria, " -"ciertas operaciones (obtener el ángulo del eje y realizar el SLERP, en " -"particular) son más eficientes y robustas contra los errores de reales." #: doc/classes/Quaternion.xml #, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "" -"Vector cero, un vector con todos los componentes ajustados a [code]0[/code]." +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "Construye un cuaternario a partir de la [Basis] dada." #: doc/classes/Quaternion.xml #, fuzzy @@ -107201,25 +107906,35 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "Construye un cuaternario que girará alrededor del eje dado por el ángulo " "especificado. El eje debe ser un vector normalizado." #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Construye un cuaternario a partir de la [Basis] dada." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." -msgstr "Construye un cuaternario definido por los valores dados." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -107232,8 +107947,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." -msgstr "Realiza una interpolación esférica cúbica entre cuaterniones." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -107243,9 +107961,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -#, fuzzy -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "Construye un cuaternario a partir de la [Basis] dada." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" #: doc/classes/Quaternion.xml #, fuzzy @@ -107264,22 +107984,24 @@ msgid "" msgstr "Obtiene el nombre de las opciones de preajuste en este índice." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" -"Devuelve los ángulos de Euler (en la convención YXZ: al descomponerse, " -"primero Z, luego X e Y al final) correspondientes a la rotación representada " -"por la unidad cuaternaria. El vector devuelto contiene los ángulos de " -"rotación en el formato (ángulo X, ángulo Y, ángulo Z)." #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "Devuelve el inverso del cuaternario." +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "" +"Devuelve la relación de aspecto de este vector, la relación de [member x] a " +"[member y]." #: doc/classes/Quaternion.xml #, fuzzy @@ -107303,50 +108025,64 @@ msgstr "" "cada componente." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "Devuelve si el cuaternario está normalizado o no." - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "Devuelve la longitud del cuaternario." - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." -msgstr "Devuelve la longitud del cuaternario, cuadrada." - -#: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Devuelve [code]true[/code] si la string comienza con la string dada." #: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "" -"Devuelve una copia del cuaternario, normalizada a la longitud de la unidad." +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." +msgstr "Devuelve si el cuaternario está normalizado o no." #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." +msgstr "" +"Devuelve la longitud cuadrada (magnitud cuadrada) de este vector.\n" +"Este método funciona más rápido que el [method length], por lo que es " +"preferible si necesitas comparar vectores o necesitas la distancia al " +"cuadrado para alguna fórmula." + +#: doc/classes/Quaternion.xml +msgid "" +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Devuelve [code]true[/code] si el vector está normalizado, y false en caso " +"contrario." + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "Devuelve el resultado de la interpolación lineal esférica entre este " "cuaternario y [code]a[/code] por cantidad [code]peso[/code].\n" "[b]Nota:[/b] Ambos cuaterniones deben ser normalizados." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"Devuelve el resultado de la interpolación lineal esférica entre este " -"cuaternario y [code]a[/code] por cantidad [code]peso[/code], pero sin " -"comprobar si la trayectoria de rotación no es mayor de 90 grados." #: doc/classes/Quaternion.xml #, fuzzy @@ -107373,45 +108109,58 @@ msgstr "" "dada [code]t[/code]." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Componente W del cuaternario (parte real).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Componente X del cuaternario (parte del eje imaginario [code]i[/code]).\n" "Los componentes del cuaternario no deberían ser manipulados directamente." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Componente Y del cuaternario (parte del eje imaginario [code]j[/code]).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Componente Z del cuaternario (parte del eje imaginario [code]k[/code]).\n" "Los componentes del cuaternario normalmente no deben ser manipulados " "directamente." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" "El cuaternario de identidad, que no representa una rotación. Equivalente a " "una matriz [Basis] de identidad. Si un vector es transformado por un " @@ -107420,7 +108169,8 @@ msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -107430,49 +108180,66 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "Cambia el [Vector3] en el índice dado." #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -107482,16 +108249,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -107529,6 +108296,24 @@ msgstr "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" @@ -107551,9 +108336,11 @@ msgstr "" #, fuzzy msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Genera un número pseudoaleatorio [url=https://en.wikipedia.org/wiki/" "Normal_distribution]distribuido normalmente[/url], utilizando la " @@ -109627,8 +110414,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" "Clase base para cualquier objeto que mantenga una cuenta de referencia. " "[Resource] y muchos otros objetos de ayuda heredan esta clase.\n" @@ -115181,6 +115968,14 @@ msgstr "" "Se dibujará una copia del objeto de canvas con un desplazamiento local del " "espejo [Vector2]." +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "Modula todos los colores en el canvas dado." @@ -116648,8 +117443,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -117965,7 +118760,8 @@ msgid "Returns the viewport's last rendered frame." msgstr "Devuelve el último fotograma renderizado del viewport." #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +#, fuzzy +msgid "Detaches a viewport from a canvas." msgstr "Separa un punto de vista de un canvas y viceversa." #: doc/classes/RenderingServer.xml @@ -121085,7 +121881,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" "El recurso es la clase base de todos los tipos de recursos específicos de " "Godot, sirviendo principalmente como contenedores de datos. A diferencia de " @@ -121397,6 +122193,43 @@ msgstr "" "Devuelve [constant OK] en caso de éxito, o una constante [enum Error] en " "caso de fracaso." +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "Guarda un tipo de recurso específico en un archivo." @@ -122291,6 +123124,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -122436,7 +123279,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -122875,25 +123718,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml #, fuzzy msgid "A node used to preload sub-resources inside a scene." @@ -123345,14 +124169,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -123360,7 +124186,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -123722,14 +124549,16 @@ msgstr "" "nueva longitud del margen." #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"Añade una etiqueta [code]meta[/code] a la pila de etiquetas. Similar al " -"BBCode [code][url=algo]{text}[/url][/code], pero soporta tipos de metadatos " -"que no son [String]." #: doc/classes/RichTextLabel.xml #, fuzzy @@ -123883,10 +124712,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" -"Si [code]true[/code], la etiqueta utiliza el color de fuente personalizado." #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -123926,7 +124756,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]" "{text}[/url][/code]." @@ -124010,20 +124841,27 @@ msgid "Triggered when the document is fully loaded." msgstr "Se activa cuando el ratón sale de una meta etiqueta." #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" -"Se activa cuando el usuario hace clic en el contenido entre las meta " -"etiquetas. Si el meta se define en texto, por ejemplo, [code]" -"[url={\"data\"=\"hi\"}]hi[/url][/code], entonces el parámetro para esta " -"señal será del tipo [String]. Si se desea un tipo o un objeto determinado, " -"se debe utilizar el método [method push_meta] para insertar manualmente los " -"datos en la pila de etiquetas." #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse exits a meta tag." @@ -124055,6 +124893,27 @@ msgstr "Cada elemento de la lista tiene un marcador de círculo lleno." msgid "Selects the whole [RichTextLabel] text." msgstr "Selecciona todo el texto [TextEdit]." +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" +"La rotación máxima. Sólo está activa si [member angular_limit/enable] es " +"[code]true[/code]." + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -125738,15 +126597,15 @@ msgstr "Maneja el bucle del juego a través de una jerarquía de nodos." #, fuzzy msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" "Como una de las clases más importantes, el [SceneTree] maneja la jerarquía " "de nodos en una escena así como las escenas mismas. Los nodos pueden ser " @@ -125766,32 +126625,38 @@ msgstr "Árbol de Escenas" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -125835,17 +126700,17 @@ msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -125863,11 +126728,10 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" "Devuelve un [SceneTreeTimer] que [signal SceneTreeTimer.timeout] después del " "tiempo dado en segundos transcurrido en este [SceneTree]. Si " @@ -125884,32 +126748,27 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/" -"code] si la propiedad no existe." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" -"Devuelve el número de fotogramas actual, es decir, el número total de " -"fotogramas desde que se inició la aplicación." #: doc/classes/SceneTree.xml msgid "" @@ -125920,7 +126779,8 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "Devuelve el número de nodos en este [SceneTree]." #: doc/classes/SceneTree.xml @@ -125928,48 +126788,49 @@ msgstr "Devuelve el número de nodos en este [SceneTree]." msgid "Returns the number of nodes assigned to the given group." msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." -#: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." -msgstr "Devuelve una lista de todos los nodos asignados al grupo dado." - #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Devuelve [code]true[/code] si existe en el ámbito global un singleton con un " +"[code]name[/code] dado." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" "Pone en cola el objeto dado para su eliminación, retrasando la llamada al " "[method Object.free] hasta después del fotograma actual." @@ -125977,15 +126838,14 @@ msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" "Deja la solicitud. Un proceso [code]exit_code[/code] puede pasarse " @@ -125993,10 +126853,12 @@ msgstr "" "anulará el [member OS.exit_code] definido antes de salir de la aplicación." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" @@ -126008,22 +126870,28 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -126054,11 +126922,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -126089,8 +126957,11 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." -msgstr "La raíz de la escena editada." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" #: doc/classes/SceneTree.xml #, fuzzy @@ -126113,12 +126984,13 @@ msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" "Si [code]true[/code], el [SceneTree] está en pausa. Al hacerlo, tendrá el " "siguiente comportamiento:\n" @@ -126139,81 +127011,101 @@ msgstr "" "Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa " "[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." -#: doc/classes/SceneTree.xml -#, fuzzy -msgid "The [SceneTree]'s root [Window]." -msgstr "La ventana de raíz del [SceneTree]." - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "Se emite cada vez que se añade un nodo al [SceneTree]." - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Emitido cada vez que el recurso cambia." + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" "Emitido cuando la configuración de un nodo cambió. Sólo se emite en el modo " "[code]tool[/code]." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Se emite cada vez que se quita un nodo del [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Emitido cada vez que el recurso cambia." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "Emitido cada vez que un nodo es renombrado." +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Emitido cuando se cambia la [member texture]." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" "Emitido inmediatamente antes de que [method Node._physics_process] sea " "llamado en cada nodo del [SceneTree]." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" "Emitido inmediatamente antes de que se llame a [method Node._process] en " "cada nodo del [SceneTree]." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" "Emitido cada vez que la jerarquía [SceneTree] cambiaba (los niños eran " "movidos o renombrados, etc.)." #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "Llama a un grupo sin flags (por defecto)." - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "Llama a un grupo en orden inverso al de la escena." - #: doc/classes/SceneTree.xml #, fuzzy -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "Llama a un grupo sin flags (por defecto)." #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "Llama a un grupo sin flags (por defecto)." + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -128014,13 +128906,12 @@ msgstr "" "es la transformación global/mundial real del hueso." #: doc/classes/Skeleton3D.xml -#, fuzzy msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" -"Añade un hueso, con el nombre [code]name[/code]. [method get_bone_count] se " -"convertirá en el índice óseo." #: doc/classes/Skeleton3D.xml msgid "Clear all the bones in this skeleton." @@ -128052,7 +128943,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml #, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los " @@ -128308,9 +129199,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -129060,6 +129950,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -129070,9 +129966,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -130078,7 +130972,7 @@ msgstr "Establece el color del borde." #, fuzzy msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -130540,9 +131434,10 @@ msgstr "" "[/codeblock]" #: doc/classes/Sprite2D.xml +#, fuzzy msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -132404,8 +133299,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -135513,8 +136408,9 @@ msgstr "" "contenido y los títulos de las pestañas están ocultos." #: doc/classes/TabContainer.xml +#, fuzzy msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -135648,9 +136544,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" "Escucha en el [code]port[/code] que se une a [code]bind_address[/code].\n" "Si [code]bind_address[/code] está configurado como [code]\"*\"[/code] (por " @@ -135916,9 +136812,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Devuelve el nombre de la forma de mezcla de este indice." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Devuelve el vértice en un índice determinado." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -135983,9 +136880,11 @@ msgid "Returns the number of lines in the text." msgstr "Devuelve el número de colores de la rampa." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Devuelve el fotograma actual como una [Texture2D]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -135998,9 +136897,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Devuelve el número de elementos actualmente en la lista." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Devuelve el fotograma actual como una [Texture2D]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -136447,7 +137348,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -136466,8 +137369,12 @@ msgstr "" #: doc/classes/TextEdit.xml #, fuzzy -msgid "Sets the type of gutter." -msgstr "Obtiene el tipo de pista." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" +"Define el tipo de datos proporcionados por la textura de la fuente. Véase " +"[enum TextureType] para las opciones." #: doc/classes/TextEdit.xml #, fuzzy @@ -136511,7 +137418,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -136524,7 +137434,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -136857,18 +137770,23 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Draw a string." -msgstr "Dibuja un rectángulo con estilo." - -#: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Custom draw." -msgstr "Malla para ser dibujada." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" + +#: doc/classes/TextEdit.xml +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -137178,9 +138096,12 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D." #: doc/classes/TextMesh.xml -#, fuzzy -msgid "The text to generate mesh from." -msgstr "El tipo del que obtener la constante." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" #: doc/classes/TextMesh.xml #, fuzzy @@ -138650,6 +139571,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Quita el objeto." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "Desactiva la indicación de la fuente (más suave pero menos nítida)." @@ -140978,7 +141904,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -141353,11 +142280,12 @@ msgid "" msgstr "" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." -msgstr "" +msgstr "Construye una nueva String desde el [Plane] dado." #: doc/classes/TileMap.xml msgid "" @@ -143076,19 +144004,26 @@ msgid "A countdown timer." msgstr "Un temporizador de cuenta atrás." #: doc/classes/Timer.xml -#, fuzzy msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" -"Cuenta hacia atrás un intervalo especificado y emite una señal al llegar a " -"0. Se puede configurar en el modo de repetición o de \"disparo único\".\n" -"[b]Nota:[/b] Para crear un temporizador de una sola vez sin instanciar un " -"nodo, utilice el [method SceneTree.create_timer]." #: doc/classes/Timer.xml #, fuzzy @@ -143406,7 +144341,7 @@ msgstr "" "representan [member x], [member y], y el [member origin] (los tres vectores " "de la columna)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns the inverse of the transform, under the assumption that the basis is " @@ -143469,7 +144404,7 @@ msgstr "Devuelve la escala." msgid "Returns the transform's skew (in radians)." msgstr "Devuelve la rotación de la transformada (en radianes)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns a transform interpolated between this transform and another by a " @@ -143478,7 +144413,7 @@ msgstr "" "Devuelve una transformación interpolada entre esta transformada y otra por " "un peso determinado (en el rango de 0.0 a 1.0)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns the inverse of the transform, under the assumption that the " @@ -143532,7 +144467,7 @@ msgstr "" "rota para apuntar hacia el [code]target[/code] según el [method look_at]. " "Las operaciones tienen lugar en el espacio global." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -143560,7 +144495,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -143569,7 +144504,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -143578,7 +144513,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -143587,7 +144522,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -143638,7 +144573,7 @@ msgstr "El [Transform2D] que volteará algo a lo largo del eje X." msgid "The [Transform2D] that will flip something along the Y axis." msgstr "El [Transform2D] que volteará algo a lo largo del eje Y." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -143660,7 +144595,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "Realiza la operación inversa en la matriz de la [Transform]." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -143685,7 +144620,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -143705,26 +144640,26 @@ msgid "A 3×4 matrix representing a 3D transformation." msgstr "El icono utilizado para representar los puertos." #: doc/classes/Transform3D.xml -#, fuzzy msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" -"Matriz de 3×4 (3 filas, 4 columnas) usada para transformaciones lineales 3D. " -"Puede representar transformaciones como la traslación, la rotación o el " -"escalado. Consta de una [member basis] (3 primeras columnas) y un [Vector3] " -"para el [member origin] (última columna).\n" -"Para más información, lea el artículo de documentación \"Matrices y " -"transformaciones\"." #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "Construye un cuaternario a partir de la [Basis] dada." #: doc/classes/Transform3D.xml #, fuzzy @@ -143733,21 +144668,25 @@ msgstr "Construye una Transformada a partir de un [Transform2D]." #: doc/classes/Transform3D.xml #, fuzzy -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "Construye una transformada a partir de un [Basis] y un [Vector3]." #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" "Construye una Transformada a partir de cuatro valores [Vector3] (columnas de " "la matriz). Cada eje corresponde a vectores de base local (algunos de los " @@ -143755,7 +144694,40 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"Devuelve el resultado de la interpolación lineal entre este vector y " +"[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra " +"en el rango de 0.0 a 1.0, representando la cantidad de la interpolación." + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -143771,8 +144743,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -143782,8 +144763,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -143793,80 +144774,170 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" -"La base es una matriz que contiene 3 [Vector3] como sus columnas: Eje X, eje " -"Y y eje Z. Estos vectores pueden ser interpretados como los vectores base " -"del sistema de coordenadas locales que viajan con el objeto." #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" "El desplazamiento de la translación en la transformada (columna 3, la cuarta " "columna). Equivalente al índice del array [code]3[/code]." #: doc/classes/Transform3D.xml -#, fuzzy msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" -"[Transform] sin aplicar traslación, rotación o escalamiento. Cuando se " -"aplica a otras estructuras de datos, [constant IDENTITY] no realiza ninguna " -"transformación." #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano YZ." #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XZ." #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XY." #: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son " +"aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " +"cada componente." + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "Realiza la operación inversa en la matriz de la [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "Realiza la operación inversa en la matriz de la [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "Realiza la operación inversa en la matriz de la [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." -msgstr "Realiza la operación inversa en la matriz de la [Transform]." - -#: doc/classes/Transform3D.xml -msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" +"Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son " +"aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en " +"cada componente." #: doc/classes/Translation.xml msgid "" @@ -148018,7 +149089,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "El punto de colisión, en coordenadas globales." #: doc/classes/Vector2.xml @@ -148420,10 +149491,13 @@ msgstr "" "componentes de este vector y los componentes del [code]modv[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Devuelve el vector proyectado sobre el vector [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml #, fuzzy @@ -148476,13 +149550,14 @@ msgstr "" "[b]Nota:[/b] Ambos vectores deben ser normalizados." #: doc/classes/Vector2.xml -#, fuzzy msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Devuelve este vector deslizado a lo largo de un plano definido por la " -"normalidad dada." #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml #, fuzzy @@ -148946,7 +150021,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "El punto de colisión, en coordenadas globales." #: doc/classes/Vector3.xml @@ -149082,11 +150157,14 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -#, fuzzy -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Devuelve este vector deslizado a lo largo de un plano definido por la " -"normalidad dada." #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -149523,7 +150601,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "El punto de colisión, en coordenadas globales." #: doc/classes/Vector4.xml @@ -150585,9 +151663,9 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -151237,16 +152315,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -151262,8 +152340,11 @@ msgstr "" "El [World] personalizado se puede sert utilizado como fuente de ambiente 3D." #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "Se emite cuando un nodo de control toma el foco del teclado." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." +msgstr "" #: doc/classes/Viewport.xml #, fuzzy @@ -152066,12 +153147,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Representa el tamaño del enum [enum Variant.Type]." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." -msgstr "" +#, fuzzy +msgid "Indicates an invalid [VisualShader] node." +msgstr "Establece el modo de este shader." #: doc/classes/VisualShader.xml #, fuzzy -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "Establece el modo de este shader." #: doc/classes/VisualShaderNode.xml @@ -154170,7 +155252,7 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml #, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" "Devuelve el [Vector3] que apunta en la dirección de refracción. Para usar " @@ -154178,11 +155260,13 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -154423,9 +155507,10 @@ msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "Comparación con [code]INF[/code] (Infinito)." #: doc/classes/VisualShaderNodeIs.xml +#, fuzzy msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" "Comparación con [code]NaN[/code] (No es un número; denota resultados " "numéricos no válidos, por ejemplo, la división por cero)." @@ -155361,8 +156446,9 @@ msgstr "" "shader visual." #: doc/classes/VisualShaderNodeTransformCompose.xml +#, fuzzy msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -155396,8 +156482,9 @@ msgstr "" "visual." #: doc/classes/VisualShaderNodeTransformDecompose.xml +#, fuzzy msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" "Toma una matriz de transformación de 4x4 y la descompone en cuatro valores " @@ -155438,7 +156525,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml #, fuzzy -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "Aplica [member operator] a dos entradas de color." #: doc/classes/VisualShaderNodeTransformOp.xml @@ -155527,8 +156614,9 @@ msgstr "" "Multiplica una [Transform] y un [Vector3] dentro del gráfico shader visual." #: doc/classes/VisualShaderNodeTransformVecMult.xml +#, fuzzy msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" "Una operación de multiplicación sobre una transformada (matriz 4x4) y un " @@ -157687,6 +158775,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -157942,7 +159038,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -159572,10 +160668,10 @@ msgstr "Un punto de anclaje en el espacio AR." #: doc/classes/XRAnchor3D.xml #, fuzzy msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -159601,9 +160697,11 @@ msgstr "" "lógica de detección aprenda más sobre el mundo real de ahí fuera, " "especialmente si sólo se ve una parte de la superficie." -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -159627,6 +160725,478 @@ msgstr "" "el ancla se relaciona con una mesa en el mundo real, este es el tamaño " "estimado de la superficie de esa mesa." +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Establece la normal del vértice dado." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "[NodePath] al [Skeleton] asociado con la instancia." + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Representa el tamaño del enum [enum BGMode]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "Un objeto rastreado." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Establece la matriz de transformación global del Viewport." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Establece la matriz de transformación global del Viewport." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Obtiene el tipo de pista." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Si [code]true[/code], la flecha de plegado está oculta." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper arm joint." +msgstr "El valor de zoom actual." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower arm joint." +msgstr "La señal a emitir." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "Color de vara de oro claro." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper arm joint." +msgstr "El valor de zoom actual." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower arm joint." +msgstr "La señal a emitir." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper leg joint." +msgstr "El valor de zoom actual." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower leg joint." +msgstr "La señal a emitir." + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Devuelve las dimensiones del mapa de bits." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "Color salmón claro." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Representa el tamaño del enum [enum Monitor]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Establece la rotación (en radianes)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Establece la rotación (en radianes)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -160408,6 +161978,271 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Representa el tamaño del enum [enum Feature]." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "Un objeto rastreado." + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Devuelve el objeto padre del propietario de la forma dada." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "" +"Devuelve el vector de velocidad lineal en el punto de contacto del " +"colisionador." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Devuelve los huesos del vértice dado." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Establece la [Transform2D] del propietario de la forma dada." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Relación de aleatoriedad de la velocidad angular." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "" +"Devuelve el vector de velocidad lineal en el punto de contacto del " +"colisionador." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Establece la normal del vértice dado." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Establece la [Transform2D] del propietario de la forma dada." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "El tipo para deconstruir." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "El locale de la traducción." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Si [code]true[/code], la forma del botón es visible." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Representa el tamaño del enum [enum Monitor]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of hand tracking data is unknown." +msgstr "El locale de la traducción." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Representa el tamaño del enum [enum Feature]." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Botón central del ratón." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Representa el tamaño del enum [enum Monitor]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Establece la rotación (en radianes)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "La velocidad lineal del cuerpo." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's angular velocity data is valid." +msgstr "Relación de aleatoriedad de la velocidad angular." + #: doc/classes/XRInterface.xml #, fuzzy msgid "Base class for an XR interface implementation." @@ -160454,12 +162289,14 @@ msgstr "" #: doc/classes/XRInterface.xml #, fuzzy msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "Devuelve el nombre de esta interfaz (OpenVR, OpenHMD, ARKit, etc.)." #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -160879,10 +162716,11 @@ msgid "Returns the name of this interface." msgstr "Devuelve el nombre de este directorio." #: doc/classes/XRInterfaceExtension.xml +#, fuzzy msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." -msgstr "" +msgstr "Devuelve el rectángulo que representa a este sprite." #: doc/classes/XRInterfaceExtension.xml #, fuzzy @@ -161202,7 +163040,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -161377,10 +163215,18 @@ msgstr "" "El servidor AR/VR es el corazón de nuestra solución de Realidad Virtual y " "Avanzada y maneja todo el procesamiento." +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -161452,6 +163298,17 @@ msgstr "" "las capacidades de una plataforma AR/VR, puede encontrar la interfaz de esa " "plataforma por su nombre e inicializarla." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Devuelve el rastreador de posición en la identificación dada." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -161463,6 +163320,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Devuelve el rastreador de posición en la identificación dada." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "Devuelve la transformación de la interfaz primaria." @@ -161515,10 +163383,18 @@ msgstr "Devuelve el rastreador de posición en la identificación dada." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Removes this [param interface]." @@ -161552,6 +163428,21 @@ msgstr "" "plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 " "metro del mundo real." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Emitido cuando se añade un preajuste." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Emitido cuando se quita una interfaz." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Emitido cuando se edita un artículo." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -161567,6 +163458,21 @@ msgstr "Emitido cuando se quita una interfaz." msgid "Emitted when an existing face tracker is updated." msgstr "Emitido cuando se edita un artículo." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Emitido cuando se añade un preajuste." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Emitido cuando se quita una interfaz." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Emitido cuando se edita un artículo." + #: doc/classes/XRServer.xml #, fuzzy msgid "" diff --git a/classes/et.po b/classes/et.po index 420e732..f256574 100644 --- a/classes/et.po +++ b/classes/et.po @@ -188,6 +188,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1017,6 +1021,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2170,7 +2188,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2184,7 +2202,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2200,9 +2218,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2432,7 +2453,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2453,7 +2474,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7385,7 +7406,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7448,7 +7473,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7523,10 +7548,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8576,7 +8601,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15630,7 +15655,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16775,6 +16800,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17044,9 +17075,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17095,6 +17126,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17109,7 +17157,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17153,6 +17203,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17163,6 +17220,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17207,8 +17275,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18922,7 +18994,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18962,7 +19034,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19193,7 +19265,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20492,22 +20564,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20980,8 +21050,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21130,12 +21201,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23399,22 +23469,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23423,6 +23490,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23433,9 +23506,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27835,18 +27906,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29727,13 +29797,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32965,10 +33036,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33187,9 +33254,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33197,8 +33270,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33222,12 +33294,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33340,10 +33415,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34627,9 +34698,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34728,13 +34797,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37382,7 +37451,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37578,11 +37647,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38511,19 +38581,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38776,14 +38858,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39548,6 +39630,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39582,6 +39671,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39738,7 +39928,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39913,12 +40103,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40098,17 +40288,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40289,6 +40477,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40326,6 +40520,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42342,18 +42542,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42368,32 +42570,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42402,42 +42612,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42462,27 +42680,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42490,7 +42709,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42501,51 +42720,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42554,23 +42780,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42587,18 +42829,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42606,70 +42860,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42677,16 +42933,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42714,31 +42970,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43081,7 +43340,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43092,11 +43355,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43129,33 +43397,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43166,7 +43460,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43175,7 +43472,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43183,13 +43483,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43197,7 +43503,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44168,6 +44477,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44986,6 +45320,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45077,7 +45415,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45364,11 +45702,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45577,8 +45915,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47711,6 +48048,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48265,6 +48626,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48313,8 +48722,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48337,6 +48746,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48868,6 +49281,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48906,6 +49333,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53528,7 +53959,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53541,7 +53972,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53673,13 +54104,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54419,7 +54850,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54442,8 +54878,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54613,16 +55050,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55781,7 +56217,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59732,6 +60168,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60529,8 +60966,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60538,8 +60975,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60547,8 +60984,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60556,8 +60993,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60787,7 +61224,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60823,7 +61260,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60834,8 +61272,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61003,12 +61441,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61746,8 +62182,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63273,7 +63709,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63780,7 +64216,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64540,16 +64976,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64692,7 +65132,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64840,10 +65280,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65100,6 +65540,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65445,8 +65894,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67160,9 +67609,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67550,20 +67999,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67613,14 +68062,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67840,8 +68289,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68037,7 +68488,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68450,6 +68903,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68975,9 +69443,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69181,9 +69649,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70249,7 +70717,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70738,6 +71206,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70956,6 +71428,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70963,12 +71441,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70976,6 +71466,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70983,6 +71479,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70996,6 +71498,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71144,15 +71652,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71164,7 +71672,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72173,7 +72681,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72623,21 +73131,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72752,21 +73260,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73682,7 +74190,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74210,8 +74718,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74404,10 +74912,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75849,10 +76448,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76856,6 +77462,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81012,6 +81630,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81023,6 +81645,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81099,12 +81734,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81272,6 +81918,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81279,6 +81929,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81840,7 +82499,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83090,8 +83749,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83299,7 +83958,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84083,18 +84742,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84993,7 +85652,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86799,14 +87458,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86820,7 +87482,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86957,15 +87622,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87993,7 +88661,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88067,16 +88735,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88296,21 +88964,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88319,22 +89010,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88348,7 +89048,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88359,7 +89062,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88375,15 +89081,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88400,40 +89110,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88454,101 +89173,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88571,6 +89316,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88586,9 +89349,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90384,8 +91149,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95343,6 +96108,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96507,8 +97280,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97520,7 +98293,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100365,7 +101138,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100603,6 +101376,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101458,6 +102268,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101603,7 +102423,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101997,25 +102817,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102382,14 +103183,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102397,7 +103200,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102705,7 +103509,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102819,7 +103629,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102848,7 +103661,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102910,11 +103724,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102945,6 +103773,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104253,15 +105099,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104270,32 +105116,38 @@ msgstr "StseeniPuu" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104332,17 +105184,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104360,35 +105212,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104400,7 +105251,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104408,89 +105259,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104517,11 +105372,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104552,7 +105407,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104567,12 +105425,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104584,70 +105443,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106116,8 +106988,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106144,7 +107018,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106349,9 +107223,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107053,6 +107926,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107063,9 +107942,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107986,7 +108863,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108348,7 +109225,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109949,8 +110826,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112466,7 +113343,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112583,9 +113460,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112799,7 +113676,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112853,7 +113732,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112865,7 +113747,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113241,7 +114126,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113257,7 +114144,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113298,7 +114187,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113311,7 +114203,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113596,15 +114491,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113877,7 +114779,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115211,6 +116117,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117259,7 +118169,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117621,7 +118532,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119190,12 +120101,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119461,7 +120384,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119511,13 +120434,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119555,7 +120478,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119581,7 +120504,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119590,7 +120513,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119599,7 +120522,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119608,7 +120531,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119650,7 +120573,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119667,7 +120590,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119691,7 +120614,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119711,17 +120634,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119729,25 +120658,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119763,8 +120725,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119774,8 +120745,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119785,66 +120756,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123211,7 +124268,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123514,7 +124571,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123555,8 +124616,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123967,7 +125032,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124074,7 +125139,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124482,7 +125553,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125338,9 +126409,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125913,16 +126984,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125935,7 +127006,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126622,11 +127696,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128179,17 +129253,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128387,8 +129463,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129184,7 +130260,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129209,7 +130285,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129239,7 +130315,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129305,7 +130381,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131079,6 +132155,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131321,7 +132405,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132718,10 +133802,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132733,9 +133817,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132754,6 +133840,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133472,6 +135000,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133502,12 +135267,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133864,7 +135631,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134151,7 +135918,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134294,10 +136061,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134344,6 +136119,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134354,6 +136139,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134392,10 +136187,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134422,6 +136225,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134434,6 +136249,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/fa.po b/classes/fa.po index 92fc402..0b4a2e2 100644 --- a/classes/fa.po +++ b/classes/fa.po @@ -207,6 +207,10 @@ msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "این مقدار یک عدد صحیح ساخته شده بعنوان یک بت ماسک از پرچم های دنباله است." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1164,6 +1168,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2692,7 +2710,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2710,8 +2728,9 @@ msgstr "" "[/ codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2724,12 +2743,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " +"گرداند.\n" +"[codeblock]\n" +"pow (2 ، 5) # 32 را برمی گرداند\n" +"[/ codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2980,9 +3007,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2999,11 +3027,22 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"[کد] s [/ code] را به سمت پایین گرد می کند (به سمت بی نهایت منفی) ، بزرگترین " +"کل عددی را که بیش از [کد] s [/ کد] نیست ، برمی گرداند.\n" +"[codeblock]\n" +"# a 2.0 است\n" +"a = طبقه (2.99)\n" +"# a -3.0 است\n" +"a = طبقه (-2.99)\n" +"[/ codeblock]\n" +"[b] توجه: [/ b] این روش شناور را برمی گرداند. اگر به یک عدد صحیح نیاز " +"دارید ، می توانید از [code] int (s) [/ code] به طور مستقیم استفاده کنید." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3011,6 +3050,11 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"نتیجه [code] x [/ code] افزایش یافته به توان [code] y [/ code] را برمی " +"گرداند.\n" +"[codeblock]\n" +"pow (2 ، 5) # 32 را برمی گرداند\n" +"[/ codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -7984,7 +8028,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8047,7 +8095,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8122,10 +8170,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9184,7 +9232,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16250,7 +16298,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17411,6 +17459,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17680,9 +17734,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17731,6 +17785,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17745,7 +17816,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17789,6 +17862,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17799,6 +17879,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17843,8 +17934,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19558,7 +19653,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19598,7 +19693,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19829,7 +19924,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21128,22 +21223,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21616,8 +21709,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21766,12 +21860,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24039,22 +24132,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24063,6 +24153,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24073,9 +24169,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28478,18 +28572,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30376,13 +30469,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33674,10 +33768,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33896,9 +33986,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33906,8 +34002,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33931,12 +34026,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34049,10 +34147,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35348,9 +35442,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35452,13 +35544,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38118,7 +38210,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38314,11 +38406,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39250,19 +39343,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39515,14 +39620,17 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40287,6 +40395,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40321,6 +40436,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40477,7 +40693,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40652,12 +40868,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40837,17 +41053,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41028,6 +41242,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41065,6 +41288,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43087,18 +43319,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43113,32 +43347,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43147,42 +43389,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43207,27 +43457,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43235,8 +43486,11 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/Engine.xml msgid "" @@ -43246,51 +43500,62 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "" +"لیست نام های تمام فایل هایی که در داخل آرشیو بارگذاری شده اند را بر می " +"گرداند.\n" +"باید بعد از [متد open] ضدا زده بشود." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43299,23 +43564,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43332,18 +43613,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43351,70 +43644,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43422,16 +43717,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43459,31 +43754,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43829,7 +44127,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43840,11 +44142,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43877,33 +44184,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43914,7 +44247,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43923,7 +44259,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43931,13 +44270,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43945,7 +44290,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44916,6 +45264,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45773,6 +46146,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45864,7 +46241,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46161,11 +46538,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46374,8 +46751,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48514,6 +48890,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -49068,6 +49468,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49116,8 +49564,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49140,6 +49588,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49671,6 +50123,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49709,6 +50175,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54421,7 +54891,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54434,7 +54904,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54566,13 +55036,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55312,7 +55782,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55335,8 +55810,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55506,16 +55982,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56683,7 +57158,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60715,6 +61190,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61518,8 +61994,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61527,8 +62003,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61536,8 +62012,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61545,8 +62021,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61776,8 +62252,11 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61811,9 +62290,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61823,8 +62306,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61992,12 +62475,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62735,8 +63216,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64262,7 +64743,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64769,7 +65250,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65538,16 +66019,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65693,7 +66178,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65874,10 +66359,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66146,6 +66631,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66524,8 +67018,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68273,9 +68767,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68663,20 +69157,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68726,14 +69220,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68953,8 +69447,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69150,7 +69646,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69566,6 +70064,21 @@ msgstr "" "آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " "منفی)." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -70094,9 +70607,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70300,9 +70813,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71368,7 +71881,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71866,6 +72379,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72084,6 +72601,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72091,12 +72614,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72104,6 +72639,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72111,6 +72652,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72124,6 +72671,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72278,15 +72831,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72298,7 +72851,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73313,7 +73866,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73769,21 +74322,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73898,21 +74451,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74828,7 +75381,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75362,8 +75915,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75556,10 +76109,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77004,10 +77648,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78011,6 +78662,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82205,6 +82868,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82216,6 +82883,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82301,12 +82981,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -82477,6 +83168,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82484,6 +83179,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -83048,7 +83752,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84298,8 +85002,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84507,7 +85211,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85294,18 +85998,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86204,7 +86908,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88010,14 +88714,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88031,7 +88738,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88168,15 +88878,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89210,7 +89923,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89284,16 +89997,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89516,21 +90229,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89539,22 +90275,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89568,7 +90313,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89579,7 +90327,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89595,15 +90346,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89628,40 +90383,52 @@ msgstr "" "این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89682,39 +90449,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -89724,48 +90500,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -89775,16 +90568,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89807,6 +90600,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89822,9 +90633,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91678,8 +92491,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96656,6 +97469,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97826,8 +98647,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98839,7 +99660,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101696,7 +102517,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -101934,6 +102755,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102795,6 +103653,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -102940,7 +103808,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103334,25 +104202,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103719,14 +104568,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103734,7 +104585,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104042,7 +104894,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104156,7 +105014,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -104185,7 +105046,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104247,11 +105109,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104282,6 +105158,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105605,15 +106499,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105622,32 +106516,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105684,17 +106584,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105712,35 +106612,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105752,8 +106651,11 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/SceneTree.xml #, fuzzy @@ -105763,89 +106665,96 @@ msgstr "" "منفی)." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105872,11 +106781,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105907,7 +106816,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -105922,12 +106834,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -105939,70 +106852,89 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] enters this tree." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107474,8 +108406,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107501,10 +108435,13 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -107710,9 +108647,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108414,6 +109350,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108424,9 +109366,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109347,7 +110287,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109712,7 +110652,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111325,8 +112265,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113842,7 +114782,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -113959,9 +114899,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114175,7 +115115,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -114229,7 +115171,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114241,7 +115186,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114617,7 +115565,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114633,7 +115583,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -114674,7 +115626,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114687,7 +115642,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114972,15 +115930,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115253,7 +116218,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116593,6 +117562,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118641,7 +119614,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119003,7 +119977,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120575,12 +121549,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -120852,7 +121838,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -120902,13 +121888,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -120954,7 +121940,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -120980,7 +121966,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120989,7 +121975,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120998,7 +121984,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121007,7 +121993,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121049,7 +122035,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -121070,7 +122056,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121094,7 +122080,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121114,17 +122100,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121132,25 +122124,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121166,8 +122191,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121177,8 +122211,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121188,68 +122222,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " +"گرداند.\n" +"این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"اگر [code] s [/ code] صفر یا تقریباً صفر باشد ، [code] true [/ code] را برمی " +"گرداند.\n" +"این روش سریعتر از استفاده از [روش is_equal_approx] با یک مقدار صفر است." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -124632,7 +125760,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -124950,7 +126078,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -124991,8 +126123,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125411,7 +126547,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -125518,7 +126654,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -125926,7 +127068,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -126785,9 +127927,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127360,16 +128502,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127382,7 +128524,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128069,11 +129214,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -129626,17 +130771,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -129834,8 +130981,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -130631,7 +131778,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -130656,7 +131803,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -130686,7 +131833,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -130752,7 +131899,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132535,6 +133682,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -132777,7 +133932,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134189,10 +135344,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134204,9 +135359,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134225,6 +135382,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -134943,6 +136551,267 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -134973,12 +136842,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135341,7 +137212,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -135628,7 +137499,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -135771,10 +137642,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -135821,6 +137700,19 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -135834,6 +137726,19 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -135872,10 +137777,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -135906,6 +137819,27 @@ msgstr "" "های AR/VR فرض را بر این دارند که مقیاس 1 واحد جهان بازی = 1 متر در جهان " "واقعی." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -135918,6 +137852,27 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "" +"آیا [code] s [/ code] یک مقدار بینهایت است (یا بی نهایت مثبت یا بی نهایت " +"منفی)." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/fi.po b/classes/fi.po index affec46..3161e04 100644 --- a/classes/fi.po +++ b/classes/fi.po @@ -193,6 +193,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1046,6 +1050,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2245,7 +2263,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2262,8 +2280,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2276,12 +2295,19 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Palauttaa parametrin [code]s[/code] itseisarvon (eli positiivisen arvon).\n" +"[codeblock]\n" +"a = abs(-1) # a on 1\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2511,7 +2537,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2532,7 +2558,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7492,7 +7518,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7555,7 +7585,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7630,10 +7660,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8707,7 +8737,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15822,7 +15852,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16977,6 +17007,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17247,9 +17283,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17298,6 +17334,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17312,7 +17365,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17356,6 +17411,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17366,6 +17428,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17411,8 +17484,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19140,7 +19217,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19180,7 +19257,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19411,7 +19488,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20716,22 +20793,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21224,8 +21299,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21374,12 +21450,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23662,22 +23737,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23686,6 +23758,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23696,9 +23774,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28114,18 +28190,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30027,13 +30102,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33346,10 +33422,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33569,9 +33641,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33579,8 +33657,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33604,12 +33681,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33722,10 +33802,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35016,9 +35092,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35120,13 +35194,13 @@ msgstr "Palauttaa parametrin kosinin." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37796,7 +37870,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37992,11 +38066,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38929,19 +39004,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39194,14 +39281,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Palauttaa parametrin sinin." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39969,6 +40057,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40003,6 +40098,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40159,7 +40361,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40334,12 +40536,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40520,17 +40722,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40711,6 +40911,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Palauttaa parametrin kosinin." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40748,6 +40955,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "Laskee kahden vektorin ristitulon." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42785,18 +42999,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42811,32 +43027,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42845,42 +43069,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42905,27 +43138,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42934,7 +43168,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Engine.xml @@ -42945,52 +43179,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42999,24 +43240,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Palauttaa parametrin kosinin." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43033,18 +43289,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43052,70 +43320,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43123,16 +43393,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43160,31 +43430,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43537,7 +43810,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43548,11 +43825,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43585,33 +43867,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43622,7 +43930,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43631,7 +43942,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43639,13 +43953,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43653,7 +43973,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44627,6 +44950,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45463,6 +45811,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45555,7 +45907,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45854,11 +46206,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46068,8 +46420,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48237,6 +48588,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Palauttaa parametrin sinin." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -48792,6 +49168,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Palauttaa parametrin sinin." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Palauttaa kahden vektorin jäännöksen." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48840,8 +49266,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48864,6 +49290,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Palauttaa kahden vektorin jäännöksen." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49398,6 +49829,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49436,6 +49881,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54121,7 +54570,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54134,7 +54583,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54267,13 +54716,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55027,7 +55476,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55050,8 +55504,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55221,16 +55676,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56401,7 +56855,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60418,6 +60872,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61228,8 +61683,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61237,8 +61692,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61246,8 +61701,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61255,8 +61710,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61487,8 +61942,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Palauttaa parametrin kosinin." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61523,9 +61979,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Palauttaa parametrin kosinin." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61535,8 +61993,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61705,12 +62163,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62456,8 +62912,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63997,7 +64453,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64512,7 +64968,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65292,16 +65748,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65446,7 +65906,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65609,10 +66069,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65892,6 +66352,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66267,8 +66736,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68010,9 +68479,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68401,20 +68870,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68464,14 +68933,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68693,8 +69162,10 @@ msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68891,7 +69362,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Laskee kahden vektorin ristitulon." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69305,6 +69778,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Palauttaa parametrin kosinin." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -69839,9 +70327,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70045,9 +70533,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71117,7 +71605,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71618,6 +72106,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71837,6 +72329,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71844,12 +72342,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71857,6 +72367,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71864,6 +72380,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71877,6 +72399,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72031,15 +72559,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Palauttaa parametrin itseisarvon." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72051,7 +72579,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73077,7 +73605,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73530,21 +74058,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73660,21 +74188,21 @@ msgstr "Palauttaa parametrin kosinin." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74594,7 +75122,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75122,8 +75650,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75317,10 +75845,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76778,10 +77398,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77793,6 +78420,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82024,6 +82663,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82035,6 +82678,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82118,12 +82774,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Palauttaa kahden vektorin jäännöksen." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Laskee kahden vektorin ristitulon." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82300,6 +82968,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82307,6 +82979,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -82875,7 +83556,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84129,8 +84810,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84338,7 +85019,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85132,18 +85813,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86044,7 +86725,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -87852,14 +88533,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87873,7 +88557,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88010,15 +88697,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89048,7 +89738,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89122,16 +89812,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89353,21 +90043,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89376,22 +90089,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89405,7 +90127,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89416,7 +90141,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89433,15 +90161,19 @@ msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89458,40 +90190,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Palauttaa parametrin kosinin." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89512,101 +90254,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89629,6 +90397,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89644,9 +90430,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91479,8 +92267,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96490,6 +97278,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97663,8 +98459,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98683,7 +99479,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101563,7 +102359,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -101801,6 +102597,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102658,6 +103491,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -102803,7 +103646,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103197,25 +104040,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103588,14 +104412,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103603,7 +104429,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103916,7 +104743,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104030,9 +104863,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Palauttaa parametrin kosinin." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -104062,7 +104897,8 @@ msgstr "Palauttaa parametrin kosinin." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Palauttaa parametrin kosinin." #: doc/classes/RichTextLabel.xml @@ -104125,11 +104961,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104161,6 +105011,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Palauttaa parametrin vasta-arvon." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105495,15 +106363,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105512,32 +106380,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105574,17 +106448,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105602,35 +106476,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105642,8 +106515,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/SceneTree.xml #, fuzzy @@ -105651,89 +106525,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105760,11 +106639,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105795,7 +106674,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -105810,12 +106692,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -105827,70 +106710,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Palauttaa parametrin tangentin." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Palauttaa parametrin tangentin." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Palauttaa parametrin tangentin." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107375,8 +108274,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107404,10 +108305,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Palauttaa parametrin käänteisen neliöjuuren." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -107623,9 +108525,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108343,6 +109244,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108353,9 +109260,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109289,7 +110194,7 @@ msgstr "Palauttaa parametrin sinin." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109654,7 +110559,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111268,8 +112173,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113835,7 +114740,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -113956,9 +114861,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114182,9 +115087,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Palauttaa kahden vektorin jäännöksen." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114242,9 +115148,11 @@ msgid "Returns the number of lines in the text." msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Palauttaa parametrin tangentin." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114257,9 +115165,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Palauttaa parametrin tangentin." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Palauttaa parametrin tangentin." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -114663,7 +115573,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114681,9 +115593,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Palauttaa parametrin sinin." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114724,7 +115637,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114737,7 +115653,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115029,15 +115948,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115319,7 +116245,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116710,6 +117640,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118784,7 +119718,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119151,7 +120086,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120766,12 +121701,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121040,7 +121987,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121091,13 +122038,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Palauttaa kahden vektorin jäännöksen." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121136,7 +122083,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121162,7 +122109,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121171,7 +122118,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121180,7 +122127,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121189,7 +122136,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121231,7 +122178,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121248,7 +122195,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121272,7 +122219,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121292,17 +122239,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121310,25 +122263,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121344,8 +122331,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121355,8 +122351,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121366,66 +122362,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -124855,8 +125937,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Vector2.xml msgid "" @@ -125161,10 +126244,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Laskee kahden vektorin ristitulon." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -125204,8 +126290,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125618,8 +126708,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Vector3.xml msgid "" @@ -125729,7 +126820,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126138,8 +127235,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "Palauttaa kahden vektorin jäännöksen." #: doc/classes/Vector4.xml msgid "" @@ -127003,9 +128101,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127583,16 +128681,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127605,7 +128703,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128302,11 +129403,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Palauttaa parametrin sinin." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -129883,17 +130984,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130092,8 +131195,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -130897,7 +132000,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -130922,7 +132025,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -130953,7 +132056,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131023,7 +132126,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132803,6 +133906,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133046,7 +134157,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134469,10 +135580,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134484,9 +135595,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134505,6 +135618,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135232,6 +136796,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Palauttaa parametrin sinin." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Palauttaa parametrin itseisarvon." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Laskee kahden vektorin ristitulon." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Palauttaa kahden vektorin jäännöksen." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Palauttaa parametrin sinin." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135262,12 +137079,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135632,7 +137451,7 @@ msgstr "Palauttaa parametrin sinin." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -135927,7 +137746,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136072,10 +137891,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -136122,6 +137949,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -136133,6 +137971,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Palauttaa parametrin vasta-arvon." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136172,10 +138021,18 @@ msgstr "Palauttaa parametrin vasta-arvon." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136202,6 +138059,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Palauttaa parametrin tangentin." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -136217,6 +138089,21 @@ msgstr "Palauttaa parametrin tangentin." msgid "Emitted when an existing face tracker is updated." msgstr "Palauttaa parametrin tangentin." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Palauttaa parametrin tangentin." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Palauttaa parametrin tangentin." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/fil.po b/classes/fil.po index 5a3db8f..2918418 100644 --- a/classes/fil.po +++ b/classes/fil.po @@ -190,6 +190,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1020,6 +1024,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2173,7 +2191,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2187,7 +2205,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2203,9 +2221,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2435,7 +2456,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2456,7 +2477,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7388,7 +7409,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7451,7 +7476,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7526,10 +7551,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8579,7 +8604,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15633,7 +15658,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16778,6 +16803,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17047,9 +17078,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17098,6 +17129,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17112,7 +17160,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17156,6 +17206,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17166,6 +17223,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17210,8 +17278,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18925,7 +18997,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18965,7 +19037,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19196,7 +19268,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20495,22 +20567,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20983,8 +21053,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21133,12 +21204,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23402,22 +23472,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23426,6 +23493,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23436,9 +23509,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27838,18 +27909,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29730,13 +29800,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32968,10 +33039,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33190,9 +33257,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33200,8 +33273,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33225,12 +33297,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33343,10 +33418,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34630,9 +34701,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34731,13 +34800,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37385,7 +37454,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37581,11 +37650,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38514,19 +38584,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38779,14 +38861,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39551,6 +39633,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39585,6 +39674,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39741,7 +39931,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39916,12 +40106,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40101,17 +40291,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40292,6 +40480,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40329,6 +40523,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42345,18 +42545,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42371,32 +42573,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42405,42 +42615,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42465,27 +42683,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42493,7 +42712,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42504,51 +42723,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42557,23 +42783,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42590,18 +42832,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42609,70 +42863,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42680,16 +42936,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42717,31 +42973,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43087,7 +43346,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43098,11 +43361,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43135,33 +43403,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43172,7 +43466,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43181,7 +43478,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43189,13 +43489,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43203,7 +43509,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44174,6 +44483,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44992,6 +45326,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45083,7 +45421,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45370,11 +45708,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45583,8 +45921,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47717,6 +48054,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48271,6 +48632,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48319,8 +48728,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48343,6 +48752,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48874,6 +49287,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48912,6 +49339,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53534,7 +53965,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53547,7 +53978,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53679,13 +54110,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54425,7 +54856,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54448,8 +54884,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54619,16 +55056,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55787,7 +56223,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59738,6 +60174,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60535,8 +60972,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60544,8 +60981,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60553,8 +60990,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60562,8 +60999,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60793,7 +61230,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60829,7 +61266,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60840,8 +61278,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61009,12 +61447,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61752,8 +62188,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63279,7 +63715,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63786,7 +64222,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64546,16 +64982,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64698,7 +65138,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64846,10 +65286,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65106,6 +65546,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65451,8 +65900,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67166,9 +67615,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67556,20 +68005,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67619,14 +68068,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67846,8 +68295,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68043,7 +68494,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68456,6 +68909,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68981,9 +69449,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69187,9 +69655,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70255,7 +70723,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70744,6 +71212,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70962,6 +71434,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70969,12 +71447,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70982,6 +71472,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70989,6 +71485,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71002,6 +71504,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71150,15 +71658,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71170,7 +71678,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72179,7 +72687,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72629,21 +73137,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72758,21 +73266,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73688,7 +74196,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74216,8 +74724,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74410,10 +74918,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75855,10 +76454,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76862,6 +77468,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81018,6 +81636,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81029,6 +81651,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81105,12 +81740,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81278,6 +81924,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81285,6 +81935,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81846,7 +82505,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83096,8 +83755,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83305,7 +83964,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84089,18 +84748,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84999,7 +85658,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86805,14 +87464,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86826,7 +87488,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86963,15 +87628,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87999,7 +88667,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88073,16 +88741,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88302,21 +88970,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88325,22 +89016,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88354,7 +89054,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88365,7 +89068,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88381,15 +89087,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88406,40 +89116,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88460,101 +89179,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88577,6 +89322,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88592,9 +89355,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90390,8 +91155,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95349,6 +96114,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96513,8 +97286,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97526,7 +98299,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100371,7 +101144,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100609,6 +101382,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101464,6 +102274,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101609,7 +102429,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102003,25 +102823,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102388,14 +103189,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102403,7 +103206,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102711,7 +103515,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102825,7 +103635,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102854,7 +103667,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102916,11 +103730,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102951,6 +103779,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104259,15 +105105,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104276,32 +105122,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104338,17 +105190,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104366,35 +105218,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104406,7 +105257,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104414,89 +105265,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104523,11 +105378,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104558,7 +105413,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104573,12 +105431,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104590,70 +105449,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106122,8 +106994,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106150,7 +107024,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106355,9 +107229,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107059,6 +107932,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107069,9 +107948,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107992,7 +108869,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108354,7 +109231,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109955,8 +110832,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112472,7 +113349,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112589,9 +113466,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112805,7 +113682,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112859,7 +113738,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112871,7 +113753,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113247,7 +114132,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113263,7 +114150,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113304,7 +114193,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113317,7 +114209,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113602,15 +114497,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113883,7 +114785,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115217,6 +116123,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117265,7 +118175,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117627,7 +118538,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119196,12 +120107,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119467,7 +120390,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119517,13 +120440,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119561,7 +120484,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119587,7 +120510,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119596,7 +120519,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119605,7 +120528,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119614,7 +120537,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119656,7 +120579,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119673,7 +120596,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119697,7 +120620,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119717,17 +120640,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119735,25 +120664,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119769,8 +120731,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119780,8 +120751,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119791,66 +120762,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123217,7 +124274,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123520,7 +124577,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123561,8 +124622,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123973,7 +125038,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124080,7 +125145,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124488,7 +125559,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125344,9 +126415,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125919,16 +126990,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125941,7 +127012,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126628,11 +127702,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128185,17 +129259,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128393,8 +129469,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129190,7 +130266,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129215,7 +130291,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129245,7 +130321,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129311,7 +130387,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131085,6 +132161,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131327,7 +132411,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132724,10 +133808,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132739,9 +133823,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132760,6 +133846,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133478,6 +135006,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133508,12 +135273,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133870,7 +135637,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134157,7 +135924,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134300,10 +136067,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134350,6 +136125,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134360,6 +136145,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134398,10 +136193,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134428,6 +136231,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134440,6 +136255,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/fr.po b/classes/fr.po index 37fae9e..016b549 100644 --- a/classes/fr.po +++ b/classes/fr.po @@ -280,6 +280,10 @@ msgstr "" "Cette valeur est un nombre entier composé d'un masque de bits des options " "suivantes." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -549,8 +553,8 @@ msgid "" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" -"Convertie[param what] à [param type] de la meilleure manière possible. Le [" -"param type] utilise les valeurs de [enum Variant.Type].\n" +"Convertie[param what] à [param type] de la meilleure manière possible. Le " +"[param type] utilise les valeurs de [enum Variant.Type].\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Affiche true\n" @@ -1689,6 +1693,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml #, fuzzy msgid "" @@ -3499,7 +3517,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3519,7 +3537,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3540,9 +3558,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3875,9 +3896,10 @@ msgstr "" "smoothstep() et ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3894,12 +3916,24 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Arrondit [param x] au nombre entier le plus proche, avec les cas à mi-chemin " +"arrondis vers l'entier supérieur. Les types supportés sont : [int], [float], " +"[Vector2], [Vector3], [Vector4].\n" +"[codeblock]\n" +"round(2.4) # Retourne 2\n" +"round(2.5) # Retourne 3\n" +"round(2.6) # Retourne 3\n" +"[/codeblock]\n" +"Consultez aussi [method floor], [method ceil], [method snapped].\n" +"[b]Note :[/b] Pour une meilleure sécurité des types, utilisez [method " +"roundf], [method roundi], [method Vector2.round], [method Vector3.round], ou " +"[method Vector4.round]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -9793,7 +9827,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -9870,7 +9908,7 @@ msgstr "" #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode " @@ -9993,10 +10031,10 @@ msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "Mélange un autre nœud d'animation (au cas où ce nœud contiendrait des nœuds " "d'animation enfants). Cette fonction n'est utile qu'en héritant d'abord de " @@ -11324,7 +11362,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml #, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Permet de changer la vitesse de l'animation (ou de l'inverser) dans " @@ -20169,7 +20207,7 @@ msgstr "L’icône utilisée pour représenter les ports." #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -21474,6 +21512,12 @@ msgstr "" "L'alignement du texte du bouton, qui est une des constantes de [enum " "TextAlign]." +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -21792,9 +21836,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -21843,6 +21887,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -21858,7 +21919,9 @@ msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donn #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -21902,6 +21965,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -21912,6 +21982,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -21968,8 +22049,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -24115,7 +24200,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -24169,7 +24254,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -24441,7 +24526,7 @@ msgstr "La texture génèrera des mipmaps à la création." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -26037,22 +26122,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -26584,8 +26667,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -26747,12 +26831,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -29504,22 +29587,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "La couleur de remplissage du rectangle de sélection." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -29528,6 +29608,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -29538,9 +29624,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -35562,18 +35646,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -38036,13 +38119,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -41763,10 +41847,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "Déprécié." - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -41986,9 +42066,16 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Ajoute une piste à l’animation." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -41996,8 +42083,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -42021,12 +42107,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -42140,10 +42229,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -43442,12 +43527,13 @@ msgid "" msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml +#, fuzzy msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" +"Si [code]true[/code], le clavier virtuel natif est affiché lorsque cet " +"élément prend le focus sur les plateformes qui le supportent." #: platform/web/doc_classes/EditorExportPlatformWeb.xml #, fuzzy @@ -43552,13 +43638,13 @@ msgstr "Si [code]true[/code], active le drapeau spécifié." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -46903,7 +46989,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -47192,12 +47278,14 @@ msgstr "" "automatiquement sous le nom [code]name[/code]." #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" "Ajoute un contrôle au panneau du bus (avec \"Sortie\", \"Deboggage\", " "\"Animation\", etc.). Retourne une référence au bouton ajouté. Il revient à " @@ -48433,20 +48521,32 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml #, fuzzy msgid "Importer for the [code].fbx[/code] scene file format." msgstr "L'état du modificateur [code]Shift[/code] (Majuscule)." -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -48776,14 +48876,16 @@ msgid "Clear the selection." msgstr "Effacer la sélection." #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "Obtient la liste des nœuds sélectionnés." #: doc/classes/EditorSelection.xml +#, fuzzy msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" "Retourne la liste des nœuds sélectionnés, optimisés pour les opérations de " "transformation (c'est-à-dire le fait de les déplacer, les faire pivoter, " @@ -49643,6 +49745,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -49681,6 +49790,115 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "La taille du nœud dans le graphe du visual shader." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Le teinte du contour de la [Font]." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "Le [Material] utilisé pour dessiner la forme de la CSG." + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -49837,7 +50055,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -50019,12 +50237,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -50209,17 +50427,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -50406,6 +50622,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Si [code]true[/code], le flux se répètera automatiquement quand il aura " +"atteint la fin." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -50444,6 +50669,16 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Retourne [code]true[/code] lors de l'utilisation de la gomme (l'autre " +"extrémité) d'un stylet.\n" +"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows." + #: doc/classes/EditorSettings.xml #, fuzzy msgid "" @@ -52753,18 +52988,20 @@ msgstr "Accès aux propriétés du moteur." #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -52779,46 +53016,41 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" -"Retourne les informations des auteurs du moteur dans un dictionnaire.\n" -"[code]lead_developers[/code] - Un tableau de String, avec le nom de " -"développeurs principaux\n" -"[code]fondateurs[/code] - Un tableau de String, le nom des " -"fondateurs\n" -"[code]project_managers[/code] - Un tableau de String, le nom des chefs de " -"projet\n" -"[code]developers[/code] - Un tableau de String, le nom de " -"développeurs" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" -"Retourne un Array d'information sur le copyright dans un dictionnaire.\n" -"[code]name[/code] - String, le nom du composant\n" -"[code]parts[/code] - Un table de Dictionary {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} décrivant chaque paragraphe de " -"la licence du composant" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -52832,46 +53064,52 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." -msgstr "Retourne le nombre de trames par seconde du jeu lancé." - #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" -"Retourne un dictionnaire des licences utilisées par Godot en incluant les " -"composants tiers." #: doc/classes/Engine.xml -msgid "Returns Godot license text." +msgid "" +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." msgstr "Retourne le texte de la licence Godot." #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." msgstr "" -"Retourne l'objet de la boucle principale (voir [MainLoop] et [SceneTree])." #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -52907,27 +53145,28 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -52946,7 +53185,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Retourne le premier élément avec le nom donné." #: doc/classes/Engine.xml @@ -52959,57 +53198,61 @@ msgstr "" "[method set_target_location])." #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Retourne l'instance unique avec le nom [code]name[/code]. Souvent utilisé " -"pour les greffons, par ex. [code]GodotPayment[/code] sur Android." #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -53048,26 +53291,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Retourne [code]true[/code] si un singleton avec le nom [code]name[/code] " -"existe dans l'espace global." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -53084,18 +53340,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -53103,70 +53371,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -53174,16 +53444,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -53211,31 +53481,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -53613,8 +53886,12 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." -msgstr "Le mode de mélange pour les lueurs." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" @@ -53624,11 +53901,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -53659,47 +53941,62 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Si [code]true[/code], le premier niveau de lueur est active. C'est le niveau " -"le plus \"local\" (le moins flou)." #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 2nd level of glow." -msgstr "Définit l'intensité de la couleur de l'arrière-plan." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 3rd level of glow." -msgstr "Définit l'intensité de la couleur de l'arrière-plan." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 4th level of glow." -msgstr "La hauteur de la colonne du haut du 9-patch." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 5th level of glow." -msgstr "La hauteur de la colonne du haut du 9-patch." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 6th level of glow." -msgstr "La hauteur de la colonne du haut du 9-patch." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Si [code]true[/code], le 7e niveau de lueur est actif. C'est le niveau le " -"plus \"global\" (le plus flou)." #: doc/classes/Environment.xml msgid "" @@ -53709,7 +54006,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -53718,7 +54018,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -53726,24 +54029,30 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"Retourne [code]true[/code] si la chaîne de caractères est vide (longueur de " -"la chaîne égale à [code]0[/code])." #: doc/classes/Environment.xml msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -54758,6 +55067,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml #, fuzzy msgid "Provides methods for file reading and writing operations." @@ -55768,6 +56102,11 @@ msgstr "La couleur de modulation appliquée à l'icône de dossier." msgid "Custom icon for the back arrow." msgstr "L'icône personnalisée pour la flèche du dossier parent." +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Icône personnalisée pour le bouton de rechargement." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Icône personnalisée pour les fichiers." @@ -55869,8 +56208,9 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Émis quand le valeur d'une ressource modifiée a été changée." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." -msgstr "" +#, fuzzy +msgid "A built-in type for floating-point numbers." +msgstr "Type flottant intégré." #: doc/classes/float.xml msgid "" @@ -56184,11 +56524,13 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +#, fuzzy +msgid "The horizontal separation of child nodes." msgstr "La séparation horizontale des nœuds enfants." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +#, fuzzy +msgid "The vertical separation of child nodes." msgstr "La séparation verticale des nœuds enfants." #: doc/classes/FogMaterial.xml @@ -56399,8 +56741,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -58823,6 +59164,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "La langue de la traduction." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -59414,6 +59780,57 @@ msgstr "" "lumières physiques (qui ont une portée infinie). Lors de la création d'une " "lumière Godot, la portée est fixée à 4096 unités." +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Représente une caméra GLTF." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "Retourne le rectangle représentant ce sprite." + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Le décalage horizontal de l'ombre du texte." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -59462,8 +59879,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -59486,6 +59903,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "La hauteur du cylindre." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -60033,6 +60455,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "Le nom de l’os attaché." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -60071,6 +60508,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -65512,7 +65953,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -65525,7 +65966,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -65673,13 +66114,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -66524,7 +66965,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -66547,8 +66993,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -66731,10 +67178,11 @@ msgstr "" "dessiner, ou pour les sélections." #: doc/classes/Input.xml +#, fuzzy msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" "Le curseur d'occupation. Indique que l'application est occupée à exécuter " "une opération. La forme de ce curseur suggère que l'application n'est pas " @@ -66742,10 +67190,10 @@ msgstr "" "principal est bloqué)." #: doc/classes/Input.xml +#, fuzzy msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" "Le curseur d'activité. Indique que l'application est occupée à exécuter une " "opération. La forme de ce curseur suggère que l'application est toujours " @@ -67995,7 +68443,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -72669,6 +73117,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -73702,8 +74151,8 @@ msgstr "[PackedVector2Array] pour les secondes coordonnées UV." msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73711,8 +74160,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73720,8 +74169,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73729,8 +74178,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -73981,8 +74430,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "Les paramètres à passer à un requête physique d'une forme 2D." #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Si [code]true[/code], la rotation autour de l'axe X est limité." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -74019,9 +74469,12 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Si [code]true[/code], affiche le rectangle de la caméra dans l'éditeur." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -74031,8 +74484,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -74247,12 +74700,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml #, fuzzy msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" "Retourne le format du [Mesh]. Le format est un entier composé des drapeaux " "de format du [Mesh]. Par exemple, un maillage contenant à la fois des " @@ -75162,8 +75613,8 @@ msgstr "" #: doc/classes/MultiMesh.xml #, fuzzy msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -77016,7 +77467,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -77645,7 +78096,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -78637,16 +79088,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -78853,7 +79308,7 @@ msgstr "L'Interface serveur pour un accès bas niveau de la navigation 2D." msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -79067,10 +79522,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -79421,6 +79876,15 @@ msgstr "" "Retourne la marge de raccordement du bord de la carte. La marge de " "raccordement est une distance utilisée pour relier deux régions." +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml #, fuzzy msgid "" @@ -79864,8 +80328,8 @@ msgstr "Interface serveur pour un accès de navigation 3D de bas niveau." msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -82254,9 +82718,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -82744,20 +83208,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -82809,14 +83273,14 @@ msgstr "La texture génèrera des mipmaps à la création." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -83073,13 +83537,12 @@ msgid "Returns all the gizmos attached to this [Node3D]." msgstr "Retourne le nom du nœud à [code]idx[/code]." #: doc/classes/Node3D.xml -#, fuzzy msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" -"Retourne le [Spatial] parent, ou un [Object] vide si aucun parent n'existe " -"ou si le parent n'est pas de type [Spatial]." #: doc/classes/Node3D.xml #, fuzzy @@ -83335,7 +83798,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Met à jour le [SpatialGizmo] pour ce nœud." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -83874,6 +84339,21 @@ msgstr "" "Retourne [code]true[/code] si la piste donnée est importée. Sinon retourne " "[code]false[/code]." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -84461,9 +84941,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -84678,9 +85158,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -85849,7 +86329,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -86379,6 +86859,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -86606,6 +87090,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -86613,12 +87103,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -86626,6 +87128,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -86633,6 +87141,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -86646,6 +87160,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -86802,15 +87322,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Valeur maximale pour le mode énumeration." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -86822,7 +87342,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -88022,7 +88542,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" "Retourne une chaîne de caractères unique à l'appareil.\n" "[b]Note :[/b] Cette chaîne peut changer sans préavis si l'utilisateur " @@ -88574,21 +89094,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -88704,21 +89224,21 @@ msgstr "Retourne une copie des données brutes de l’image." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -89764,7 +90284,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -90380,8 +90900,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" "Fait que ce [PacketPeerUDP] écoute le [code]port[/code] connecté à " @@ -90668,11 +91188,103 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "La [Texture2D] à appliquer au [PanoramaSkyMaterial]." -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml #, fuzzy msgid "A node used to create a parallax scrolling background." msgstr "Un nœud utilisé pour créer un arrière-plan à défilement parallaxe." +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Si [code]true[/code], enregistre toutes les sorties dans des fichiers." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -92287,13 +92899,18 @@ msgstr "La vitesse de rotation du corps en [i]radians[/i] par seconde." msgid "Sets the body's transform." msgstr "Le transform du calque." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" -"Le facteur de rebondissement du corps. L'intervalle est de [code]0[/code] " -"(aucun rebondissement) à [code]1[/code] (rebondissement maximal)." #: doc/classes/PhysicalBone3D.xml msgid "" @@ -93346,6 +93963,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -97970,6 +98599,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -97981,6 +98614,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -98076,12 +98722,27 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Retourne le texte associé à l’index spécifié." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Retire l'élément à l'index \"idx\" du menu global. Notez que les index des " +"éléments après l'élément supprimé seront déplacés de un.\n" +"[b]Note :[/b] Cette méthode est implémentée sur macOS." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -98281,6 +98942,10 @@ msgstr "Définit un [ShortCut] pour l'élément spécifié à [code]idx[/code]." msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "Désactive le [ShortCut] pour l'élément spécifié à [code]idx[/code]." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -98288,6 +98953,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -98921,7 +99595,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -100410,13 +101084,16 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" +"Si [code]true[/code], active les avertissements pour les transformations de " +"type non sûres." #: doc/classes/ProjectSettings.xml msgid "" @@ -100657,7 +101334,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -101583,18 +102260,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -102786,7 +103463,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -105249,14 +105926,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -105270,7 +105950,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -105407,15 +106090,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -106500,7 +107186,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -106581,16 +107267,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -106856,24 +107542,46 @@ msgstr "L’icône utilisée pour représenter les ports." #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "" -"Le vecteur zéro, un vecteur avec tous ses composants définis [code]0[/code]." +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "Construit un quaternion à partir de la [Basis] donnée." #: doc/classes/Quaternion.xml #, fuzzy @@ -106884,24 +107592,34 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "Construit un quaternion qui tournera autour de l'axe donné selon l'angle " "spécifié. L'axe doit être un vecteur normalisé." #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "Construit un quaternion à partir de la [Basis] donnée." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -106915,8 +107633,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." -msgstr "Renvoie le produit scalaire de deux quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -106926,9 +107647,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -#, fuzzy -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "Construit un quaternion à partir de la [Basis] donnée." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" #: doc/classes/Quaternion.xml #, fuzzy @@ -106948,22 +107671,23 @@ msgid "" msgstr "Retourne le nom des préréglages de l'option à cette position." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" -"Retourne les angles d'Euler (selon la convention YXZ : lors de la " -"décomposition, d'abord Z, puis X, et enfin Y) correspondant à la rotation " -"représentée par un quaternion d'unité. Le vecteur retourné contient les " -"angles de rotation dans le format (angle X, angle Y, angle Z)." #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "Retourne l'inverse du quaternion." +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "" +"Retourne le ratio de ce vecteur, soit [member x] divisé par [member y]." #: doc/classes/Quaternion.xml #, fuzzy @@ -106987,34 +107711,54 @@ msgstr "" "chaque composant." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "Indique si le quaternion est normalisé ou non." - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "Retourne la longueur du quaternion." - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." -msgstr "Retourne la longueur du quaternion, au carré." - -#: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Retourne [code]true[/code] (vrai) si la chaîne de caractères commence par la " +"chaîne de caractères donnée." #: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "Renvoie une copie du quaternion, normalisée à la longueur de l’unité." +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." +msgstr "Indique si le quaternion est normalisé ou non." #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." +msgstr "" +"Retourne la longeur (magnitude) au carré de ce vecteur.\n" +"Cette méthode est plus rapide que [method length] donc préférez-le si vous " +"devez comparer des vecteurs ou avoir besoin de la distance carrée pour " +"certaines formules." + +#: doc/classes/Quaternion.xml +msgid "" +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Retourne [code]true[/code] si le vecteur est normalisé, et [code]false[/" +"code] sinon." + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "Retourne le résultat de l'interpolation linéaire sphérique entre ce " "quaternion et [code]to[/code] par la quantité [code]weight[/code] " @@ -107022,15 +107766,12 @@ msgstr "" "[b]Note :[/b] Les deux quaternions doivent être normalisés." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"Retourne le résultat de l'interpolation linéaire sphérique entre ce " -"quaternion et [code]to[/code] par la quantité [code]weight[/code] spécifiée, " -"mais sans vérifier si la rotation n'est pas supérieure à 90 degrés." #: doc/classes/Quaternion.xml #, fuzzy @@ -107057,42 +107798,55 @@ msgstr "" "la quantité [code]weight[/code] spécifiée." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Le composant W du quaternion (partie réelle).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Le composant X du quaternion (partie de l'axe imaginaire [code]i[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Le composant Y du quaternion (partie de l'axe imaginaire [code]j[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "Le composant Z du quaternion (partie de l'axe imaginaire [code]k[/code]).\n" "Les composants des quaternions ne devraient pas être modifié directement." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" "La quaternion d'identité, sans rotation. Équivalent à la matrice [Basis] " "d'identité. Si un vecteur est transformé par un quaternion d'identité, il ne " @@ -107101,7 +107855,8 @@ msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -107111,49 +107866,66 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "Change la [Vector3] à la position donnée." #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -107163,16 +107935,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -107215,6 +107987,24 @@ msgstr "" "randomize]. La valeur [code]0[/code] documentée ici est une valeur fictive, " "et non la valeur par défaut." +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" @@ -107236,9 +108026,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -109315,8 +110107,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -114627,6 +115419,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "Module toutes les couleurs du canevas spécifié." @@ -116001,8 +116801,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -117252,8 +118052,9 @@ msgid "Returns the viewport's last rendered frame." msgstr "Retourne la dernière trame de rendu de la fenêtre d'affichage." #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "" +#, fuzzy +msgid "Detaches a viewport from a canvas." +msgstr "Définit le canevas de la fenêtre d'affichage." #: doc/classes/RenderingServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -120294,7 +121095,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -120536,6 +121337,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "Enregistre un type de ressource spécifique dans un fichier." @@ -121406,6 +122244,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -121551,7 +122399,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -121955,25 +122803,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml #, fuzzy msgid "A node used to preload sub-resources inside a scene." @@ -122426,14 +123255,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -122441,7 +123272,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -122776,13 +123608,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"Ajouter un marqueur [code][font][/code] dans la pile des marqueurs. Est " -"utilisé à la place de la police par défaut tant que le marqueur est ouvert." #: doc/classes/RichTextLabel.xml #, fuzzy @@ -122924,11 +123759,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" -"Si [code]true[/code], le label utilise une couleur personnalisée pour la " -"couleur de la police." #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -122962,7 +123797,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Si [code]true[/code], le label souligne les marqueurs de méta-donnée comme " "[code][url]{text}[/url][/code]." @@ -123034,11 +123870,25 @@ msgstr "Se déclenche lorsque la souris sort d'une méta-marqueur." #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -123071,6 +123921,27 @@ msgstr "Chaque élément de liste a un marqueur de cercle rempli." msgid "Selects the whole [RichTextLabel] text." msgstr "Sélectionne l'ensemble du texte [TextEdit]." +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" +"La rotation maximale. Uniquement actif quand [member angular_limit/enable] " +"est [code]true[/code]." + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -124609,15 +125480,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -124626,32 +125497,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -124689,17 +125566,17 @@ msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -124717,11 +125594,10 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" "Un minuteur à un coup géré par l'arborescence, qui émet le signal [signal " "timeout] quand il se termine. Voir aussi [method SceneTree.create_timer].\n" @@ -124739,32 +125615,27 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Retourne la valeur initiale de la propriété spécifiée. Retourne [code]null[/" -"code] si la propriété n'existe pas." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" -"Retourne le numéro de la trame actuelle, c'est-à-dire le nombre de trames " -"depuis le lancement de l'application." #: doc/classes/SceneTree.xml msgid "" @@ -124775,7 +125646,8 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "Retourne le nombre de nœuds dans ce [SceneTree]." #: doc/classes/SceneTree.xml @@ -124783,93 +125655,100 @@ msgstr "Retourne le nombre de nœuds dans ce [SceneTree]." msgid "Returns the number of nodes assigned to the given group." msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." -#: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." -msgstr "Retourne la liste de tous les nœuds associés au groupe spécifié." - #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml #, fuzzy msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Retourne [code]true[/code] si un singleton avec le nom [code]name[/code] " +"existe dans l'espace global." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" "Marque l'objet donné pour être supprimé, l'appel [method Object.free] se " "fera après la trame actuelle." #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -124899,11 +125778,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -124934,8 +125813,11 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." -msgstr "La racine de la scène éditée." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -124949,12 +125831,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -124965,79 +125848,98 @@ msgid "" "DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." msgstr "" -#: doc/classes/SceneTree.xml -#, fuzzy -msgid "The [SceneTree]'s root [Window]." -msgstr "La [Viewport] racine du [SceneTree]." - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "Émit quand un nœud est ajouté au [SceneTree]." - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Émis quand le valeur d'une ressource modifiée a été changée." + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" "Émis quand la configuration du nœud a changé. Uniquement en mode [code]tool[/" "code]." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Émit quand un nœud est retiré du [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Émis quand le valeur d'une ressource modifiée a été changée." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "Émis quand un nœud est renommé." +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Émis quand la [member texture] a changé." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" "Émis juste avant que [method Node._physics_process] soit appelé pour chaque " "nœud du [SceneTree]." #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" "Émis immédiatement avant que [method Node._process] soit appelé sur chaque " "nœud de [SceneTree]." #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "Appelle un groupe dans l'ordre inversé de la scène." - #: doc/classes/SceneTree.xml #, fuzzy -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "Appelle un groupe sans drapeau (la valeur par défaut)." + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -126689,13 +127591,12 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml -#, fuzzy msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" -"Ajoute un os, nommé [code]name[/code]. [method get_bone_count] deviendra " -"l'index de cet os." #: doc/classes/Skeleton3D.xml msgid "Clear all the bones in this skeleton." @@ -126725,7 +127626,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml #, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" "Retourne un [Array] contenant les identifiants de tous les joypads " @@ -126965,9 +127866,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -127714,6 +128614,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -127724,9 +128630,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -128717,7 +129621,7 @@ msgstr "Définit la couleur de la bordure." #, fuzzy msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -129171,9 +130075,10 @@ msgstr "" "[/codeblock]" #: doc/classes/Sprite2D.xml +#, fuzzy msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -131133,8 +132038,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -134259,8 +135164,9 @@ msgstr "" "contenu des onglets et les titres sont masqués." #: doc/classes/TabContainer.xml +#, fuzzy msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -134397,9 +135303,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" "Fait que ce [PacketPeerUDP] écoute le [code]port[/code] connecté à " "[code]bind_address[/code] avec une taille de mémoire tampon de " @@ -134664,9 +135570,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Retourne le nom de la forme du mélange à cette position." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Retourne le sommet à l’index donné." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -134732,9 +135639,11 @@ msgid "Returns the number of lines in the text." msgstr "Retourne le nombre de couleurs du dégradé." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Retourne la trame actuelle de la [Texture]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -134747,9 +135656,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Retourne le nombre d'éléments actuellement dans la liste." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Retourne la trame actuelle de la [Texture]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -135182,7 +136093,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -135201,8 +136114,12 @@ msgstr "" #: doc/classes/TextEdit.xml #, fuzzy -msgid "Sets the type of gutter." -msgstr "Définit le type d'un port de sortie." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" +"Définit le type de donnée fournie par la texture source. Voir [enum " +"TextureType] pour les options." #: doc/classes/TextEdit.xml #, fuzzy @@ -135246,7 +136163,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -135259,7 +136179,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -135593,18 +136516,23 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Draw a string." -msgstr "Dessine un rectangle stylisé." - -#: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Custom draw." -msgstr "Maillage à dessiner." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" + +#: doc/classes/TextEdit.xml +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -135905,7 +136833,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "La taille d'un des pixels du texte pour définir sa taille en 3D." #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -137363,6 +138295,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Supprime cette interface." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -139574,7 +140511,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -139950,11 +140888,12 @@ msgid "" msgstr "" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." -msgstr "" +msgstr "Construit une nouvelle chaîne de caractères à partir du [Plane] donné." #: doc/classes/TileMap.xml msgid "" @@ -141691,12 +142630,24 @@ msgstr "Un compte à rebours." #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -141985,7 +142936,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -142039,13 +142990,13 @@ msgstr "Retourne l’échelle." msgid "Returns the transform's skew (in radians)." msgstr "Retourne la rotation du transform (en radians)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -142095,7 +143046,7 @@ msgstr "" "cible [code]target[/code] comme avec [method look_at]. Les opérations se " "déroulent dans l'espace global." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -142123,7 +143074,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -142132,7 +143083,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -142141,7 +143092,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -142150,7 +143101,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -142198,7 +143149,7 @@ msgstr "Le [Transform2D] qui va retourner quelque chose le long de l’axe X." msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -142220,7 +143171,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "Effectuez l’opération inverse sur la matrice [Transform]." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -142245,7 +143196,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -142266,18 +143217,25 @@ msgstr "L’icône utilisée pour représenter les ports." #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "Construit un quaternion à partir de la [Basis] donnée." #: doc/classes/Transform3D.xml #, fuzzy @@ -142286,27 +143244,64 @@ msgstr "Construit une Transform à partir de la [Transform2D] donnée." #: doc/classes/Transform3D.xml #, fuzzy -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" "Construit une Transform à partir de la [Basis] et du [Vector3] (la position) " "donnés." #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"Retourne le résultat de l'interpolation linéaire entre ce vecteur et " +"[code]to[/code] par la quantité [code]weight[/code]. [code]weight[/code] est " +"compris entre 0,0 et 1,0, représentant la quantité d'interpolation." + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -142322,8 +143317,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -142333,8 +143337,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -142344,76 +143348,170 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" -"La base est une matrice contenant 3 [Vector3] comme ses colonnes : axe X, " -"axe Y et axe Z. Ces vecteurs peuvent être interprétés comme les vecteurs de " -"base du système de coordonnées locale voyageant avec l’objet." #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" "Le décalage de translation de la transformation (colonne 3, quatrième " "colonne). Équivalent à l'index du tableau [code]3[/code]." #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan YZ." #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XZ." #: doc/classes/Transform3D.xml #, fuzzy -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." msgstr "[Transform] avec effet miroir appliqué perpendiculairement au plan XY." #: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Retourne [code]true[/code] si ce quaternion et [code]quat[/code] sont " +"approximativement égaux, en exécutant [method @GDScript.is_equal_approx] sur " +"chaque composant." + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "Effectuez l’opération inverse sur la matrice [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "Effectuez l’opération inverse sur la matrice [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "Effectuez l’opération inverse sur la matrice [Transform]." + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." msgstr "" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." -msgstr "Effectuez l’opération inverse sur la matrice [Transform]." - -#: doc/classes/Transform3D.xml -msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" +"Retourne [code]true[/code] si ce quaternion et [code]quat[/code] sont " +"approximativement égaux, en exécutant [method @GDScript.is_equal_approx] sur " +"chaque composant." #: doc/classes/Translation.xml msgid "" @@ -146474,7 +147572,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "La direction du soleil en coordonnées polaires." #: doc/classes/Vector2.xml @@ -146874,10 +147972,13 @@ msgstr "" "vectoriels et [code]modv[/code])." #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Retourne ce vecteur projeté sur le vecteur [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml #, fuzzy @@ -146929,13 +148030,14 @@ msgstr "" "[b]Note :[/b] Les deux vecteurs doivent être normalisés." #: doc/classes/Vector2.xml -#, fuzzy msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Retourne ce vecteur ayant glissé le long du plan défini par la normale " -"donnée." #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml #, fuzzy @@ -147399,7 +148501,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "La direction du soleil en coordonnées polaires." #: doc/classes/Vector3.xml @@ -147538,11 +148640,14 @@ msgstr "" "direction lorsqu'il est vu du côté spécifié par le [code]axis[/code]." #: doc/classes/Vector3.xml -#, fuzzy -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Retourne ce vecteur ayant glissé le long du plan défini par la normale " -"donnée." #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -147979,7 +149084,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "La direction du soleil en coordonnées polaires." #: doc/classes/Vector4.xml @@ -148957,9 +150062,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -149590,16 +150695,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -149617,8 +150722,11 @@ msgstr "" "en 3D." #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "Émis quand un nœud de Control obtient le focus du clavier." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." +msgstr "" #: doc/classes/Viewport.xml #, fuzzy @@ -150388,12 +151496,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Représente la taille de l'énumération [enum Variant.Type]." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." -msgstr "" +#, fuzzy +msgid "Indicates an invalid [VisualShader] node." +msgstr "Règle le mode de ce shader." #: doc/classes/VisualShader.xml #, fuzzy -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "Règle le mode de ce shader." #: doc/classes/VisualShaderNode.xml @@ -152214,17 +153323,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml #, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "Retourne la longueur d'un [Vector3] dans le graphe de shader visuel." #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -152458,8 +153569,8 @@ msgstr "Comparaison avec [code]INF[/code] (Infinité)." #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -153359,7 +154470,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -153392,7 +154503,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -153428,7 +154539,7 @@ msgstr "Un opérateur de [Color] à utiliser dans le shader visuel du graphe." #: doc/classes/VisualShaderNodeTransformOp.xml #, fuzzy -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "Appliquer [member operator] aux deux entrées." #: doc/classes/VisualShaderNodeTransformOp.xml @@ -153523,7 +154634,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -155562,6 +156673,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -155824,7 +156943,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -157441,10 +158560,10 @@ msgstr "Un point d'ancrage dans l'espace AR." #: doc/classes/XRAnchor3D.xml #, fuzzy msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -157470,9 +158589,11 @@ msgstr "" "de détection en apprend davantage sur le monde réel, surtout si une partie " "seulement de la surface est en vue." -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -157496,6 +158617,478 @@ msgstr "" "rapporte à une table dans le monde réel, c’est la taille estimée de la " "surface de cette table." +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Réduit le panneau du bas." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "Le [NodePath] vers le [Skeleton] associé à cette instance." + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Représente la taille de l'énumération [enum BGMode]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "Un objet suivi." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Retourne la transformation globale de cette région." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Retourne la transformation globale de cette région." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Obtient le type d’une piste." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Si [code]true[/code], la flèche de réduction est masquée." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper arm joint." +msgstr "La valeur maximale du zoom." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower arm joint." +msgstr "La valeur minimale du zoom." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "Couleur verge d'or clair." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper arm joint." +msgstr "La valeur maximale du zoom." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower arm joint." +msgstr "La valeur minimale du zoom." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper leg joint." +msgstr "La valeur maximale du zoom." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower leg joint." +msgstr "La valeur minimale du zoom." + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Une texture à 3 dimensions." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "Couleur saumon clair." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Représente la taille de l'énumération [enum Hint]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Définit la rotation (en radians)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Définit la rotation (en radians)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -158276,6 +159869,269 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Représente la taille de l'énumération [enum Feature]." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "Un objet suivi." + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Retourne l'objet parent du propriétaire de la forme spécifié." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "" +"Retourne le vecteur de vélocité linéaire au point de contact à la collision." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Retourne les os du sommet donné." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Définit la [Transform2D] du propriétaire de forme spécifié." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Facteur d'aléatoire de vélocité angulaire." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "" +"Retourne le vecteur de vélocité linéaire au point de contact à la collision." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Définit le rayon de l'agent." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Définit la [Transform2D] du propriétaire de forme spécifié." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Le type à déconstruire." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "La langue de la traduction." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Si [code]true[/code], la mini-carte est visible." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Représente la taille de l'énumération [enum Hint]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of hand tracking data is unknown." +msgstr "La langue de la traduction." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Représente la taille de l'énumération [enum Feature]." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Bouton du milieu de la souris." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Représente la taille de l'énumération [enum Hint]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Définit la rotation (en radians)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "La vitesse linéaire du corps en unités par secondes." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's angular velocity data is valid." +msgstr "Facteur d'aléatoire de vélocité angulaire." + #: doc/classes/XRInterface.xml #, fuzzy msgid "Base class for an XR interface implementation." @@ -158323,12 +160179,14 @@ msgstr "" #: doc/classes/XRInterface.xml #, fuzzy msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "Retourne le nom de cette interface (OpenVR, OpenHMD, ARKit, etc.)." #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -158747,10 +160605,11 @@ msgid "Returns the name of this interface." msgstr "Retourne le nom de ce répertoire." #: doc/classes/XRInterfaceExtension.xml +#, fuzzy msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." -msgstr "" +msgstr "Retourne le rectangle représentant ce sprite." #: doc/classes/XRInterfaceExtension.xml #, fuzzy @@ -159070,7 +160929,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -159241,6 +161100,13 @@ msgstr "" "Les serveurs AR/VR sont au cœur de nos solutions avancées de réalité " "virtuelle, traitant tous les processus." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" +"Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement " +"spatial dans l'espace réel." + #: doc/classes/XRServer.xml #, fuzzy msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." @@ -159248,6 +161114,13 @@ msgstr "" "Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement " "spatial dans l'espace réel." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" +"Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement " +"spatial dans l'espace réel." + #: doc/classes/XRServer.xml #, fuzzy msgid "Registers an [XRInterface] object." @@ -159323,6 +161196,17 @@ msgstr "" "capacités d'une plateforme AR/VR, vous pouvez trouver l'interface pour cette " "plate-forme par son nom et ensuite l'initialiser." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Renvoie le traqueur de position à l'identification donnée." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -159334,6 +161218,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Renvoie le traqueur de position à l'identification donnée." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "Retourne la transformation de l'interface primaire." @@ -159383,10 +161278,18 @@ msgstr "Renvoie le traqueur de position à l'identification donnée." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Removes this [param interface]." @@ -159419,6 +161322,21 @@ msgstr "" "Vous permet d'ajuster l'échelle des unités de votre jeu. La plupart des " "plateformes AR/VR assument une échelle de 1 unité de jeu = 1 mètre réel." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Émis lors de l'ajout d'un préréglage." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Émis lorsqu'une interface est supprimée." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Émis lors de la modification d’un élément." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -159434,6 +161352,21 @@ msgstr "Émis lorsqu'une interface est supprimée." msgid "Emitted when an existing face tracker is updated." msgstr "Émis lors de la modification d’un élément." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Émis lors de l'ajout d'un préréglage." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Émis lorsqu'une interface est supprimée." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Émis lors de la modification d’un élément." + #: doc/classes/XRServer.xml #, fuzzy msgid "" diff --git a/classes/gl.po b/classes/gl.po index 1a7d673..cd77837 100644 --- a/classes/gl.po +++ b/classes/gl.po @@ -183,6 +183,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1012,6 +1016,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2165,7 +2183,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2179,7 +2197,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2195,9 +2213,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2427,7 +2448,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2448,7 +2469,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7380,7 +7401,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7443,7 +7468,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7518,10 +7543,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8571,7 +8596,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15625,7 +15650,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16770,6 +16795,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17039,9 +17070,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17090,6 +17121,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17104,7 +17152,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17148,6 +17198,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17158,6 +17215,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17202,8 +17270,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18917,7 +18989,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18957,7 +19029,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19188,7 +19260,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20487,22 +20559,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20975,8 +21045,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21125,12 +21196,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23394,22 +23464,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23418,6 +23485,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23428,9 +23501,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27830,18 +27901,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29722,13 +29792,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32960,10 +33031,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33182,9 +33249,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33192,8 +33265,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33217,12 +33289,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33335,10 +33410,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34622,9 +34693,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34723,13 +34792,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37377,7 +37446,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37573,11 +37642,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38506,19 +38576,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38771,14 +38853,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39543,6 +39625,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39577,6 +39666,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39733,7 +39923,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39908,12 +40098,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40093,17 +40283,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40284,6 +40472,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40321,6 +40515,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42337,18 +42537,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42363,32 +42565,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42397,42 +42607,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42457,27 +42675,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42485,7 +42704,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42496,51 +42715,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42549,23 +42775,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42582,18 +42824,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42601,70 +42855,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42672,16 +42928,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42709,31 +42965,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43076,7 +43335,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43087,11 +43350,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43124,33 +43392,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43161,7 +43455,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43170,7 +43467,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43178,13 +43478,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43192,7 +43498,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44163,6 +44472,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44981,6 +45315,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45072,7 +45410,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45359,11 +45697,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45572,8 +45910,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47706,6 +48043,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48260,6 +48621,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48308,8 +48717,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48332,6 +48741,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48863,6 +49276,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48901,6 +49328,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53523,7 +53954,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53536,7 +53967,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53668,13 +54099,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54414,7 +54845,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54437,8 +54873,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54608,16 +55045,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55776,7 +56212,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59727,6 +60163,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60524,8 +60961,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60533,8 +60970,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60542,8 +60979,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60551,8 +60988,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60782,7 +61219,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60818,7 +61255,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60829,8 +61267,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60998,12 +61436,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61741,8 +62177,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63268,7 +63704,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63775,7 +64211,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64535,16 +64971,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64687,7 +65127,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64835,10 +65275,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65095,6 +65535,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65440,8 +65889,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67155,9 +67604,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67545,20 +67994,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67608,14 +68057,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67835,8 +68284,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68032,7 +68483,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68445,6 +68898,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68970,9 +69438,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69176,9 +69644,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70244,7 +70712,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70733,6 +71201,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70951,6 +71423,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70958,12 +71436,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70971,6 +71461,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70978,6 +71474,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70991,6 +71493,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71139,15 +71647,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71159,7 +71667,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72168,7 +72676,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72618,21 +73126,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72747,21 +73255,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73677,7 +74185,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74205,8 +74713,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74399,10 +74907,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75844,10 +76443,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76851,6 +77457,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81007,6 +81625,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81018,6 +81640,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81094,12 +81729,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81267,6 +81913,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81274,6 +81924,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81835,7 +82494,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83085,8 +83744,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83294,7 +83953,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84078,18 +84737,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84988,7 +85647,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86794,14 +87453,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86815,7 +87477,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86952,15 +87617,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87988,7 +88656,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88062,16 +88730,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88291,21 +88959,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88314,22 +89005,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88343,7 +89043,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88354,7 +89057,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88370,15 +89076,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88395,40 +89105,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88449,101 +89168,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88566,6 +89311,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88581,9 +89344,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90379,8 +91144,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95338,6 +96103,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96502,8 +97275,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97515,7 +98288,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100360,7 +101133,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100598,6 +101371,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101453,6 +102263,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101598,7 +102418,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101992,25 +102812,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102377,14 +103178,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102392,7 +103195,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102700,7 +103504,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102814,7 +103624,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102843,7 +103656,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102905,11 +103719,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102940,6 +103768,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104248,15 +105094,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104265,32 +105111,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104327,17 +105179,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104355,35 +105207,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104395,7 +105246,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104403,89 +105254,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104512,11 +105367,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104547,7 +105402,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104562,12 +105420,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104579,70 +105438,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106111,8 +106983,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106139,7 +107013,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106344,9 +107218,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107048,6 +107921,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107058,9 +107937,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107981,7 +108858,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108343,7 +109220,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109944,8 +110821,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112461,7 +113338,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112578,9 +113455,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112794,7 +113671,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112848,7 +113727,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112860,7 +113742,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113236,7 +114121,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113252,7 +114139,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113293,7 +114182,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113306,7 +114198,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113591,15 +114486,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113872,7 +114774,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115206,6 +116112,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117254,7 +118164,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117616,7 +118527,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119185,12 +120096,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119456,7 +120379,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119506,13 +120429,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119550,7 +120473,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119576,7 +120499,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119585,7 +120508,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119594,7 +120517,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119603,7 +120526,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119645,7 +120568,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119662,7 +120585,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119686,7 +120609,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119706,17 +120629,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119724,25 +120653,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119758,8 +120720,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119769,8 +120740,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119780,66 +120751,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123206,7 +124263,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123509,7 +124566,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123550,8 +124611,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123962,7 +125027,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124069,7 +125134,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124477,7 +125548,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125333,9 +126404,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125908,16 +126979,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125930,7 +127001,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126617,11 +127691,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128174,17 +129248,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128382,8 +129458,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129179,7 +130255,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129204,7 +130280,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129234,7 +130310,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129300,7 +130376,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131074,6 +132150,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131316,7 +132400,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132713,10 +133797,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132728,9 +133812,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132749,6 +133835,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133467,6 +134995,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133497,12 +135262,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133859,7 +135626,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134146,7 +135913,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134289,10 +136056,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134339,6 +136114,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134349,6 +136134,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134387,10 +136182,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134417,6 +136220,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134429,6 +136244,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/hi.po b/classes/hi.po index d54fd86..3d86e1c 100644 --- a/classes/hi.po +++ b/classes/hi.po @@ -182,6 +182,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1011,6 +1015,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2164,7 +2182,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2178,7 +2196,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2194,9 +2212,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2426,7 +2447,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2447,7 +2468,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7379,7 +7400,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7442,7 +7467,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7517,10 +7542,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8570,7 +8595,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15624,7 +15649,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16769,6 +16794,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17038,9 +17069,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17089,6 +17120,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17103,7 +17151,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17147,6 +17197,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17157,6 +17214,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17201,8 +17269,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18916,7 +18988,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18956,7 +19028,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19187,7 +19259,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20486,22 +20558,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20974,8 +21044,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21124,12 +21195,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23393,22 +23463,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23417,6 +23484,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23427,9 +23500,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27829,18 +27900,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29721,13 +29791,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32959,10 +33030,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33181,9 +33248,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33191,8 +33264,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33216,12 +33288,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33334,10 +33409,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34621,9 +34692,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34722,13 +34791,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37376,7 +37445,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37572,11 +37641,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38505,19 +38575,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38770,14 +38852,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39542,6 +39624,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39576,6 +39665,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39732,7 +39922,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39907,12 +40097,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40092,17 +40282,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40283,6 +40471,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40320,6 +40514,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42336,18 +42536,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42362,32 +42564,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42396,42 +42606,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42456,27 +42674,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42484,7 +42703,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42495,51 +42714,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42548,23 +42774,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42581,18 +42823,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42600,70 +42854,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42671,16 +42927,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42708,31 +42964,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43075,7 +43334,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43086,11 +43349,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43123,33 +43391,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43160,7 +43454,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43169,7 +43466,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43177,13 +43477,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43191,7 +43497,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44162,6 +44471,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44980,6 +45314,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45071,7 +45409,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45358,11 +45696,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45571,8 +45909,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47705,6 +48042,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48259,6 +48620,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48307,8 +48716,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48331,6 +48740,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48862,6 +49275,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48900,6 +49327,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53522,7 +53953,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53535,7 +53966,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53667,13 +54098,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54413,7 +54844,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54436,8 +54872,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54607,16 +55044,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55775,7 +56211,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59726,6 +60162,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60523,8 +60960,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60532,8 +60969,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60541,8 +60978,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60550,8 +60987,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60781,7 +61218,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60817,7 +61254,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60828,8 +61266,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60997,12 +61435,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61740,8 +62176,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63267,7 +63703,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63774,7 +64210,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64534,16 +64970,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64686,7 +65126,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64834,10 +65274,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65094,6 +65534,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65439,8 +65888,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67154,9 +67603,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67544,20 +67993,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67607,14 +68056,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67834,8 +68283,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68031,7 +68482,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68444,6 +68897,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68969,9 +69437,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69175,9 +69643,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70243,7 +70711,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70732,6 +71200,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70950,6 +71422,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70957,12 +71435,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70970,6 +71460,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70977,6 +71473,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70990,6 +71492,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71138,15 +71646,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71158,7 +71666,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72167,7 +72675,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72617,21 +73125,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72746,21 +73254,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73676,7 +74184,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74204,8 +74712,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74398,10 +74906,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75843,10 +76442,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76850,6 +77456,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81006,6 +81624,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81017,6 +81639,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81093,12 +81728,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81266,6 +81912,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81273,6 +81923,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81834,7 +82493,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83084,8 +83743,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83293,7 +83952,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84077,18 +84736,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84987,7 +85646,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86793,14 +87452,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86814,7 +87476,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86951,15 +87616,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87987,7 +88655,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88061,16 +88729,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88290,21 +88958,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88313,22 +89004,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88342,7 +89042,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88353,7 +89056,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88369,15 +89075,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88394,40 +89104,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88448,101 +89167,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88565,6 +89310,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88580,9 +89343,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90378,8 +91143,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95337,6 +96102,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96501,8 +97274,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97514,7 +98287,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100359,7 +101132,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100597,6 +101370,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101452,6 +102262,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101597,7 +102417,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101991,25 +102811,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102376,14 +103177,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102391,7 +103194,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102699,7 +103503,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102813,7 +103623,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102842,7 +103655,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102904,11 +103718,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102939,6 +103767,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104247,15 +105093,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104264,32 +105110,38 @@ msgstr "दृश्य-वृक्ष" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104326,17 +105178,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104354,35 +105206,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104394,7 +105245,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104402,89 +105253,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104511,11 +105366,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104546,7 +105401,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104561,12 +105419,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104578,70 +105437,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106110,8 +106982,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106138,7 +107012,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106343,9 +107217,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107047,6 +107920,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107057,9 +107936,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107980,7 +108857,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108342,7 +109219,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109943,8 +110820,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112460,7 +113337,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112577,9 +113454,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112793,7 +113670,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112847,7 +113726,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112859,7 +113741,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113235,7 +114120,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113251,7 +114138,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113292,7 +114181,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113305,7 +114197,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113590,15 +114485,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113871,7 +114773,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115205,6 +116111,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117253,7 +118163,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117615,7 +118526,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119184,12 +120095,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119455,7 +120378,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119505,13 +120428,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119549,7 +120472,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119575,7 +120498,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119584,7 +120507,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119593,7 +120516,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119602,7 +120525,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119644,7 +120567,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119661,7 +120584,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119685,7 +120608,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119705,17 +120628,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119723,25 +120652,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119757,8 +120719,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119768,8 +120739,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119779,66 +120750,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123205,7 +124262,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123508,7 +124565,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123549,8 +124610,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123961,7 +125026,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124068,7 +125133,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124476,7 +125547,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125332,9 +126403,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125907,16 +126978,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125929,7 +127000,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126616,11 +127690,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128173,17 +129247,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128381,8 +129457,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129178,7 +130254,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129203,7 +130279,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129233,7 +130309,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129299,7 +130375,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131073,6 +132149,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131315,7 +132399,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132712,10 +133796,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132727,9 +133811,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132748,6 +133834,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133466,6 +134994,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133496,12 +135261,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133858,7 +135625,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134145,7 +135912,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134288,10 +136055,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134338,6 +136113,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134348,6 +136133,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134386,10 +136181,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134416,6 +136219,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134428,6 +136243,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/hu.po b/classes/hu.po index 6611ce0..0f3523f 100644 --- a/classes/hu.po +++ b/classes/hu.po @@ -197,6 +197,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1041,6 +1045,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2194,7 +2212,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2208,7 +2226,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2224,9 +2242,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2456,7 +2477,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2477,7 +2498,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7433,7 +7454,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7496,7 +7521,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7571,10 +7596,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8633,7 +8658,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15711,7 +15736,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16856,6 +16881,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17128,9 +17159,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17179,6 +17210,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17193,7 +17241,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17237,6 +17287,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17247,6 +17304,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17291,8 +17359,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19012,7 +19084,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19052,7 +19124,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19283,7 +19355,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20582,22 +20654,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21070,8 +21140,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21220,12 +21291,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23504,22 +23574,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23528,6 +23595,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23538,9 +23611,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27946,18 +28017,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29844,13 +29914,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33169,10 +33240,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33391,9 +33458,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33401,8 +33474,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33426,12 +33498,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33544,10 +33619,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34846,9 +34917,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34956,13 +35025,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37622,7 +37691,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37818,11 +37887,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38754,19 +38824,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39019,14 +39101,17 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39797,6 +39882,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39831,6 +39923,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39987,7 +40180,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40162,12 +40355,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40347,17 +40540,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40538,6 +40729,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40575,6 +40775,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42603,18 +42812,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42629,32 +42840,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42663,42 +42882,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42723,27 +42950,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42751,8 +42979,11 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/Engine.xml msgid "" @@ -42762,51 +42993,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42815,23 +43053,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42848,18 +43102,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42867,70 +43133,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42938,16 +43206,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42975,31 +43243,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43345,7 +43616,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43356,11 +43631,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43393,33 +43673,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43430,7 +43736,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43439,7 +43748,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43447,13 +43759,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43461,7 +43779,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44432,6 +44753,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45286,6 +45632,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45377,7 +45727,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45664,11 +46014,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45877,8 +46227,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48020,6 +48369,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48574,6 +48947,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48622,8 +49043,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48646,6 +49067,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49177,6 +49602,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49215,6 +49654,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53936,7 +54379,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53949,7 +54392,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54081,13 +54524,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54827,7 +55270,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54850,8 +55298,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55021,16 +55470,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56201,7 +56649,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60200,6 +60648,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61003,8 +61452,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61012,8 +61461,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61021,8 +61470,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61030,8 +61479,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61261,8 +61710,11 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61296,9 +61748,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61308,8 +61764,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61477,12 +61933,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62220,8 +62674,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63750,7 +64204,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64257,7 +64711,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65026,16 +65480,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65181,7 +65639,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65362,10 +65820,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65634,6 +66092,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66018,8 +66485,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67769,9 +68236,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68159,20 +68626,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68222,14 +68689,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68449,8 +68916,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68646,7 +69115,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69062,6 +69533,21 @@ msgstr "" "Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " "rendezés kikapcsolva." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -69590,9 +70076,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69796,9 +70282,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70864,7 +71350,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71362,6 +71848,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71580,6 +72070,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71587,12 +72083,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71600,6 +72108,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71607,6 +72121,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71620,6 +72140,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71774,15 +72300,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71794,7 +72320,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72812,7 +73338,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73268,21 +73794,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73397,21 +73923,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74327,7 +74853,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74855,8 +75381,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75049,10 +75575,104 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76497,10 +77117,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77504,6 +78131,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81690,6 +82329,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81701,6 +82344,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81786,12 +82442,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81962,6 +82629,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81969,6 +82640,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -82533,7 +83213,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83786,8 +84466,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83995,7 +84675,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84788,18 +85468,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85701,7 +86381,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -87507,14 +88187,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87528,7 +88211,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87665,15 +88351,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88707,7 +89396,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88781,16 +89470,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89013,21 +89702,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89036,22 +89748,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89065,7 +89786,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89076,7 +89800,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89092,15 +89819,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89117,40 +89848,52 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89171,101 +89914,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89288,6 +90057,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89303,9 +90090,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91158,8 +91947,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96132,6 +96921,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97302,8 +98099,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98315,7 +99112,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101175,7 +101972,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -101413,6 +102210,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102274,6 +103108,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -102419,7 +103263,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102813,25 +103657,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103198,14 +104023,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103213,7 +104040,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103521,7 +104349,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103635,11 +104469,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" -"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " -"rendezés kikapcsolva." #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -103667,7 +104501,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103729,11 +104564,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -103764,6 +104613,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105081,15 +105948,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105098,32 +105965,38 @@ msgstr "JelenetFa" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105160,17 +106033,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105188,35 +106061,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105228,8 +106100,11 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/SceneTree.xml #, fuzzy @@ -105239,89 +106114,96 @@ msgstr "" "rendezés kikapcsolva." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105348,11 +106230,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105383,7 +106265,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -105398,12 +106283,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -105415,70 +106301,89 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] enters this tree." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106953,8 +107858,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106980,10 +107887,13 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -107189,9 +108099,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107893,6 +108802,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107903,9 +108818,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -108826,7 +109739,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109191,7 +110104,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -110798,8 +111711,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113330,7 +114243,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -113447,9 +114360,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -113663,7 +114576,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113717,7 +114632,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113729,7 +114647,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114105,7 +115026,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114121,7 +115044,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -114162,7 +115087,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114175,7 +115103,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114463,15 +115394,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -114744,7 +115682,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116087,6 +117029,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118138,7 +119084,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -118500,7 +119447,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120077,12 +121024,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -120357,7 +121316,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -120407,13 +121366,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -120451,7 +121410,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -120477,7 +121436,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120486,7 +121445,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -120495,7 +121454,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -120504,7 +121463,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -120546,7 +121505,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -120563,7 +121522,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -120587,7 +121546,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -120607,17 +121566,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -120625,25 +121590,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -120659,8 +121657,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -120670,8 +121677,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -120681,66 +121688,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -124131,7 +125224,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -124437,7 +125530,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -124478,8 +125575,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -124890,7 +125991,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124997,7 +126098,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -125405,7 +126512,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -126264,9 +127371,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -126839,16 +127946,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -126861,7 +127968,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -127548,11 +128658,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -129105,17 +130215,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -129316,8 +130428,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -130113,7 +131225,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -130138,7 +131250,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -130168,7 +131280,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -130234,7 +131346,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132017,6 +133129,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -132259,7 +133379,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -133680,10 +134800,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -133695,9 +134815,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -133716,6 +134838,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -134434,6 +136007,267 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -134464,12 +136298,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -134832,7 +136668,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -135119,7 +136955,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -135262,10 +137098,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -135312,6 +137156,19 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -135325,6 +137182,19 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -135363,10 +137233,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -135393,6 +137271,27 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -135405,6 +137304,27 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "" +"Ha [code]true[/code], az al-csomópontok rendezve vannak, egyébként a sorba " +"rendezés kikapcsolva." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/id.po b/classes/id.po index 10d3141..2866ca5 100644 --- a/classes/id.po +++ b/classes/id.po @@ -206,6 +206,10 @@ msgstr "" "Nilai ini adalah bilangan bulat yang disusun sebagai bitmask dari flag " "berikut." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1268,6 +1272,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2769,7 +2787,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2788,7 +2806,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2808,9 +2826,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3062,9 +3083,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3081,11 +3103,22 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Membulatkan [code]s[/code] ke bawah (menuju tak terhingga negatif), " +"menghasilkan bilangan bulat terbesar yang tidak lebih dari [code]s[/code].\n" +"[codeblock]\n" +"# a = 2.0\n" +"a = floor(2.99)\n" +"# a = -3.0\n" +"a = floor(-2,99)\n" +"[/ codeblock]\n" +"[b] Catatan: [/b] Metode ini mengembalikan float. Jika Anda membutuhkan " +"bilangan asli, Anda dapat menggunakan [code]int(s)[/code] secara langsung." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3093,6 +3126,12 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"Menghasilkan [code]value[/code] yang dikurangi oleh [code]step[/code] " +"sebanyak [code]amount[/code].\n" +"[codeblock]\n" +"# a = 59\n" +"a = dectime(60, 10, 0.1))\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -8080,7 +8119,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8143,7 +8186,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8218,10 +8261,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9293,7 +9336,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16388,7 +16431,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17558,6 +17601,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17827,9 +17876,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17878,6 +17927,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17892,7 +17958,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17936,6 +18004,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17946,6 +18021,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17991,8 +18077,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19711,7 +19801,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19751,7 +19841,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19982,7 +20072,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21287,22 +21377,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21787,8 +21875,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21937,12 +22026,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24219,22 +24307,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24243,6 +24328,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24253,9 +24344,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28665,18 +28754,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30573,13 +30661,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33878,10 +33967,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34101,9 +34186,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34111,8 +34202,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34136,12 +34226,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34254,10 +34347,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35546,9 +35635,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35649,13 +35736,13 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38319,7 +38406,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38515,11 +38602,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39451,19 +39539,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39716,14 +39816,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40488,6 +40589,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40522,6 +40630,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40678,7 +40893,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40853,12 +41068,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41038,17 +41253,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41229,6 +41442,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41266,6 +41486,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43291,18 +43518,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43317,32 +43546,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43351,42 +43588,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43411,27 +43657,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43439,8 +43686,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Engine.xml msgid "" @@ -43450,52 +43698,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43504,23 +43759,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43537,18 +43808,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43556,70 +43839,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43627,16 +43912,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43664,31 +43949,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44036,7 +44324,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44047,11 +44339,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44084,33 +44381,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44121,7 +44444,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44130,7 +44456,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44138,13 +44467,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44152,7 +44487,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45126,6 +45464,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45966,6 +46329,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46058,7 +46425,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46353,11 +46720,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46567,8 +46934,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48728,6 +49094,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -49283,6 +49674,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49331,8 +49772,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49355,6 +49796,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49889,6 +50335,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49927,6 +50387,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54605,7 +55069,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54618,7 +55082,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54751,13 +55215,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55504,7 +55968,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55527,8 +55996,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55698,16 +56168,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56873,7 +57342,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60897,6 +61366,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61707,8 +62177,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61716,8 +62186,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61725,8 +62195,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61734,8 +62204,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61966,8 +62436,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62002,9 +62473,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62014,8 +62487,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62184,12 +62657,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62934,8 +63405,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64469,7 +64940,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64982,7 +65453,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65761,16 +66232,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65915,7 +66390,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -66076,10 +66551,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66355,6 +66830,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66727,8 +67211,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68459,9 +68943,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68850,20 +69334,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68913,14 +69397,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69142,8 +69626,10 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69340,7 +69826,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69754,6 +70242,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70287,9 +70790,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70493,9 +70996,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71564,7 +72067,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -72062,6 +72565,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72280,6 +72787,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72287,12 +72800,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72300,6 +72825,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72307,6 +72838,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72320,6 +72857,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72474,15 +73017,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Mengembalikan nilai sinus hiperbolik invers dari parameter." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72494,7 +73037,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73517,7 +74060,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73970,21 +74513,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74099,21 +74642,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -75030,7 +75573,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75564,8 +76107,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75759,10 +76302,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77217,10 +77851,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78231,6 +78872,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82451,6 +83104,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82462,6 +83119,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82545,12 +83215,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82725,6 +83407,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82732,6 +83418,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -83298,7 +83993,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84549,8 +85244,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84758,7 +85453,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85544,18 +86239,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86454,7 +87149,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88262,14 +88957,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88283,7 +88981,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88420,15 +89121,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89458,7 +90162,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89532,16 +90236,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89762,21 +90466,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89785,22 +90512,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89814,7 +90550,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89825,7 +90564,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89842,15 +90584,19 @@ msgstr "Mengembalikan nilai sinus hiperbolik invers dari parameter." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89867,40 +90613,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89921,101 +90677,137 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Mengembalikan [code]true[/code] jika [code]s[/code] bernilai nol atau hampir " +"nol.\n" +"Metode ini lebih cepat daripada menggunakan [metode is_equal_approx] dengan " +"satu nilai sebagai nol." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Mengembalikan [code]true[/code] jika [code]s[/code] bernilai nol atau hampir " +"nol.\n" +"Metode ini lebih cepat daripada menggunakan [metode is_equal_approx] dengan " +"satu nilai sebagai nol." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90038,6 +90830,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90053,9 +90863,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91898,8 +92710,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96905,6 +97717,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98076,8 +98896,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99095,7 +99915,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101970,7 +102790,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102208,6 +103028,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103065,6 +103922,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103210,7 +104077,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103604,25 +104471,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103994,14 +104842,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104009,7 +104859,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104320,7 +105171,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104434,7 +105291,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -104463,7 +105323,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104525,11 +105386,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104561,6 +105436,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105893,15 +106786,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105910,32 +106803,38 @@ msgstr "PohonAdegan" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105972,17 +106871,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -106000,35 +106899,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106040,8 +106938,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SceneTree.xml #, fuzzy @@ -106049,89 +106948,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106158,11 +107062,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106193,7 +107097,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106208,12 +107115,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106225,70 +107133,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107764,8 +108688,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107793,10 +108719,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -108005,9 +108932,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108720,6 +109646,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108730,9 +109662,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109661,7 +110591,7 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110025,7 +110955,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111640,8 +112570,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114188,7 +115118,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114308,9 +115238,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114534,9 +115464,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Mengembalikan nilai sinus hiperbolik invers dari parameter." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114591,7 +115522,10 @@ msgid "Returns the number of lines in the text." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114603,7 +115537,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115002,7 +115939,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115020,9 +115959,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115063,7 +116003,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115076,7 +116019,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115367,15 +116313,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115652,7 +116605,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117028,6 +117985,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119089,7 +120050,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119454,7 +120416,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121059,12 +122021,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121332,7 +122306,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121383,13 +122357,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121432,7 +122406,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121458,7 +122432,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121467,7 +122441,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121476,7 +122450,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121485,7 +122459,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121527,7 +122501,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121544,7 +122518,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121568,7 +122542,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121588,17 +122562,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121606,25 +122586,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121640,8 +122653,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121651,8 +122673,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121662,68 +122684,164 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Mengembalikan [code]true[/code] jika [code]s[/code] bernilai nol atau hampir " +"nol.\n" +"Metode ini lebih cepat daripada menggunakan [metode is_equal_approx] dengan " +"satu nilai sebagai nol." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Mengembalikan [code]true[/code] jika [code]s[/code] bernilai nol atau hampir " +"nol.\n" +"Metode ini lebih cepat daripada menggunakan [metode is_equal_approx] dengan " +"satu nilai sebagai nol." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -125131,7 +126249,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -125440,7 +126558,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -125481,8 +126603,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125905,7 +127031,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -126014,7 +127140,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126422,7 +127554,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -127283,9 +128415,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127861,16 +128993,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127883,7 +129015,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128578,11 +129713,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130146,17 +131281,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130354,8 +131491,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131156,7 +132293,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131181,7 +132318,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131211,7 +132348,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131281,7 +132418,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -133059,6 +134196,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133302,7 +134447,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134719,10 +135864,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134734,9 +135879,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134755,6 +135902,456 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135479,6 +137076,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Mengembalikan nilai sinus hiperbolik invers dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135509,12 +137359,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135878,7 +137730,7 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136168,7 +138020,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136311,10 +138163,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -136361,6 +138221,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -136372,6 +138243,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136411,10 +138293,18 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136441,6 +138331,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -136456,6 +138361,21 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." msgid "Emitted when an existing face tracker is updated." msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Mengembalikan nilai hiperbolik tangen dari parameter." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/is.po b/classes/is.po index 55673f3..4bd1e6d 100644 --- a/classes/is.po +++ b/classes/is.po @@ -181,6 +181,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1010,6 +1014,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2163,7 +2181,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2177,7 +2195,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2193,9 +2211,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2425,7 +2446,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2446,7 +2467,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7378,7 +7399,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7441,7 +7466,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7516,10 +7541,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8569,7 +8594,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15623,7 +15648,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16768,6 +16793,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17037,9 +17068,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17088,6 +17119,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17102,7 +17150,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17146,6 +17196,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17156,6 +17213,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17200,8 +17268,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18915,7 +18987,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18955,7 +19027,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19186,7 +19258,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20485,22 +20557,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20973,8 +21043,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21123,12 +21194,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23392,22 +23462,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23416,6 +23483,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23426,9 +23499,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27828,18 +27899,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29720,13 +29790,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32958,10 +33029,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33180,9 +33247,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33190,8 +33263,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33215,12 +33287,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33333,10 +33408,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34620,9 +34691,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34721,13 +34790,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37375,7 +37444,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37571,11 +37640,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38504,19 +38574,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38769,14 +38851,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39541,6 +39623,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39575,6 +39664,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39731,7 +39921,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39906,12 +40096,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40091,17 +40281,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40282,6 +40470,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40319,6 +40513,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42335,18 +42535,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42361,32 +42563,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42395,42 +42605,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42455,27 +42673,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42483,7 +42702,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42494,51 +42713,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42547,23 +42773,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42580,18 +42822,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42599,70 +42853,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42670,16 +42926,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42707,31 +42963,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43074,7 +43333,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43085,11 +43348,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43122,33 +43390,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43159,7 +43453,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43168,7 +43465,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43176,13 +43476,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43190,7 +43496,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44161,6 +44470,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44979,6 +45313,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45070,7 +45408,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45357,11 +45695,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45570,8 +45908,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47704,6 +48041,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48258,6 +48619,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48306,8 +48715,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48330,6 +48739,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48861,6 +49274,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48899,6 +49326,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53521,7 +53952,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53534,7 +53965,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53666,13 +54097,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54412,7 +54843,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54435,8 +54871,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54606,16 +55043,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55774,7 +56210,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59725,6 +60161,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60522,8 +60959,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60531,8 +60968,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60540,8 +60977,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60549,8 +60986,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60780,7 +61217,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60816,7 +61253,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60827,8 +61265,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60996,12 +61434,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61739,8 +62175,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63266,7 +63702,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63773,7 +64209,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64533,16 +64969,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64685,7 +65125,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64833,10 +65273,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65093,6 +65533,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65438,8 +65887,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67153,9 +67602,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67543,20 +67992,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67606,14 +68055,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67833,8 +68282,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68030,7 +68481,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68443,6 +68896,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68968,9 +69436,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69174,9 +69642,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70242,7 +70710,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70731,6 +71199,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70949,6 +71421,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70956,12 +71434,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70969,6 +71459,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70976,6 +71472,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70989,6 +71491,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71137,15 +71645,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71157,7 +71665,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72166,7 +72674,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72616,21 +73124,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72745,21 +73253,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73675,7 +74183,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74203,8 +74711,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74397,10 +74905,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75842,10 +76441,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76849,6 +77455,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81005,6 +81623,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81016,6 +81638,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81092,12 +81727,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81265,6 +81911,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81272,6 +81922,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81833,7 +82492,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83083,8 +83742,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83292,7 +83951,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84076,18 +84735,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84986,7 +85645,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86792,14 +87451,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86813,7 +87475,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86950,15 +87615,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87986,7 +88654,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88060,16 +88728,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88289,21 +88957,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88312,22 +89003,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88341,7 +89041,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88352,7 +89055,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88368,15 +89074,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88393,40 +89103,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88447,101 +89166,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88564,6 +89309,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88579,9 +89342,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90377,8 +91142,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95336,6 +96101,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96500,8 +97273,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97513,7 +98286,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100358,7 +101131,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100596,6 +101369,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101451,6 +102261,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101596,7 +102416,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101990,25 +102810,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102375,14 +103176,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102390,7 +103193,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102698,7 +103502,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102812,7 +103622,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102841,7 +103654,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102903,11 +103717,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102938,6 +103766,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104246,15 +105092,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104263,32 +105109,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104325,17 +105177,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104353,35 +105205,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104393,7 +105244,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104401,89 +105252,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104510,11 +105365,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104545,7 +105400,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104560,12 +105418,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104577,70 +105436,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106109,8 +106981,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106137,7 +107011,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106342,9 +107216,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107046,6 +107919,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107056,9 +107935,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107979,7 +108856,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108341,7 +109218,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109942,8 +110819,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112459,7 +113336,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112576,9 +113453,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112792,7 +113669,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112846,7 +113725,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112858,7 +113740,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113234,7 +114119,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113250,7 +114137,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113291,7 +114180,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113304,7 +114196,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113589,15 +114484,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113870,7 +114772,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115204,6 +116110,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117252,7 +118162,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117614,7 +118525,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119183,12 +120094,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119454,7 +120377,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119504,13 +120427,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119548,7 +120471,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119574,7 +120497,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119583,7 +120506,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119592,7 +120515,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119601,7 +120524,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119643,7 +120566,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119660,7 +120583,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119684,7 +120607,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119704,17 +120627,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119722,25 +120651,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119756,8 +120718,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119767,8 +120738,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119778,66 +120749,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123204,7 +124261,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123507,7 +124564,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123548,8 +124609,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123960,7 +125025,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124067,7 +125132,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124475,7 +125546,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125331,9 +126402,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125906,16 +126977,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125928,7 +126999,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126615,11 +127689,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128172,17 +129246,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128380,8 +129456,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129177,7 +130253,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129202,7 +130278,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129232,7 +130308,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129298,7 +130374,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131072,6 +132148,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131314,7 +132398,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132711,10 +133795,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132726,9 +133810,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132747,6 +133833,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133465,6 +134993,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133495,12 +135260,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133857,7 +135624,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134144,7 +135911,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134287,10 +136054,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134337,6 +136112,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134347,6 +136132,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134385,10 +136180,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134415,6 +136218,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134427,6 +136242,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/it.po b/classes/it.po index 746b794..78d3a7b 100644 --- a/classes/it.po +++ b/classes/it.po @@ -216,6 +216,10 @@ msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Questo valore è un intero composto da una maschera di bit dei seguenti flag." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1285,6 +1289,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2918,7 +2936,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2938,7 +2956,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2959,9 +2977,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3281,9 +3302,10 @@ msgstr "" "-1.6521) fa tornare i valori[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3300,12 +3322,20 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Arrotonda il risultato di [code]s[/code] al più vicino numero intero, e per " +"eccesso nei casi equidistanti.\n" +"[codeblock]\n" +"a = round(2.49) # a assume il valore 2.0\n" +"a = round(2.5) # a assume il valore 3.0\n" +"a = round(2.51) # a assume il valore 3.0\n" +"[/codeblock]\n" +"Consulta inoltre [method floor], [method ceil], [method stepify], e [int]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3972,7 +4002,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Vertical bottom alignment, usually for text-derived classes." -msgstr "Allineamento verticale in basso, solitamente usato per classi di testo." +msgstr "" +"Allineamento verticale in basso, solitamente usato per classi di testo." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -8568,7 +8599,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8631,7 +8666,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8706,10 +8741,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9783,7 +9818,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16917,7 +16952,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -18095,6 +18130,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -18365,9 +18406,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -18416,6 +18457,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -18430,7 +18488,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18474,6 +18534,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18484,6 +18551,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18529,8 +18607,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -20271,7 +20353,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -20311,7 +20393,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20542,7 +20624,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21852,22 +21934,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -22371,8 +22451,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22521,12 +22602,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24847,22 +24927,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "Rettangolo colorato." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24871,6 +24948,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24881,9 +24964,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -29416,18 +29497,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -31332,13 +31412,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -34852,10 +34933,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -35075,9 +35152,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35085,8 +35168,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35110,12 +35192,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35228,10 +35313,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -36527,9 +36608,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -36636,13 +36715,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -39324,7 +39403,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -39520,11 +39599,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -40460,19 +40540,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -40725,14 +40817,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Restituisce il seno del parametro." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -41506,6 +41599,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -41543,6 +41643,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Restituisce il coseno del parametro." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -41699,7 +41906,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -41878,12 +42085,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42064,17 +42271,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42255,6 +42460,14 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Ritorna [code]true[/code] se il vettore è normalizzato, o falso altrimenti." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -42293,6 +42506,16 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Restituisce [code]true[/code] quando è in utilizzo la gomma di una penna " +"stilo.\n" +"[b]Nota:[/b] Questa proprietà è implementata su Linux, macOS e Windows." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -44349,18 +44572,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -44375,32 +44600,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -44409,42 +44642,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Restituisce il resto dei due vettori." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -44469,27 +44711,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -44498,7 +44741,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Restituisce l'angolo al vettore dato, in radianti." #: doc/classes/Engine.xml @@ -44509,52 +44752,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Restituisce il resto dei due vettori." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -44563,24 +44813,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -44597,18 +44862,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -44616,70 +44893,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -44687,16 +44966,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -44724,31 +45003,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -45110,7 +45392,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45121,11 +45407,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -45158,33 +45449,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45195,7 +45512,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45204,7 +45524,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45212,22 +45535,30 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." -msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46202,6 +46533,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -47065,6 +47421,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -47157,7 +47517,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -47462,11 +47822,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -47676,8 +48036,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -49854,6 +50213,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Restituisce il seno del parametro." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -50409,6 +50793,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Restituisce il seno del parametro." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Restituisce il resto dei due vettori." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -50457,8 +50891,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -50481,6 +50915,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Restituisce il resto dei due vettori." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -51015,6 +51454,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -51053,6 +51506,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -55769,7 +56226,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55782,7 +56239,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55916,13 +56373,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -56683,7 +57140,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -56706,8 +57168,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -56877,16 +57340,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -58067,7 +58529,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -62132,6 +62594,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -62958,8 +63421,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62967,8 +63430,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62976,8 +63439,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62985,8 +63448,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63217,8 +63680,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63253,9 +63717,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63265,8 +63733,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -63435,12 +63903,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -64186,8 +64652,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -65743,7 +66209,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -66264,7 +66730,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -67052,16 +67518,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -67208,7 +67678,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -67372,10 +67842,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -67655,6 +68125,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -68031,8 +68510,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -69784,9 +70263,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -70175,20 +70654,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -70238,14 +70717,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -70472,8 +70951,10 @@ msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -70670,7 +71151,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -71086,6 +71569,21 @@ msgstr "" "Restituisce [code]true[/code] se il vettore è normalizzato, [code]false[/" "code] altrimenti." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -71623,9 +72121,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -71829,9 +72327,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -72907,7 +73405,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -73408,6 +73906,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -73627,6 +74129,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -73634,12 +74142,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -73647,6 +74167,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -73654,6 +74180,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -73667,6 +74199,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -73824,15 +74362,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Restituisce il valore assoluto del parametro." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -73844,7 +74382,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -74877,7 +75415,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -75340,21 +75878,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -75470,21 +76008,21 @@ msgstr "Restituisce il coseno del parametro." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -76405,7 +76943,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -76944,8 +77482,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -77139,10 +77677,104 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -78612,10 +79244,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -79629,6 +80268,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -83882,6 +84533,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -83893,6 +84548,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -83976,12 +84644,27 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Restituisce l'angolo al vettore dato, in radianti." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Restituisce [code]true[/code] quando è in utilizzo la gomma di una penna " +"stilo.\n" +"[b]Nota:[/b] Questa proprietà è implementata su Linux, macOS e Windows." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -84164,6 +84847,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -84171,6 +84858,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -84739,7 +85435,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -85993,8 +86689,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -86202,7 +86898,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -87002,18 +87698,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -87916,7 +88612,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -89724,14 +90420,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89745,7 +90444,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89882,15 +90584,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -90926,7 +91631,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -91000,16 +91705,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -91234,21 +91939,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -91257,22 +91985,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -91286,7 +92023,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -91297,7 +92037,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -91314,15 +92057,19 @@ msgstr "Restituisce il resto dei due vettori." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -91347,40 +92094,54 @@ msgstr "" "su ogni componente." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Ritorna [code]true[/code] se il vettore è normalizzato, o falso altrimenti." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Restituisce [code]true[/code] se il vettore è normalizzato, [code]false[/" +"code] altrimenti." + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -91401,39 +92162,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -91443,48 +92213,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -91494,16 +92281,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -91526,6 +92313,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -91541,9 +92346,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -93427,8 +94234,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -98459,6 +99266,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -99642,8 +100457,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -100686,7 +101501,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -103572,7 +104387,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -103810,6 +104625,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -104669,6 +105521,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -104814,7 +105676,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -105208,25 +106070,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -105600,14 +106443,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105615,7 +106460,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105932,11 +106778,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." -msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." +msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy @@ -106055,9 +106906,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -106091,7 +106944,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " "è disabilitato." @@ -106156,11 +107010,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -106192,6 +107060,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Restituisce il valore opposto del parametro." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -107534,15 +108420,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -107551,32 +108437,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -107613,17 +108505,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -107641,38 +108533,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Restituisce se lo specifico [code]bit[/code] del [member " -"geometry_collision_mask] è impostato." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -107684,8 +108572,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Restituisce il resto dei due vettori." #: doc/classes/SceneTree.xml #, fuzzy @@ -107693,89 +108582,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Restituisce il resto dei due vettori." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -107802,11 +108696,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -107837,7 +108731,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -107852,12 +108749,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -107869,70 +108767,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Restituisce la tangente del parametro." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Restituisce la tangente del parametro." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Restituisce la tangente del parametro." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -109419,8 +110333,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109448,10 +110364,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Restituisce l'inversa della radice quadrata del parametro." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -109667,9 +110584,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -110387,6 +111303,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -110397,9 +111319,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -111335,7 +112255,7 @@ msgstr "Restituisce il seno del parametro." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -111701,7 +112621,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -113346,8 +114266,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -115926,7 +116846,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -116047,9 +116967,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -116274,9 +117194,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Restituisce l'angolo al vettore dato, in radianti." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Restituisce l'angolo al vettore dato, in radianti." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116334,9 +117255,11 @@ msgid "Returns the number of lines in the text." msgstr "Restituisce il resto dei due vettori." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Restituisce la tangente del parametro." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116349,9 +117272,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Restituisce la tangente del parametro." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Restituisce la tangente del parametro." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -116757,7 +117682,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116775,9 +117702,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Restituisce il seno del parametro." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116818,7 +117746,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116831,7 +117762,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -117127,15 +118061,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -117421,7 +118362,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -118826,6 +119771,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -120921,7 +121870,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -121288,7 +122238,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -122917,12 +123867,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -123194,7 +124156,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -123245,13 +124207,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Restituisce il resto dei due vettori." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -123297,7 +124259,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -123323,7 +124285,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123332,7 +124294,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123341,7 +124303,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123350,7 +124312,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123392,7 +124354,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -123413,7 +124375,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -123437,7 +124399,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -123457,17 +124419,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -123475,25 +124443,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Restituisce il resto dei due vettori." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -123509,8 +124511,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123520,8 +124531,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123531,68 +124542,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Restituisce [code]true[/code] se questo quaternione e [code]quat[/code] " +"sono approssimativament eguali, avviando [method @GDScript.is_equal_approx] " +"su ogni componente." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Restituisce [code]true[/code] se questo quaternione e [code]quat[/code] " +"sono approssimativament eguali, avviando [method @GDScript.is_equal_approx] " +"su ogni componente." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -127043,8 +128148,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "Restituisce il resto dei due vettori." #: doc/classes/Vector2.xml msgid "" @@ -127363,10 +128469,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -127406,8 +128515,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -127826,8 +128939,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "Restituisce il resto dei due vettori." #: doc/classes/Vector3.xml msgid "" @@ -127937,7 +129051,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -128346,8 +129466,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "Restituisce il resto dei due vettori." #: doc/classes/Vector4.xml msgid "" @@ -129212,9 +130333,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -129797,16 +130918,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -129819,7 +130940,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -130519,11 +131643,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Restituisce il seno del parametro." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -132108,17 +133232,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -132318,8 +133444,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -133128,7 +134254,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -133153,7 +134279,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -133184,7 +134310,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -133254,7 +134380,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -135036,6 +136162,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -135289,7 +136423,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -136815,10 +137949,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -136830,9 +137964,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -136851,6 +137987,469 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -137579,6 +139178,266 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Restituisce il seno del parametro." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Restituisce l'angolo al vettore dato, in radianti." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Restituisce l'angolo al vettore dato, in radianti." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Restituisce il valore assoluto del parametro." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Calcola il prodotto vettoriale di questo vettore e [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Restituisce l'angolo al vettore dato, in radianti." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Tasto centrale del mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Restituisce il seno del parametro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -137609,12 +139468,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -137979,7 +139840,7 @@ msgstr "Restituisce il seno del parametro." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -138274,7 +140135,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -138419,10 +140280,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -138469,6 +140338,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -138480,6 +140360,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Restituisce il valore opposto del parametro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -138519,10 +140410,18 @@ msgstr "Restituisce il valore opposto del parametro." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -138549,6 +140448,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Restituisce la tangente del parametro." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -138564,6 +140478,21 @@ msgstr "Restituisce la tangente del parametro." msgid "Emitted when an existing face tracker is updated." msgstr "Restituisce la tangente del parametro." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Restituisce la tangente del parametro." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Restituisce la tangente del parametro." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ja.po b/classes/ja.po index 98f2295..4dfd705 100644 --- a/classes/ja.po +++ b/classes/ja.po @@ -203,6 +203,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "この値は、以下のフラグのビットマスクとして構成される整数となります。" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1268,6 +1272,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2875,7 +2893,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2894,7 +2912,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2914,9 +2932,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3211,9 +3232,10 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3230,12 +3252,17 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"[code]s[/code] にもっとも近い整数値を返します。端数は小数点以下切り上げで丸め" +"ます。\n" +"[codeblock]\n" +"round(2.6) # 3 と返す\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -9025,7 +9052,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -9102,7 +9133,7 @@ msgstr "" #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "このノードで編集するフィルターを、ブレンドツリーエディタにて表示させたい場合" @@ -9217,10 +9248,10 @@ msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "もうひとつのアニメーションノードをブレンドします (このノードに子アニメーショ" "ンノードが含まれている場合)。この関数は [AnimationRootNode] を継承している場" @@ -10514,7 +10545,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml #, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "任意の子ノードでアニメーション再生速度をスケーリング (または逆再生) すること" @@ -19026,7 +19057,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -20263,6 +20294,12 @@ msgstr "" "ボタンがクリックされたとみなされるタイミングを決定します。[enum ActionMode] " "定数の中のひとつです。" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -20547,9 +20584,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -20598,6 +20635,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -20613,7 +20667,9 @@ msgstr "[PackedColorArray] から配列を作成します。" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -20657,6 +20713,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -20667,6 +20730,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -20712,8 +20786,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -22473,7 +22551,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -22513,7 +22591,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -22746,7 +22824,7 @@ msgstr "ピクセル単位でディテール法線を指定するテクスチャ #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -24102,22 +24180,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -24627,8 +24703,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -24777,12 +24854,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -27121,22 +27197,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "スペキュラ光エフェクトの色。" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -27145,6 +27218,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -27155,9 +27234,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -31785,18 +31862,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -33706,13 +33782,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -37117,10 +37194,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -37340,9 +37413,16 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "アニメーションにトラックを追加します。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -37350,8 +37430,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -37375,12 +37454,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -37494,10 +37576,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -38797,9 +38875,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38902,13 +38978,13 @@ msgstr "もし [code]true[/code] であれば、フィルタリングは有効 #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -41617,7 +41693,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -41813,11 +41889,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -42757,20 +42834,32 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml #, fuzzy msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code]true[/code] であれば、音声はステレオです。" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -43023,14 +43112,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "格納されているアニメーション名のリストを返します。" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -43804,6 +43894,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -43842,6 +43939,115 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "スペキュラ光エフェクトの色。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "円柱の高さ。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "円柱のレンダリングに使うマテリアル。" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -43998,7 +44204,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -44175,12 +44381,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -44362,17 +44568,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -44556,6 +44760,14 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"[code]true[/code] の場合、ストリームが終了したとき自動的にループします。" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -44594,6 +44806,14 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -46665,18 +46885,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -46691,32 +46913,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -46725,42 +46955,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "配列の要素数を返します。" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -46785,27 +47024,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -46814,7 +47054,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "指定された名前のアニメーションノードを返します。" #: doc/classes/Engine.xml @@ -46826,52 +47066,59 @@ msgstr "要素の配列内での出現回数を返します。" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "すべての点の位置を配列として返します。" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -46880,26 +47127,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" -"code] を返します。" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -46916,18 +47176,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -46935,70 +47207,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -47006,16 +47280,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -47043,31 +47317,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -47435,7 +47712,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47446,11 +47727,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -47483,36 +47769,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 4th level of glow." -msgstr "ランダムなピッチ変化の強さです。" +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 5th level of glow." -msgstr "ランダムなピッチ変化の強さです。" +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -#, fuzzy -msgid "The intensity of the 6th level of glow." -msgstr "ランダムなピッチ変化の強さです。" +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47523,7 +47832,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47532,7 +47844,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47540,23 +47855,30 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -#, fuzzy msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" #: doc/classes/Environment.xml msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -48542,6 +48864,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -49391,6 +49738,11 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "左マウスボタン。" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -49487,8 +49839,9 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "オーディオ再生が停止したときに発信されます。" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." -msgstr "" +#, fuzzy +msgid "A built-in type for floating-point numbers." +msgstr "組み込みのブール型。" #: doc/classes/float.xml msgid "" @@ -49793,12 +50146,14 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." -msgstr "" +#, fuzzy +msgid "The horizontal separation of child nodes." +msgstr "アニメーション間の補間は線形です。" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." -msgstr "" +#, fuzzy +msgid "The vertical separation of child nodes." +msgstr "アニメーション間の補間は線形です。" #: doc/classes/FogMaterial.xml msgid "" @@ -50011,8 +50366,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -52211,6 +52565,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "エリアのオーディオバスの名前です。" + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -52766,6 +53145,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "スプリングアームの現在の長さを返します。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "エリアのオーディオバスの名前です。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -52814,8 +53243,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -52838,6 +53267,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "円柱の高さ。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -53372,6 +53806,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "左マウスボタン。" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -53410,6 +53859,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -58146,7 +58599,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -58159,7 +58612,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -58293,13 +58746,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -59073,7 +59526,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -59096,8 +59554,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -59270,16 +59729,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -60464,7 +60922,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -64594,6 +65052,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -65448,8 +65907,8 @@ msgstr "2番目のUV座標の[PackedVector2Array]。" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65457,8 +65916,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65466,8 +65925,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65475,8 +65934,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65717,8 +66176,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "[code]true[/code] であれば、[AnimationTree] のプロセスを行います。" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -65754,9 +66214,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" +"ます。" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -65766,8 +66230,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -65936,12 +66400,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -66688,8 +67150,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -68238,7 +68700,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -68763,7 +69225,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -69550,16 +70012,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -69710,7 +70176,7 @@ msgstr "低レベルのオーディオアクセス用のサーバーインター msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -69882,10 +70348,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -70183,6 +70649,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -70576,8 +71051,8 @@ msgstr "低レベルのオーディオアクセス用のサーバーインター msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -72347,9 +72822,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -72741,20 +73216,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -72804,14 +73279,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -73035,8 +73510,10 @@ msgstr "このベクトルから [code]to[/code] への距離を返します。" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -73233,7 +73710,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "このベクトルから [code]to[/code] への距離を返します。" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -73655,6 +74134,21 @@ msgstr "" "指定したトラックがインポートされている場合、 [code]true[/code] を返します。そ" "うでなければ、 [code]false[/code] を返します。" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -74196,9 +74690,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -74402,9 +74896,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -75487,7 +75981,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -76000,6 +76494,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -76223,6 +76721,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -76230,12 +76734,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -76243,6 +76759,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -76250,6 +76772,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -76263,6 +76791,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -76418,15 +76952,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "モード用enumの最大値。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -76438,7 +76972,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -77478,7 +78012,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -77938,21 +78472,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -78068,21 +78602,21 @@ msgstr "パラメータのコサインを返します。" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -79036,7 +79570,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -79599,8 +80133,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -79794,10 +80328,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "[code]true[/code] であれば、テクスチャは中央になります。" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -81273,10 +81899,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -82295,6 +82928,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -86630,6 +87275,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -86641,6 +87290,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -86729,12 +87391,25 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "指定した [enum TextureParam] に関連付けられた [Texture] を返します。" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -86916,6 +87591,10 @@ msgstr "サブノードの名前を変更します。" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "サブノードの名前を変更します。" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -86923,6 +87602,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -87501,7 +88189,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -88803,13 +89491,16 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" +"[code]true[/code] の場合、シーンツリーに追加されたときにオーディオが再生され" +"ます。" #: doc/classes/ProjectSettings.xml msgid "" @@ -89024,7 +89715,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -89835,18 +90526,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -90750,7 +91441,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -92558,14 +93249,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92579,7 +93273,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92716,15 +93413,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -93756,7 +94456,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -93830,16 +94530,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -94063,23 +94763,47 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" msgstr "" +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "位置とサイズから [AABB] を作成します。" + #: doc/classes/Quaternion.xml #, fuzzy msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." @@ -94089,22 +94813,35 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." +msgstr "" +"与えられた [code]axis[/code] を中心に [code]phi[/code] で回転させた純粋な回転" +"基底行列をラジアンで構築します。軸は、正規化されたベクトルでなければなりませ" +"ん。" + +#: doc/classes/Quaternion.xml +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -94118,7 +94855,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -94129,7 +94869,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -94145,22 +94888,20 @@ msgid "" msgstr "名前 [code]bus_name[/code] のバスのインデックスを返します。" #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" -"基底の回転をオイラー角の形式で返します (YXZ方式: 分解するときは、最初にZ、次" -"にX、最後にY)。返されるベクトルには、(X角, Y角, Z角)という形式の回転角が含ま" -"れます。\n" -"代わりに [method get_rotation_quat] メソッドの使用を検討してください。このメ" -"ソッドはオイラー角の代わりに [Quat] 四元数を返します。" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -94185,40 +94926,56 @@ msgstr "" "す。" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"指定したフラグが有効な場合、[code]true[/code] を返します。オプションについて" +"は [enum Flags] 列挙子を参照してください。" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." +msgstr "指定した遷移の終端ノードを返します。" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "" +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"ベクトルが正規化されている場合は [code]true[/code] を、そうでなければ false " +"を返します。" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -94239,39 +94996,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -94281,48 +95047,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -94332,16 +95115,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -94364,6 +95147,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" @@ -94382,9 +95183,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -96307,8 +97110,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -101352,6 +102155,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -102550,8 +103361,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -103604,7 +104415,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -106521,7 +107332,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -106759,6 +107570,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -107620,6 +108468,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -107765,7 +108623,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -108164,25 +109022,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -108560,14 +109399,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108575,7 +109416,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108895,12 +109737,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"与えられた[code]id[/code]を持つ点の位置[code]position[/code]を設定します。" #: doc/classes/RichTextLabel.xml #, fuzzy @@ -109021,9 +109867,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "[code]true[/code]の場合、フィードバックが有効になります。" +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -109056,7 +109904,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" @@ -109121,11 +109970,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -109157,6 +110020,25 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "パラメータの反対の値を返します。" +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "オブジェクトの頂点を法線の方向に伸長させます。" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -110629,15 +111511,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -110646,32 +111528,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -110708,17 +111596,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -110736,38 +111624,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"配列の最初の要素を削除して返します。配列が空の場合は[code]null[/code]を返しま" -"す。" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -110779,8 +111663,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "配列の要素数を返します。" #: doc/classes/SceneTree.xml #, fuzzy @@ -110788,89 +111673,96 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "指定したトラックのキー数を返します。" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"指定された名前 [code]name[/code] のサブノードが存在する場合、[code]true[/" +"code] を返します。" + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -110897,11 +111789,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -110932,7 +111824,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -110947,12 +111842,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -110964,70 +111860,87 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "オーディオ再生が停止したときに発信されます。" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "オーディオ再生が停止したときに発信されます。" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "[member frame] が変更されたときに発信されます。" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." +msgstr "[member frame] が変更されたときに発信されます。" + +#: doc/classes/SceneTree.xml +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -112542,8 +113455,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -112571,10 +113486,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "インデックス [code]bus_idx[/code] を持つバスの名前を返します。" #: doc/classes/Skeleton3D.xml #, fuzzy @@ -112800,9 +113716,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -113527,6 +114442,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -113537,9 +114458,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -114491,7 +115410,7 @@ msgstr "行列の逆行列を返します。" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -114857,7 +115776,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -116519,8 +117438,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -119145,7 +120064,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -119268,9 +120187,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -119495,9 +120414,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "このインデックスでのブレンドシェイプの名前を返します。" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "このインデックスでのブレンドシェイプの名前を返します。" +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -119556,9 +120476,11 @@ msgid "Returns the number of lines in the text." msgstr "配列の要素数を返します。" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "与えられたフレームの [Texture2D] を返します。" +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -119571,9 +120493,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "与えられたフレームの [Texture2D] を返します。" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "与えられたフレームの [Texture2D] を返します。" +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -119982,7 +120906,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120000,9 +120926,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "トラックの種類を取得します。" +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -120044,7 +120971,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120057,7 +120987,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120364,15 +121297,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -120657,9 +121597,12 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -#, fuzzy -msgid "The text to generate mesh from." -msgstr "ボタンがホバーされている状態です。" +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" #: doc/classes/TextMesh.xml msgid "Text width (in pixels), used for fill alignment." @@ -122075,6 +123018,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -124180,7 +125127,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -124547,7 +125495,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -126183,12 +127131,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -126468,7 +127428,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -126524,13 +127484,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "指定した遷移の終端ノードを返します。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -126576,7 +127536,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -126602,7 +127562,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -126611,7 +127571,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -126620,7 +127580,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -126629,7 +127589,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -126673,7 +127633,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -126694,7 +127654,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -126718,7 +127678,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -126738,18 +127698,25 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "位置とサイズから [AABB] を作成します。" #: doc/classes/Transform3D.xml #, fuzzy @@ -126758,25 +127725,58 @@ msgstr "[Transform2D] から Transform を構築します。" #: doc/classes/Transform3D.xml #, fuzzy -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "[Transform2D] から Transform を構築します。" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -126792,8 +127792,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126803,8 +127812,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126814,68 +127823,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"この [AABB] と [code]aabb[/code] がほぼ等しければ [code]true[/code] を返しま" +"す。それぞれのコンポーネントで [method @GDScript.is_equal_approx] が呼ばれま" +"す。" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"この [AABB] と [code]aabb[/code] がほぼ等しければ [code]true[/code] を返しま" +"す。それぞれのコンポーネントで [method @GDScript.is_equal_approx] が呼ばれま" +"す。" + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -130360,7 +131463,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "軸平行境界ボックス。" #: doc/classes/Vector2.xml @@ -130690,10 +131793,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "このベクトルを別のベクトル [code]b[/code] に投影したものを返します。" +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml #, fuzzy @@ -130734,8 +131840,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -131167,7 +132277,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "軸平行境界ボックス。" #: doc/classes/Vector3.xml @@ -131285,7 +132395,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -131697,7 +132813,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "軸平行境界ボックス。" #: doc/classes/Vector4.xml @@ -132569,9 +133685,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -133154,16 +134270,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -133176,7 +134292,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -133889,12 +135008,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "[enum Variant.Type] enumのサイズを表す。" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." -msgstr "" +#, fuzzy +msgid "Indicates an output node of [VisualShader]." +msgstr "入力と出力ノードが同一。" #: doc/classes/VisualShaderNode.xml #, fuzzy @@ -135559,17 +136679,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -135773,8 +136895,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -136599,7 +137721,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -136624,7 +137746,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -136656,7 +137778,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -136733,7 +137855,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -138529,6 +139651,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -138782,7 +139912,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -140287,10 +141417,10 @@ msgstr "ARスペースにおけるアンカーポイント。" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -140302,9 +141432,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -140323,6 +141455,468 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "パラメータの反対の値を返します。" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "[enum Feature] enum のサイズを表します。" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "行列の転置されたバージョンを返します。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "行列の転置されたバージョンを返します。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "トラックの種類を取得します。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "ビットマップの寸法を返します。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "[enum Feature] enum のサイズを表します。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "指定されたトラックの補間タイプを設定します。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "指定されたトラックの補間タイプを設定します。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -141054,6 +142648,264 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "[enum Feature] enum のサイズを表します。" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "インデックス [code]point[/code] のポイントの位置を返します。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "インデックス [code]point[/code] のポイントの位置を返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "与えられたベクトルに対する角度をラジアンで返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "パラメータの絶対値を返します。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "インデックス [code]point[/code] のポイントの位置を返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "パラメータの反対の値を返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "与えられたベクトルに対する角度をラジアンで返します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "トラックの種類を取得します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "円柱の高さ。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "もし [code]true[/code] であれば、フィルタリングは有効になります。" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "[enum Feature] enum のサイズを表します。" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "[enum Feature] enum のサイズを表します。" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "中マウスボタン。" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "[enum Feature] enum のサイズを表します。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "指定されたトラックの補間タイプを設定します。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "テクスチャの現在表示されているフレームを設定します。" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml #, fuzzy msgid "Base class for an XR interface implementation." @@ -141085,12 +142937,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -141459,7 +143313,7 @@ msgstr "このアンカーに与えられた名前を返す。" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -141758,7 +143612,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -141909,10 +143763,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -141959,6 +143821,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -141970,6 +143843,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "指定された名前のアニメーションノードを返します。" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -142009,10 +143893,18 @@ msgstr "指定された名前のアニメーションノードを返します。 msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Removes this [param interface]." @@ -142040,6 +143932,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "[member advance_condition] が変更されたときに発信されます。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "インスペクタでリソースが選択されたときに発信。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "ボタンの長押しが停止されたときに発信されます。" + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -142055,6 +143962,21 @@ msgstr "インスペクタでリソースが選択されたときに発信。" msgid "Emitted when an existing face tracker is updated." msgstr "ボタンの長押しが停止されたときに発信されます。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "[member advance_condition] が変更されたときに発信されます。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "インスペクタでリソースが選択されたときに発信。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "ボタンの長押しが停止されたときに発信されます。" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ka.po b/classes/ka.po index 7765a4d..2f6420e 100644 --- a/classes/ka.po +++ b/classes/ka.po @@ -176,6 +176,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1005,6 +1009,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2158,7 +2176,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2172,7 +2190,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2188,9 +2206,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2420,7 +2441,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2441,7 +2462,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7373,7 +7394,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7436,7 +7461,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7511,10 +7536,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8564,7 +8589,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15617,7 +15642,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16762,6 +16787,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17031,9 +17062,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17082,6 +17113,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17096,7 +17144,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17140,6 +17190,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17150,6 +17207,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17194,8 +17262,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18909,7 +18981,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18949,7 +19021,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19180,7 +19252,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20479,22 +20551,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20967,8 +21037,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21117,12 +21188,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23386,22 +23456,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23410,6 +23477,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23420,9 +23493,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27822,18 +27893,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29714,13 +29784,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32952,10 +33023,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33174,9 +33241,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33184,8 +33257,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33209,12 +33281,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33327,10 +33402,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34614,9 +34685,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34715,13 +34784,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37369,7 +37438,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37565,11 +37634,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38498,19 +38568,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38763,14 +38845,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39535,6 +39617,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39569,6 +39658,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39725,7 +39915,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39900,12 +40090,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40085,17 +40275,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40276,6 +40464,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40313,6 +40507,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42329,18 +42529,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42355,32 +42557,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42389,42 +42599,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42449,27 +42667,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42477,7 +42696,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42488,51 +42707,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42541,23 +42767,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42574,18 +42816,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42593,70 +42847,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42664,16 +42920,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42701,31 +42957,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43068,7 +43327,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43079,11 +43342,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43116,33 +43384,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43153,7 +43447,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43162,7 +43459,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43170,13 +43470,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43184,7 +43490,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44155,6 +44464,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44973,6 +45307,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45064,7 +45402,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45351,11 +45689,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45564,8 +45902,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47698,6 +48035,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48252,6 +48613,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48300,8 +48709,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48324,6 +48733,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48855,6 +49268,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48893,6 +49320,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53515,7 +53946,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53528,7 +53959,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53660,13 +54091,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54406,7 +54837,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54429,8 +54865,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54600,16 +55037,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55768,7 +56204,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59719,6 +60155,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60516,8 +60953,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60525,8 +60962,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60534,8 +60971,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60543,8 +60980,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60774,7 +61211,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60810,7 +61247,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60821,8 +61259,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60990,12 +61428,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61733,8 +62169,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63260,7 +63696,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63767,7 +64203,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64527,16 +64963,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64679,7 +65119,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64827,10 +65267,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65087,6 +65527,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65432,8 +65881,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67147,9 +67596,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67537,20 +67986,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67600,14 +68049,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67827,8 +68276,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68024,7 +68475,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68437,6 +68890,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68962,9 +69430,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69168,9 +69636,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70236,7 +70704,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70725,6 +71193,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70943,6 +71415,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70950,12 +71428,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70963,6 +71453,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70970,6 +71466,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70983,6 +71485,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71131,15 +71639,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71151,7 +71659,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72160,7 +72668,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72610,21 +73118,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72739,21 +73247,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73669,7 +74177,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74197,8 +74705,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74391,10 +74899,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75836,10 +76435,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76843,6 +77449,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -80999,6 +81617,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81010,6 +81632,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81086,12 +81721,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81259,6 +81905,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81266,6 +81916,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81827,7 +82486,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83077,8 +83736,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83286,7 +83945,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84070,18 +84729,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84980,7 +85639,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86786,14 +87445,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86807,7 +87469,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86944,15 +87609,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87980,7 +88648,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88054,16 +88722,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88283,21 +88951,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88306,22 +88997,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88335,7 +89035,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88346,7 +89049,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88362,15 +89068,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88387,40 +89097,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88441,101 +89160,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88558,6 +89303,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88573,9 +89336,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90371,8 +91136,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95330,6 +96095,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96494,8 +97267,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97507,7 +98280,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100352,7 +101125,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100590,6 +101363,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101445,6 +102255,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101590,7 +102410,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101984,25 +102804,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102369,14 +103170,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102384,7 +103187,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102692,7 +103496,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102806,7 +103616,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102835,7 +103648,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102897,11 +103711,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102932,6 +103760,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104240,15 +105086,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104257,32 +105103,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104319,17 +105171,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104347,35 +105199,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104387,7 +105238,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104395,89 +105246,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104504,11 +105359,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104539,7 +105394,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104554,12 +105412,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104571,70 +105430,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106102,8 +106974,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106130,7 +107004,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106335,9 +107209,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107039,6 +107912,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107049,9 +107928,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107972,7 +108849,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108334,7 +109211,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109935,8 +110812,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112452,7 +113329,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112569,9 +113446,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112785,7 +113662,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112839,7 +113718,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112851,7 +113733,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113227,7 +114112,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113243,7 +114130,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113284,7 +114173,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113297,7 +114189,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113582,15 +114477,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113863,7 +114765,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115197,6 +116103,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117245,7 +118155,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117607,7 +118518,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119176,12 +120087,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119447,7 +120370,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119497,13 +120420,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119541,7 +120464,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119567,7 +120490,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119576,7 +120499,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119585,7 +120508,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119594,7 +120517,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119636,7 +120559,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119653,7 +120576,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119677,7 +120600,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119697,17 +120620,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119715,25 +120644,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119749,8 +120711,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119760,8 +120731,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119771,66 +120742,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123197,7 +124254,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123500,7 +124557,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123541,8 +124602,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123953,7 +125018,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124060,7 +125125,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124468,7 +125539,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125324,9 +126395,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125899,16 +126970,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125921,7 +126992,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126607,11 +127681,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128164,17 +129238,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128372,8 +129448,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129169,7 +130245,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129194,7 +130270,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129224,7 +130300,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129290,7 +130366,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131064,6 +132140,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131306,7 +132390,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132703,10 +133787,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132718,9 +133802,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132739,6 +133825,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133457,6 +134985,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133487,12 +135252,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133849,7 +135616,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134136,7 +135903,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134279,10 +136046,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134329,6 +136104,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134339,6 +136124,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134377,10 +136172,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134407,6 +136210,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134419,6 +136234,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ko.po b/classes/ko.po index 2c8224f..a39234a 100644 --- a/classes/ko.po +++ b/classes/ko.po @@ -205,6 +205,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "이 값은 다음과 같은 플래그들의 비트마스크로 이루어진 정수입니다." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1180,6 +1184,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2483,7 +2501,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2502,8 +2520,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2516,12 +2535,23 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"무작위 부호 없는 32 비트 정수를 반환한다. 나머지를 사용해서 [code][0, N - 1]" +"[/code] 간격에서 무작위 값을 얻는다(N은 2^32보다 작다).\n" +"[codeblock]\n" +"randi() # 0 ~ 2^32 - 1의 무작위 정수를 반환한다\n" +"randi() % 20 # 0 ~ 19의 무작위 정수를 반환한다\n" +"randi() % 100 # 0 ~ 99의 무작위 정수를 반환한다\n" +"randi() % 100 + 1 # 1 ~ 100의 무작위 정수를 반환한다\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2787,9 +2817,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2806,11 +2837,19 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"[code]s[/code]를 올림하여, [code]s[/code]보다 작지 않은 가장 작은 정수를 반" +"환.\n" +"[codeblock]\n" +"a = ceil(1.45) # a 는 2.0\n" +"a = ceil(1.001) # a 는 2.0\n" +"[/codeblock]\n" +"관련 정보 [method floor], [method round], [method stepify], [int]." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -2818,6 +2857,12 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"[code]s[/code]의 arc sine 값을 래디언으로 리턴한다. [code]s[/code]의 코사인 " +"각도를 얻고 싶으면 다음과 같이 사용한다.\n" +"[codeblock]\n" +"# s 는 0.523599 또는 rad2deg(s) 을 사용하여 변환하면 30 도\n" +"a = acos(0.5)\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -7821,7 +7866,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7884,7 +7933,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7959,10 +8008,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9036,7 +9085,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16151,7 +16200,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17316,6 +17365,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17586,9 +17641,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17637,6 +17692,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17651,7 +17723,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17695,6 +17769,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17705,6 +17786,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17750,8 +17842,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19485,7 +19581,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19525,7 +19621,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19756,7 +19852,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21062,22 +21158,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21570,8 +21664,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21720,12 +21815,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24056,22 +24150,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24080,6 +24171,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24090,9 +24187,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28511,18 +28606,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30424,13 +30518,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33897,10 +33992,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34120,9 +34211,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34130,8 +34227,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34155,12 +34251,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34273,10 +34372,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35567,9 +35662,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35671,13 +35764,13 @@ msgstr "매개변수의 코사인 값을 반환합니다." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38346,7 +38439,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38542,11 +38635,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39479,19 +39573,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39744,14 +39850,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40519,6 +40626,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40553,6 +40667,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40709,7 +40930,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40884,12 +41105,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41070,17 +41291,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41261,6 +41480,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "매개변수의 코사인 값을 반환합니다." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41298,6 +41524,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "매개변수의 사인 값을 반환합니다." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43335,18 +43568,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43361,32 +43596,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43395,42 +43638,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "두 벡터의 나머지를 반환합니다." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43455,27 +43707,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43484,7 +43737,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "매개변수의 아크사인 값을 반환합니다." #: doc/classes/Engine.xml @@ -43495,52 +43748,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43549,24 +43809,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "매개변수의 코사인 값을 반환합니다." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43583,18 +43858,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43602,70 +43889,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43673,16 +43962,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43710,31 +43999,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44087,7 +44379,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44098,11 +44394,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44135,33 +44436,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44172,7 +44499,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44181,7 +44511,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44189,13 +44522,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44203,7 +44542,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45177,6 +45519,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -46019,6 +46386,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46111,7 +46482,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46410,11 +46781,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46625,8 +46996,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48793,6 +49163,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "매개변수의 사인 값을 반환합니다." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -49348,6 +49743,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "두 벡터의 나머지를 반환합니다." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49396,8 +49841,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49420,6 +49865,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "두 벡터의 나머지를 반환합니다." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49954,6 +50404,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49992,6 +50456,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54683,7 +55151,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54696,7 +55164,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54829,13 +55297,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55589,7 +56057,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55612,8 +56085,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55783,16 +56257,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56966,7 +57439,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60992,6 +61465,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61808,8 +62282,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61817,8 +62291,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61826,8 +62300,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61835,8 +62309,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62067,8 +62541,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62103,9 +62578,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62115,8 +62592,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62285,12 +62762,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -63036,8 +63511,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64577,7 +65052,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -65092,7 +65567,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65872,16 +66347,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -66026,7 +66505,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -66189,10 +66668,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66472,6 +66951,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66846,8 +67334,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68729,9 +69217,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -69120,20 +69608,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -69183,14 +69671,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69412,8 +69900,10 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69610,7 +70100,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -70024,6 +70516,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "매개변수의 코사인 값을 반환합니다." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70559,9 +71066,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70765,9 +71272,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71837,7 +72344,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -72338,6 +72845,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72557,6 +73068,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72564,12 +73081,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72577,6 +73106,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72584,6 +73119,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72597,6 +73138,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72751,15 +73298,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "매개변수의 절대값을 반환합니다." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72771,7 +73318,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73798,7 +74345,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -74251,21 +74798,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74381,21 +74928,21 @@ msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -75315,7 +75862,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75849,8 +76396,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -76044,10 +76591,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77504,10 +78143,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78519,6 +79165,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82751,6 +83409,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82762,6 +83424,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82845,12 +83520,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "매개변수의 사인 값을 반환합니다." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "매개변수의 사인 값을 반환합니다." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -83026,6 +83713,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -83033,6 +83724,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -83601,7 +84301,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84855,8 +85555,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -85064,7 +85764,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85858,18 +86558,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86770,7 +87470,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88578,14 +89278,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88599,7 +89302,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88736,15 +89442,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89774,7 +90483,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89848,16 +90557,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -90079,21 +90788,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -90102,22 +90834,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -90131,7 +90872,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -90142,7 +90886,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -90159,15 +90906,19 @@ msgstr "매개변수의 아크사인 값을 반환합니다." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -90184,40 +90935,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -90238,101 +90999,135 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n" +"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅" +"니다." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n" +"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅" +"니다." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90355,6 +91150,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90370,9 +91183,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -92217,8 +93032,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -97232,6 +98047,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98405,8 +99228,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99425,7 +100248,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -102307,7 +103130,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102545,6 +103368,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103403,6 +104263,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103548,7 +104418,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103942,25 +104812,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -104333,14 +105184,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104348,7 +105201,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104661,7 +105515,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104775,9 +105635,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "매개변수의 코사인 값을 반환합니다." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -104807,7 +105669,8 @@ msgstr "매개변수의 코사인 값을 반환합니다." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "매개변수의 코사인 값을 반환합니다." #: doc/classes/RichTextLabel.xml @@ -104870,11 +105733,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104906,6 +105783,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "매개변수의 반대 값을 반환합니다." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -106245,15 +107140,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -106262,32 +107157,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -106324,17 +107225,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -106352,35 +107253,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106392,8 +107292,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/SceneTree.xml #, fuzzy @@ -106401,89 +107302,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106510,11 +107416,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106545,7 +107451,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106560,12 +107469,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106577,70 +107487,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "매개변수의 탄젠트 값을 반환합니다." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "매개변수의 탄젠트 값을 반환합니다." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "매개변수의 탄젠트 값을 반환합니다." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -108126,8 +109052,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108155,10 +109083,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "매개변수의 제곱근 역함수 값을 반환합니다." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -108370,9 +109299,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109090,6 +110018,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -109100,9 +110034,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -110035,7 +110967,7 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110399,7 +111331,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -112020,8 +112952,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114586,7 +115518,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114707,9 +115639,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114933,9 +115865,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "매개변수의 아크사인 값을 반환합니다." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "매개변수의 아크사인 값을 반환합니다." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114993,9 +115926,11 @@ msgid "Returns the number of lines in the text." msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "매개변수의 탄젠트 값을 반환합니다." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115008,9 +115943,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "매개변수의 탄젠트 값을 반환합니다." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "매개변수의 탄젠트 값을 반환합니다." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -115413,7 +116350,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115431,9 +116370,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "매개변수의 사인 값을 반환합니다." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115474,7 +116414,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115487,7 +116430,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115779,15 +116725,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -116069,7 +117022,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117461,6 +118418,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119532,7 +120493,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119897,7 +120859,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121509,12 +122471,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121783,7 +122757,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121834,13 +122808,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "두 벡터의 나머지를 반환합니다." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121882,7 +122856,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121908,7 +122882,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121917,7 +122891,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121926,7 +122900,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121935,7 +122909,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121977,7 +122951,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121994,7 +122968,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -122018,7 +122992,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -122038,17 +123012,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -122056,25 +123036,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -122090,8 +123104,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122101,8 +123124,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122112,68 +123135,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n" +"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅" +"니다." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"[code]s[/code]가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. \n" +"이 메서드는 [메서드 is_equal_approx]에 0을 인자값으로 사용하는 경우보다 빠릅" +"니다." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -125755,8 +126872,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Vector2.xml msgid "" @@ -126064,10 +127182,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "두 벡터의 나머지를 반환합니다." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -126107,8 +127228,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -126529,8 +127654,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Vector3.xml msgid "" @@ -126639,7 +127765,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -127047,8 +128179,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "두 벡터의 나머지를 반환합니다." #: doc/classes/Vector4.xml msgid "" @@ -127911,9 +129044,9 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -128502,16 +129635,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -128524,7 +129657,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -129220,11 +130356,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130798,17 +131934,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -131007,8 +132145,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131814,7 +132952,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131839,7 +132977,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131870,7 +133008,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131940,7 +133078,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -133718,6 +134856,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133962,7 +135108,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -135396,10 +136542,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -135411,9 +136557,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -135432,6 +136580,467 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -136159,6 +137768,264 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "매개변수의 사인 값을 반환합니다." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "매개변수의 아크사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "매개변수의 절대값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "마우스 가운데 버튼." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "매개변수의 사인 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -136189,12 +138056,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -136559,7 +138428,7 @@ msgstr "매개변수의 사인 값을 반환합니다." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136854,7 +138723,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136999,10 +138868,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -137049,6 +138926,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -137060,6 +138948,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "매개변수의 반대 값을 반환합니다." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -137099,10 +138998,18 @@ msgstr "매개변수의 반대 값을 반환합니다." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -137129,6 +139036,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "매개변수의 탄젠트 값을 반환합니다." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -137144,6 +139066,21 @@ msgstr "매개변수의 탄젠트 값을 반환합니다." msgid "Emitted when an existing face tracker is updated." msgstr "매개변수의 탄젠트 값을 반환합니다." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "매개변수의 탄젠트 값을 반환합니다." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "매개변수의 탄젠트 값을 반환합니다." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/lt.po b/classes/lt.po index ed45f8a..bca9e9d 100644 --- a/classes/lt.po +++ b/classes/lt.po @@ -181,6 +181,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1010,6 +1014,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2163,7 +2181,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2177,7 +2195,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2193,9 +2211,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2425,7 +2446,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2446,7 +2467,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7378,7 +7399,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7441,7 +7466,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7516,10 +7541,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8569,7 +8594,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15623,7 +15648,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16768,6 +16793,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17037,9 +17068,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17088,6 +17119,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17102,7 +17150,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17146,6 +17196,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17156,6 +17213,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17200,8 +17268,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18915,7 +18987,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18955,7 +19027,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19186,7 +19258,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20485,22 +20557,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20973,8 +21043,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21123,12 +21194,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23392,22 +23462,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23416,6 +23483,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23426,9 +23499,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27828,18 +27899,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29720,13 +29790,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32958,10 +33029,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33180,9 +33247,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33190,8 +33263,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33215,12 +33287,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33333,10 +33408,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34620,9 +34691,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34721,13 +34790,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37375,7 +37444,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37571,11 +37640,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38504,19 +38574,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38769,14 +38851,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39541,6 +39623,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39575,6 +39664,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39731,7 +39921,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39906,12 +40096,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40091,17 +40281,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40282,6 +40470,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40319,6 +40513,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42335,18 +42535,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42361,32 +42563,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42395,42 +42605,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42455,27 +42673,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42483,7 +42702,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42494,51 +42713,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42547,23 +42773,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42580,18 +42822,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42599,70 +42853,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42670,16 +42926,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42707,31 +42963,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43074,7 +43333,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43085,11 +43348,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43122,33 +43390,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43159,7 +43453,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43168,7 +43465,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43176,13 +43476,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43190,7 +43496,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44161,6 +44470,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44979,6 +45313,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45070,7 +45408,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45357,11 +45695,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45570,8 +45908,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47704,6 +48041,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48258,6 +48619,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48306,8 +48715,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48330,6 +48739,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48861,6 +49274,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48899,6 +49326,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53521,7 +53952,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53534,7 +53965,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53666,13 +54097,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54412,7 +54843,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54435,8 +54871,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54606,16 +55043,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55774,7 +56210,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59725,6 +60161,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60522,8 +60959,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60531,8 +60968,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60540,8 +60977,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60549,8 +60986,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60780,7 +61217,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60816,7 +61253,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60827,8 +61265,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60996,12 +61434,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61739,8 +62175,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63266,7 +63702,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63773,7 +64209,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64533,16 +64969,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64685,7 +65125,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64833,10 +65273,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65093,6 +65533,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65438,8 +65887,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67153,9 +67602,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67543,20 +67992,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67606,14 +68055,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67833,8 +68282,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68030,7 +68481,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68443,6 +68896,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68968,9 +69436,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69174,9 +69642,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70242,7 +70710,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70731,6 +71199,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70949,6 +71421,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70956,12 +71434,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70969,6 +71459,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70976,6 +71472,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70989,6 +71491,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71137,15 +71645,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71157,7 +71665,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72166,7 +72674,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72616,21 +73124,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72745,21 +73253,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73675,7 +74183,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74203,8 +74711,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74397,10 +74905,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75842,10 +76441,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76849,6 +77455,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81005,6 +81623,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81016,6 +81638,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81092,12 +81727,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81265,6 +81911,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81272,6 +81922,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81833,7 +82492,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83083,8 +83742,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83292,7 +83951,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84076,18 +84735,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84986,7 +85645,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86792,14 +87451,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86813,7 +87475,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86950,15 +87615,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87986,7 +88654,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88060,16 +88728,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88289,21 +88957,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88312,22 +89003,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88341,7 +89041,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88352,7 +89055,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88368,15 +89074,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88393,40 +89103,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88447,101 +89166,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88564,6 +89309,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88579,9 +89342,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90377,8 +91142,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95336,6 +96101,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96500,8 +97273,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97513,7 +98286,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100358,7 +101131,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100596,6 +101369,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101451,6 +102261,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101596,7 +102416,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101990,25 +102810,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102375,14 +103176,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102390,7 +103193,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102698,7 +103502,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102812,7 +103622,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102841,7 +103654,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102903,11 +103717,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102938,6 +103766,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104246,15 +105092,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104263,32 +105109,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104325,17 +105177,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104353,35 +105205,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104393,7 +105244,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104401,89 +105252,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104510,11 +105365,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104545,7 +105400,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104560,12 +105418,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104577,70 +105436,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106109,8 +106981,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106137,7 +107011,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106342,9 +107216,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107046,6 +107919,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107056,9 +107935,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107979,7 +108856,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108341,7 +109218,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109942,8 +110819,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112459,7 +113336,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112576,9 +113453,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112792,7 +113669,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112846,7 +113725,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112858,7 +113740,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113234,7 +114119,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113250,7 +114137,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113291,7 +114180,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113304,7 +114196,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113589,15 +114484,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113870,7 +114772,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115204,6 +116110,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117252,7 +118162,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117614,7 +118525,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119183,12 +120094,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119454,7 +120377,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119504,13 +120427,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119548,7 +120471,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119574,7 +120497,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119583,7 +120506,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119592,7 +120515,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119601,7 +120524,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119643,7 +120566,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119660,7 +120583,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119684,7 +120607,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119704,17 +120627,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119722,25 +120651,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119756,8 +120718,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119767,8 +120738,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119778,66 +120749,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123204,7 +124261,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123507,7 +124564,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123548,8 +124609,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123960,7 +125025,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124067,7 +125132,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124475,7 +125546,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125331,9 +126402,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125906,16 +126977,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125928,7 +126999,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126615,11 +127689,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128172,17 +129246,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128380,8 +129456,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129177,7 +130253,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129202,7 +130278,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129232,7 +130308,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129298,7 +130374,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131072,6 +132148,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131314,7 +132398,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132711,10 +133795,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132726,9 +133810,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132747,6 +133833,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133465,6 +134993,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133495,12 +135260,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133857,7 +135624,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134144,7 +135911,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134287,10 +136054,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134337,6 +136112,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134347,6 +136132,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134385,10 +136180,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134415,6 +136218,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134427,6 +136242,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/lv.po b/classes/lv.po index 4122d60..0727bf8 100644 --- a/classes/lv.po +++ b/classes/lv.po @@ -185,6 +185,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1015,6 +1019,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2168,7 +2186,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2182,7 +2200,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2198,9 +2216,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2430,7 +2451,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2451,7 +2472,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7383,7 +7404,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7446,7 +7471,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7521,10 +7546,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8574,7 +8599,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15628,7 +15653,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16773,6 +16798,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17042,9 +17073,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17093,6 +17124,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17107,7 +17155,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17151,6 +17201,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17161,6 +17218,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17205,8 +17273,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18920,7 +18992,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18960,7 +19032,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19191,7 +19263,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20490,22 +20562,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20978,8 +21048,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21128,12 +21199,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23397,22 +23467,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23421,6 +23488,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23431,9 +23504,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27833,18 +27904,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29725,13 +29795,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32963,10 +33034,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33185,9 +33252,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33195,8 +33268,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33220,12 +33292,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33338,10 +33413,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34625,9 +34696,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34726,13 +34795,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37380,7 +37449,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37576,11 +37645,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38509,19 +38579,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38774,14 +38856,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39546,6 +39628,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39580,6 +39669,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39736,7 +39926,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39911,12 +40101,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40096,17 +40286,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40287,6 +40475,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40324,6 +40518,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42340,18 +42540,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42366,32 +42568,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42400,42 +42610,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42460,27 +42678,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42488,7 +42707,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42499,51 +42718,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42552,23 +42778,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42585,18 +42827,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42604,70 +42858,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42675,16 +42931,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42712,31 +42968,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43082,7 +43341,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43093,11 +43356,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43130,33 +43398,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43167,7 +43461,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43176,7 +43473,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43184,13 +43484,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43198,7 +43504,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44169,6 +44478,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44987,6 +45321,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45078,7 +45416,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45365,11 +45703,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45578,8 +45916,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47712,6 +48049,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48266,6 +48627,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48314,8 +48723,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48338,6 +48747,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48869,6 +49282,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48907,6 +49334,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53529,7 +53960,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53542,7 +53973,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53674,13 +54105,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54420,7 +54851,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54443,8 +54879,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54614,16 +55051,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55782,7 +56218,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59733,6 +60169,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60530,8 +60967,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60539,8 +60976,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60548,8 +60985,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60557,8 +60994,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60788,7 +61225,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60824,7 +61261,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60835,8 +61273,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61004,12 +61442,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61747,8 +62183,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63274,7 +63710,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63781,7 +64217,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64541,16 +64977,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64693,7 +65133,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64841,10 +65281,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65101,6 +65541,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65446,8 +65895,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67161,9 +67610,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67551,20 +68000,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67614,14 +68063,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67841,8 +68290,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68038,7 +68489,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68451,6 +68904,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68976,9 +69444,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69182,9 +69650,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70250,7 +70718,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70739,6 +71207,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70957,6 +71429,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70964,12 +71442,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70977,6 +71467,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70984,6 +71480,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70997,6 +71499,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71145,15 +71653,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71165,7 +71673,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72174,7 +72682,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72624,21 +73132,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72753,21 +73261,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73683,7 +74191,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74211,8 +74719,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74405,10 +74913,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75850,10 +76449,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76857,6 +77463,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81013,6 +81631,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81024,6 +81646,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81100,12 +81735,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81273,6 +81919,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81280,6 +81930,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81841,7 +82500,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83091,8 +83750,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83300,7 +83959,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84084,18 +84743,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84994,7 +85653,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86800,14 +87459,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86821,7 +87483,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86958,15 +87623,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87994,7 +88662,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88068,16 +88736,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88297,21 +88965,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88320,22 +89011,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88349,7 +89049,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88360,7 +89063,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88376,15 +89082,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88401,40 +89111,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88455,101 +89174,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88572,6 +89317,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88587,9 +89350,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90385,8 +91150,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95344,6 +96109,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96508,8 +97281,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97521,7 +98294,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100366,7 +101139,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100604,6 +101377,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101459,6 +102269,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101604,7 +102424,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101998,25 +102818,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102383,14 +103184,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102398,7 +103201,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102706,7 +103510,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102820,7 +103630,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102849,7 +103662,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102911,11 +103725,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102946,6 +103774,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104254,15 +105100,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104271,32 +105117,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104333,17 +105185,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104361,35 +105213,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104401,7 +105252,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104409,89 +105260,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104518,11 +105373,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104553,7 +105408,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104568,12 +105426,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104585,70 +105444,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106117,8 +106989,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106145,7 +107019,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106350,9 +107224,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107054,6 +107927,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107064,9 +107943,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107987,7 +108864,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108349,7 +109226,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109950,8 +110827,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112467,7 +113344,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112584,9 +113461,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112800,7 +113677,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112854,7 +113733,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112866,7 +113748,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113242,7 +114127,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113258,7 +114145,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113299,7 +114188,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113312,7 +114204,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113597,15 +114492,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113878,7 +114780,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115212,6 +116118,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117260,7 +118170,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117622,7 +118533,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119191,12 +120102,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119462,7 +120385,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119512,13 +120435,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119556,7 +120479,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119582,7 +120505,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119591,7 +120514,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119600,7 +120523,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119609,7 +120532,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119651,7 +120574,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119668,7 +120591,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119692,7 +120615,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119712,17 +120635,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119730,25 +120659,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119764,8 +120726,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119775,8 +120746,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119786,66 +120757,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123212,7 +124269,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123515,7 +124572,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123556,8 +124617,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123968,7 +125033,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124075,7 +125140,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124483,7 +125554,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125339,9 +126410,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125914,16 +126985,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125936,7 +127007,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126623,11 +127697,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128180,17 +129254,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128388,8 +129464,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129185,7 +130261,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129210,7 +130286,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129240,7 +130316,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129306,7 +130382,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131080,6 +132156,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131322,7 +132406,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132719,10 +133803,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132734,9 +133818,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132755,6 +133841,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133473,6 +135001,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133503,12 +135268,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133865,7 +135632,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134152,7 +135919,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134295,10 +136062,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134345,6 +136120,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134355,6 +136140,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134393,10 +136188,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134423,6 +136226,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134435,6 +136250,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/mr.po b/classes/mr.po index 867cff8..3c143a1 100644 --- a/classes/mr.po +++ b/classes/mr.po @@ -177,6 +177,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1006,6 +1010,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2159,7 +2177,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2173,7 +2191,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2189,9 +2207,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2421,7 +2442,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2442,7 +2463,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7374,7 +7395,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7437,7 +7462,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7512,10 +7537,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8565,7 +8590,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15619,7 +15644,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16764,6 +16789,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17033,9 +17064,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17084,6 +17115,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17098,7 +17146,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17142,6 +17192,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17152,6 +17209,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17196,8 +17264,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18911,7 +18983,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18951,7 +19023,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19182,7 +19254,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20481,22 +20553,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20969,8 +21039,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21119,12 +21190,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23388,22 +23458,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23412,6 +23479,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23422,9 +23495,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27824,18 +27895,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29716,13 +29786,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32954,10 +33025,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33176,9 +33243,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33186,8 +33259,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33211,12 +33283,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33329,10 +33404,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34616,9 +34687,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34717,13 +34786,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37371,7 +37440,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37567,11 +37636,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38500,19 +38570,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38765,14 +38847,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39537,6 +39619,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39571,6 +39660,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39727,7 +39917,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39902,12 +40092,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40087,17 +40277,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40278,6 +40466,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40315,6 +40509,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42331,18 +42531,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42357,32 +42559,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42391,42 +42601,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42451,27 +42669,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42479,7 +42698,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42490,51 +42709,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42543,23 +42769,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42576,18 +42818,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42595,70 +42849,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42666,16 +42922,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42703,31 +42959,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43070,7 +43329,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43081,11 +43344,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43118,33 +43386,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43155,7 +43449,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43164,7 +43461,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43172,13 +43472,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43186,7 +43492,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44157,6 +44466,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44975,6 +45309,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45066,7 +45404,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45353,11 +45691,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45566,8 +45904,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47700,6 +48037,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48254,6 +48615,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48302,8 +48711,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48326,6 +48735,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48857,6 +49270,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48895,6 +49322,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53517,7 +53948,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53530,7 +53961,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53662,13 +54093,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54408,7 +54839,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54431,8 +54867,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54602,16 +55039,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55770,7 +56206,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59721,6 +60157,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60518,8 +60955,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60527,8 +60964,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60536,8 +60973,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60545,8 +60982,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60776,7 +61213,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60812,7 +61249,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60823,8 +61261,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60992,12 +61430,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61735,8 +62171,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63262,7 +63698,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63769,7 +64205,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64529,16 +64965,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64681,7 +65121,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64829,10 +65269,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65089,6 +65529,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65434,8 +65883,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67150,9 +67599,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67540,20 +67989,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67603,14 +68052,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67830,8 +68279,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68027,7 +68478,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68440,6 +68893,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68965,9 +69433,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69171,9 +69639,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70239,7 +70707,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70728,6 +71196,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70946,6 +71418,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70953,12 +71431,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70966,6 +71456,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70973,6 +71469,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70986,6 +71488,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71134,15 +71642,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71154,7 +71662,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72163,7 +72671,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72613,21 +73121,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72742,21 +73250,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73672,7 +74180,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74200,8 +74708,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74394,10 +74902,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75839,10 +76438,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76846,6 +77452,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81002,6 +81620,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81013,6 +81635,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81089,12 +81724,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81262,6 +81908,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81269,6 +81919,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81830,7 +82489,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83080,8 +83739,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83289,7 +83948,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84073,18 +84732,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84983,7 +85642,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86789,14 +87448,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86810,7 +87472,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86947,15 +87612,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87983,7 +88651,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88057,16 +88725,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88286,21 +88954,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88309,22 +89000,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88338,7 +89038,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88349,7 +89052,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88365,15 +89071,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88390,40 +89100,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88444,101 +89163,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88561,6 +89306,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88576,9 +89339,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90374,8 +91139,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95333,6 +96098,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96497,8 +97270,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97510,7 +98283,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100355,7 +101128,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100593,6 +101366,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101448,6 +102258,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101593,7 +102413,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101987,25 +102807,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102372,14 +103173,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102387,7 +103190,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102695,7 +103499,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102809,7 +103619,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102838,7 +103651,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102900,11 +103714,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102935,6 +103763,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104243,15 +105089,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104260,32 +105106,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104322,17 +105174,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104350,35 +105202,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104390,7 +105241,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104398,89 +105249,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104507,11 +105362,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104542,7 +105397,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104557,12 +105415,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104574,70 +105433,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106106,8 +106978,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106134,7 +107008,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106339,9 +107213,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107043,6 +107916,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107053,9 +107932,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107976,7 +108853,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108338,7 +109215,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109939,8 +110816,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112456,7 +113333,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112573,9 +113450,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112789,7 +113666,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112843,7 +113722,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112855,7 +113737,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113231,7 +114116,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113247,7 +114134,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113288,7 +114177,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113301,7 +114193,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113586,15 +114481,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113867,7 +114769,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115201,6 +116107,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117249,7 +118159,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117611,7 +118522,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119180,12 +120091,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119451,7 +120374,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119501,13 +120424,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119545,7 +120468,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119571,7 +120494,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119580,7 +120503,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119589,7 +120512,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119598,7 +120521,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119640,7 +120563,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119657,7 +120580,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119681,7 +120604,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119701,17 +120624,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119719,25 +120648,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119753,8 +120715,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119764,8 +120735,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119775,66 +120746,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123201,7 +124258,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123504,7 +124561,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123545,8 +124606,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123957,7 +125022,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124064,7 +125129,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124472,7 +125543,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125328,9 +126399,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125903,16 +126974,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125925,7 +126996,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126612,11 +127686,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128169,17 +129243,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128377,8 +129453,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129174,7 +130250,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129199,7 +130275,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129229,7 +130305,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129295,7 +130371,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131069,6 +132145,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131311,7 +132395,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132708,10 +133792,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132723,9 +133807,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132744,6 +133830,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133462,6 +134990,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133492,12 +135257,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133854,7 +135621,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134141,7 +135908,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134284,10 +136051,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134334,6 +136109,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134344,6 +136129,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134382,10 +136177,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134412,6 +136215,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134424,6 +136239,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/nb.po b/classes/nb.po index 49eb0fe..fed67f7 100644 --- a/classes/nb.po +++ b/classes/nb.po @@ -183,6 +183,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1013,6 +1017,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2166,7 +2184,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2180,7 +2198,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2196,9 +2214,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2428,7 +2449,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2449,7 +2470,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7381,7 +7402,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7444,7 +7469,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7519,10 +7544,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8572,7 +8597,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15626,7 +15651,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16771,6 +16796,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17040,9 +17071,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17091,6 +17122,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17105,7 +17153,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17149,6 +17199,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17159,6 +17216,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17203,8 +17271,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18918,7 +18990,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18958,7 +19030,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19189,7 +19261,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20488,22 +20560,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20976,8 +21046,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21126,12 +21197,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23395,22 +23465,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23419,6 +23486,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23429,9 +23502,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27831,18 +27902,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29723,13 +29793,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32961,10 +33032,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33183,9 +33250,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33193,8 +33266,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33218,12 +33290,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33336,10 +33411,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34623,9 +34694,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34724,13 +34793,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37378,7 +37447,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37574,11 +37643,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38507,19 +38577,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38772,14 +38854,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39544,6 +39626,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39578,6 +39667,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39734,7 +39924,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39909,12 +40099,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40094,17 +40284,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40285,6 +40473,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40322,6 +40516,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42338,18 +42538,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42364,32 +42566,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42398,42 +42608,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42458,27 +42676,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42486,7 +42705,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42497,51 +42716,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42550,23 +42776,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42583,18 +42825,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42602,70 +42856,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42673,16 +42929,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42710,31 +42966,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43077,7 +43336,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43088,11 +43351,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43125,33 +43393,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43162,7 +43456,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43171,7 +43468,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43179,13 +43479,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43193,7 +43499,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44164,6 +44473,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44982,6 +45316,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45073,7 +45411,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45360,11 +45698,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45573,8 +45911,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47707,6 +48044,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48261,6 +48622,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48309,8 +48718,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48333,6 +48742,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48864,6 +49277,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48902,6 +49329,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53524,7 +53955,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53537,7 +53968,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53669,13 +54100,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54415,7 +54846,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54438,8 +54874,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54609,16 +55046,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55777,7 +56213,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59728,6 +60164,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60525,8 +60962,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60534,8 +60971,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60543,8 +60980,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60552,8 +60989,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60783,7 +61220,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60819,7 +61256,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60830,8 +61268,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60999,12 +61437,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61742,8 +62178,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63269,7 +63705,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63776,7 +64212,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64536,16 +64972,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64688,7 +65128,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64836,10 +65276,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65096,6 +65536,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65441,8 +65890,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67156,9 +67605,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67546,20 +67995,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67609,14 +68058,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67836,8 +68285,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68033,7 +68484,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68446,6 +68899,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68971,9 +69439,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69177,9 +69645,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70245,7 +70713,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70734,6 +71202,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70952,6 +71424,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70959,12 +71437,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70972,6 +71462,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70979,6 +71475,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70992,6 +71494,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71140,15 +71648,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71160,7 +71668,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72169,7 +72677,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72619,21 +73127,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72748,21 +73256,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73678,7 +74186,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74206,8 +74714,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74400,10 +74908,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75845,10 +76444,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76852,6 +77458,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81008,6 +81626,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81019,6 +81641,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81095,12 +81730,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81268,6 +81914,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81275,6 +81925,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81836,7 +82495,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83086,8 +83745,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83295,7 +83954,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84079,18 +84738,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84989,7 +85648,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86795,14 +87454,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86816,7 +87478,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86953,15 +87618,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87989,7 +88657,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88063,16 +88731,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88292,21 +88960,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88315,22 +89006,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88344,7 +89044,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88355,7 +89058,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88371,15 +89077,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88396,40 +89106,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88450,101 +89169,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88567,6 +89312,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88582,9 +89345,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90380,8 +91145,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95339,6 +96104,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96503,8 +97276,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97516,7 +98289,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100361,7 +101134,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100599,6 +101372,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101454,6 +102264,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101599,7 +102419,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101993,25 +102813,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102378,14 +103179,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102393,7 +103196,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102701,7 +103505,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102815,7 +103625,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102844,7 +103657,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102906,11 +103720,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102941,6 +103769,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104249,15 +105095,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104266,32 +105112,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104328,17 +105180,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104356,35 +105208,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104396,7 +105247,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104404,89 +105255,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104513,11 +105368,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104548,7 +105403,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104563,12 +105421,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104580,70 +105439,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106112,8 +106984,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106140,7 +107014,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106345,9 +107219,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107049,6 +107922,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107059,9 +107938,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107982,7 +108859,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108344,7 +109221,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109945,8 +110822,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112462,7 +113339,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112579,9 +113456,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112795,7 +113672,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112849,7 +113728,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112861,7 +113743,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113237,7 +114122,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113253,7 +114140,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113294,7 +114183,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113307,7 +114199,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113592,15 +114487,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113873,7 +114775,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115207,6 +116113,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117255,7 +118165,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117617,7 +118528,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119186,12 +120097,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119457,7 +120380,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119507,13 +120430,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119551,7 +120474,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119577,7 +120500,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119586,7 +120509,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119595,7 +120518,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119604,7 +120527,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119646,7 +120569,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119663,7 +120586,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119687,7 +120610,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119707,17 +120630,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119725,25 +120654,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119759,8 +120721,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119770,8 +120741,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119781,66 +120752,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123207,7 +124264,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123510,7 +124567,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123551,8 +124612,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123963,7 +125028,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124070,7 +125135,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124478,7 +125549,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125334,9 +126405,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125909,16 +126980,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125931,7 +127002,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126618,11 +127692,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128175,17 +129249,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128383,8 +129459,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129180,7 +130256,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129205,7 +130281,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129235,7 +130311,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129301,7 +130377,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131075,6 +132151,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131317,7 +132401,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132714,10 +133798,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132729,9 +133813,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132750,6 +133836,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133468,6 +134996,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133498,12 +135263,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133860,7 +135627,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134147,7 +135914,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134290,10 +136057,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134340,6 +136115,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134350,6 +136135,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134388,10 +136183,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134418,6 +136221,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134430,6 +136245,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ne.po b/classes/ne.po index 89ec3e0..e6915f2 100644 --- a/classes/ne.po +++ b/classes/ne.po @@ -177,6 +177,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1006,6 +1010,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2159,7 +2177,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2173,7 +2191,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2189,9 +2207,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2421,7 +2442,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2442,7 +2463,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7374,7 +7395,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7437,7 +7462,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7512,10 +7537,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8565,7 +8590,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15618,7 +15643,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16763,6 +16788,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17032,9 +17063,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17083,6 +17114,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17097,7 +17145,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17141,6 +17191,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17151,6 +17208,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17195,8 +17263,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18910,7 +18982,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18950,7 +19022,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19181,7 +19253,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20480,22 +20552,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20968,8 +21038,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21118,12 +21189,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23387,22 +23457,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23411,6 +23478,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23421,9 +23494,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27823,18 +27894,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29715,13 +29785,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32953,10 +33024,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33175,9 +33242,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33185,8 +33258,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33210,12 +33282,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33328,10 +33403,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34615,9 +34686,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34716,13 +34785,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37370,7 +37439,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37566,11 +37635,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38499,19 +38569,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38764,14 +38846,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39536,6 +39618,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39570,6 +39659,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39726,7 +39916,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39901,12 +40091,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40086,17 +40276,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40277,6 +40465,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40314,6 +40508,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42330,18 +42530,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42356,32 +42558,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42390,42 +42600,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42450,27 +42668,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42478,7 +42697,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42489,51 +42708,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42542,23 +42768,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42575,18 +42817,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42594,70 +42848,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42665,16 +42921,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42702,31 +42958,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43069,7 +43328,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43080,11 +43343,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43117,33 +43385,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43154,7 +43448,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43163,7 +43460,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43171,13 +43471,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43185,7 +43491,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44156,6 +44465,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44974,6 +45308,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45065,7 +45403,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45352,11 +45690,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45565,8 +45903,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47699,6 +48036,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48253,6 +48614,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48301,8 +48710,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48325,6 +48734,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48856,6 +49269,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48894,6 +49321,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53516,7 +53947,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53529,7 +53960,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53661,13 +54092,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54407,7 +54838,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54430,8 +54866,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54601,16 +55038,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55769,7 +56205,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59720,6 +60156,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60517,8 +60954,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60526,8 +60963,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60535,8 +60972,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60544,8 +60981,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60775,7 +61212,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60811,7 +61248,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60822,8 +61260,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60991,12 +61429,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61734,8 +62170,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63261,7 +63697,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63768,7 +64204,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64528,16 +64964,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64680,7 +65120,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64828,10 +65268,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65088,6 +65528,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65433,8 +65882,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67148,9 +67597,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67538,20 +67987,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67601,14 +68050,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67828,8 +68277,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68025,7 +68476,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68438,6 +68891,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68963,9 +69431,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69169,9 +69637,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70237,7 +70705,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70726,6 +71194,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70944,6 +71416,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70951,12 +71429,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70964,6 +71454,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70971,6 +71467,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70984,6 +71486,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71132,15 +71640,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71152,7 +71660,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72161,7 +72669,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72611,21 +73119,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72740,21 +73248,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73670,7 +74178,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74198,8 +74706,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74392,10 +74900,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75837,10 +76436,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76844,6 +77450,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81000,6 +81618,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81011,6 +81633,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81087,12 +81722,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81260,6 +81906,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81267,6 +81917,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81828,7 +82487,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83078,8 +83737,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83287,7 +83946,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84071,18 +84730,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84981,7 +85640,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86787,14 +87446,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86808,7 +87470,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86945,15 +87610,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87981,7 +88649,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88055,16 +88723,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88284,21 +88952,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88307,22 +88998,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88336,7 +89036,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88347,7 +89050,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88363,15 +89069,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88388,40 +89098,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88442,101 +89161,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88559,6 +89304,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88574,9 +89337,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90372,8 +91137,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95331,6 +96096,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96495,8 +97268,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97508,7 +98281,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100353,7 +101126,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100591,6 +101364,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101446,6 +102256,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101591,7 +102411,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -101985,25 +102805,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102370,14 +103171,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102385,7 +103188,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102693,7 +103497,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102807,7 +103617,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102836,7 +103649,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102898,11 +103712,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102933,6 +103761,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104241,15 +105087,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104258,32 +105104,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104320,17 +105172,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104348,35 +105200,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104388,7 +105239,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104396,89 +105247,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104505,11 +105360,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104540,7 +105395,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104555,12 +105413,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104572,70 +105431,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106103,8 +106975,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106131,7 +107005,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106336,9 +107210,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107040,6 +107913,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107050,9 +107929,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107973,7 +108850,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108335,7 +109212,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109936,8 +110813,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112453,7 +113330,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112570,9 +113447,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112786,7 +113663,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112840,7 +113719,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112852,7 +113734,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113228,7 +114113,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113244,7 +114131,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113285,7 +114174,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113298,7 +114190,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113583,15 +114478,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113864,7 +114766,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115198,6 +116104,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117246,7 +118156,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117608,7 +118519,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119177,12 +120088,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119448,7 +120371,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119498,13 +120421,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119542,7 +120465,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119568,7 +120491,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119577,7 +120500,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119586,7 +120509,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119595,7 +120518,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119637,7 +120560,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119654,7 +120577,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119678,7 +120601,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119698,17 +120621,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119716,25 +120645,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119750,8 +120712,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119761,8 +120732,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119772,66 +120743,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123198,7 +124255,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123501,7 +124558,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123542,8 +124603,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123954,7 +125019,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124061,7 +125126,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124469,7 +125540,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125325,9 +126396,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125900,16 +126971,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125922,7 +126993,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126608,11 +127682,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128165,17 +129239,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128373,8 +129449,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129170,7 +130246,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129195,7 +130271,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129225,7 +130301,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129291,7 +130367,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131065,6 +132141,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131307,7 +132391,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132704,10 +133788,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132719,9 +133803,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132740,6 +133826,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133458,6 +134986,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133488,12 +135253,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133850,7 +135617,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134137,7 +135904,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134280,10 +136047,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134330,6 +136105,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134340,6 +136125,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134378,10 +136173,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134408,6 +136211,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134420,6 +136235,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/nl.po b/classes/nl.po index 0b0f9a5..2c2ee4e 100644 --- a/classes/nl.po +++ b/classes/nl.po @@ -20,8 +20,8 @@ msgstr "" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Tom Teck \n" -"Language-Team: Dutch \n" +"Language-Team: Dutch \n" "Language: nl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -197,6 +197,10 @@ msgstr "" "Deze waarde is een geheel getal dat bestaat uit een bitmask van de volgende " "opties." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1057,6 +1061,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2278,7 +2296,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2296,8 +2314,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2310,12 +2329,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Geeft als resultaat de absolute waarde van de parameter terug [code]s[/code] " +"(d.w.z. positieve waarde).\n" +"[codeblock]\n" +"a = abs(-1) # a is 1\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2559,7 +2586,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2580,7 +2607,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7527,7 +7554,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7590,7 +7621,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7665,10 +7696,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8718,7 +8749,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15772,7 +15803,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16917,6 +16948,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17186,9 +17223,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17237,6 +17274,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17251,7 +17305,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17295,6 +17351,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17305,6 +17368,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17349,8 +17423,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19064,7 +19142,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19104,7 +19182,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19335,7 +19413,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20634,22 +20712,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21122,8 +21198,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21272,12 +21349,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23541,22 +23617,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23565,6 +23638,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23575,9 +23654,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27977,18 +28054,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29869,13 +29945,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33107,10 +33184,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33329,9 +33402,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33339,8 +33418,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33364,12 +33442,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33482,10 +33563,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34769,9 +34846,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34870,13 +34945,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37524,7 +37599,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37720,11 +37795,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38653,19 +38729,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38918,14 +39006,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39690,6 +39778,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39724,6 +39819,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39880,7 +40076,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40055,12 +40251,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40240,17 +40436,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40431,6 +40625,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40468,6 +40668,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42484,18 +42690,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42510,32 +42718,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42544,42 +42760,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42604,27 +42828,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42632,7 +42857,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42643,51 +42868,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42696,23 +42928,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42729,18 +42977,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42748,70 +43008,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42819,16 +43081,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42856,31 +43118,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43226,7 +43491,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43237,11 +43506,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43274,33 +43548,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43311,7 +43611,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43320,7 +43623,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43328,13 +43634,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43342,7 +43654,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44313,6 +44628,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45131,6 +45471,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45222,7 +45566,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45516,11 +45860,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45729,8 +46073,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47863,6 +48206,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48417,6 +48784,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48465,8 +48880,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48489,6 +48904,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49020,6 +49439,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49058,6 +49491,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53680,7 +54117,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53693,7 +54130,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53825,13 +54262,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54571,7 +55008,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54594,8 +55036,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54765,16 +55208,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55933,7 +56375,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59905,6 +60347,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60702,8 +61145,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60711,8 +61154,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60720,8 +61163,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60729,8 +61172,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60960,7 +61403,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60996,7 +61439,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61007,8 +61451,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61176,12 +61620,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61919,8 +62361,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63446,7 +63888,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63953,7 +64395,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64713,16 +65155,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64865,7 +65311,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65013,10 +65459,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65273,6 +65719,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65618,8 +66073,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67334,9 +67789,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67724,20 +68179,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67787,14 +68242,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68014,8 +68469,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68211,7 +68668,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68624,6 +69083,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -69149,9 +69623,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69355,9 +69829,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70423,7 +70897,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70913,6 +71387,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71131,6 +71609,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71138,12 +71622,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71151,6 +71647,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71158,6 +71660,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71171,6 +71679,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71319,15 +71833,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71339,7 +71853,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72348,7 +72862,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72798,21 +73312,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72927,21 +73441,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73857,7 +74371,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74385,8 +74899,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74579,10 +75093,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76024,10 +76629,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77031,6 +77643,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81187,6 +81811,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81198,6 +81826,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81274,12 +81915,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81447,6 +82099,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81454,6 +82110,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -82015,7 +82680,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83265,8 +83930,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83474,7 +84139,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84258,18 +84923,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85168,7 +85833,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86974,14 +87639,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86995,7 +87663,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87132,15 +87803,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88168,7 +88842,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88242,16 +88916,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88471,21 +89145,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88494,22 +89191,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88523,7 +89229,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88534,7 +89243,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88550,15 +89262,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88575,40 +89291,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88629,101 +89354,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88746,6 +89497,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88761,9 +89530,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90559,8 +91330,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95518,6 +96289,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96682,8 +97461,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97695,7 +98474,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100540,7 +101319,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100778,6 +101557,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101633,6 +102449,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101778,7 +102604,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102173,25 +102999,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102559,14 +103366,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102574,7 +103383,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102882,7 +103692,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102996,7 +103812,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -103025,7 +103844,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103087,11 +103907,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -103122,6 +103956,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104430,15 +105282,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104447,32 +105299,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104509,17 +105367,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104537,35 +105395,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104577,7 +105434,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104585,89 +105442,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104694,11 +105555,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104729,7 +105590,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104744,12 +105608,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104761,70 +105626,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106293,8 +107171,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106321,7 +107201,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106526,9 +107406,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107230,6 +108109,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107240,9 +108125,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -108163,7 +109046,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108525,7 +109408,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -110126,8 +111009,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112643,7 +113526,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112760,9 +113643,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112976,7 +113859,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113030,7 +113915,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113042,7 +113930,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113418,7 +114309,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113434,7 +114327,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113475,7 +114370,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113488,7 +114386,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113773,15 +114674,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -114054,7 +114962,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115388,6 +116300,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117436,7 +118352,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117798,7 +118715,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119367,12 +120284,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119638,7 +120567,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119688,13 +120617,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119732,7 +120661,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119758,7 +120687,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119767,7 +120696,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119776,7 +120705,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119785,7 +120714,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119827,7 +120756,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119844,7 +120773,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119868,7 +120797,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119888,17 +120817,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119906,25 +120841,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119940,8 +120908,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119951,8 +120928,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119962,66 +120939,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123388,7 +124451,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123691,7 +124754,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123732,8 +124799,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -124144,7 +125215,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124251,7 +125322,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124659,7 +125736,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125515,9 +126592,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -126090,16 +127167,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -126112,7 +127189,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126799,11 +127879,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128356,17 +129436,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128564,8 +129646,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129361,7 +130443,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129386,7 +130468,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129416,7 +130498,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129482,7 +130564,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131256,6 +132338,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131498,7 +132588,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132895,10 +133985,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132910,9 +134000,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132931,6 +134023,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133649,6 +135183,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133679,12 +135450,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -134041,7 +135814,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134328,7 +136101,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134471,10 +136244,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134521,6 +136302,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134531,6 +136322,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134569,10 +136370,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134599,6 +136408,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134611,6 +136432,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/pl.po b/classes/pl.po index 9abca90..eed99b2 100644 --- a/classes/pl.po +++ b/classes/pl.po @@ -220,6 +220,10 @@ msgstr "" "Ta wartość jest liczbą całkowitą złożoną jako maska bitowa następujących " "flag." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1355,6 +1359,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2940,7 +2958,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2957,8 +2975,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2971,12 +2990,19 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Zwraca wartość [code]x[/code] podniesioną do potęgi [code]y[/code].\n" +"[codeblock]\n" +"pow(2, 5) # Zwraca 32\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3226,9 +3252,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3245,11 +3272,21 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Zaokrągla [code]s[/code] w dół (do ujemnej nieskończoności), zwraca " +"najwyższą liczbę całkowitą która jest nie większa niż [code]s[/code].\n" +"[codeblock]\n" +"a = floor(2.45) # a to 2.0\n" +"a = floor(2.99) # a to 2.0\n" +"a = floor(-2.99) # a to-3.0\n" +"[/codeblock]\n" +"[b]Informacja:[/b] Ta metoda zwraca liczbę zmiennoprzecinkową, jeżeli chcesz " +"liczby całkowitej użyj bezpośrednio metody [code]int(s)[/code]." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3257,6 +3294,10 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"Zwraca wartość [code]x[/code] podniesioną do potęgi [code]y[/code].\n" +"[codeblock]\n" +"pow(2, 5) # Zwraca 32\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -8350,7 +8391,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8413,7 +8458,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8488,10 +8533,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9571,7 +9616,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16716,7 +16761,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17889,6 +17934,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -18161,9 +18212,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -18212,6 +18263,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -18226,7 +18294,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18270,6 +18340,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18280,6 +18357,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18325,8 +18413,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -20071,7 +20163,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -20111,7 +20203,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20342,7 +20434,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21684,22 +21776,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -22200,8 +22290,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22350,12 +22441,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24662,22 +24752,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24686,6 +24773,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24696,9 +24789,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -29137,18 +29228,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -31059,13 +31149,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -34468,10 +34559,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34691,9 +34778,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34701,8 +34794,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34726,12 +34818,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34844,10 +34939,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -36150,9 +36241,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -36260,13 +36349,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38957,7 +39046,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -39153,11 +39242,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -40097,19 +40187,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -40362,14 +40464,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Zwraca sinus parametru." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -41141,6 +41244,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -41178,6 +41288,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Zwraca cosinus parametru." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -41334,7 +41551,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -41512,12 +41729,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41698,17 +41915,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41889,6 +42104,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41927,6 +42151,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43992,18 +44225,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -44018,32 +44253,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -44052,42 +44295,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Zwraca resztę z dwóch wektorów." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -44112,27 +44364,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -44141,7 +44394,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Zwraca kąt w radianach danego wektora." #: doc/classes/Engine.xml @@ -44152,52 +44405,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Zwraca resztę z dwóch wektorów." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -44206,26 +44466,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " -"wyłączone." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -44242,18 +44515,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -44261,70 +44546,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -44332,16 +44619,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -44369,31 +44656,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44750,7 +45040,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44761,11 +45055,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44798,33 +45097,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44835,7 +45160,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44844,7 +45172,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44852,13 +45183,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44866,7 +45203,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45840,6 +46180,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -46695,6 +47060,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46787,7 +47156,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -47103,11 +47472,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -47317,8 +47686,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -49502,6 +49870,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Zwraca sinus parametru." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -50057,6 +50450,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Zwraca obecną długość spring arm." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Zwraca resztę z dwóch wektorów." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -50105,8 +50548,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -50129,6 +50572,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Zwraca resztę z dwóch wektorów." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -50663,6 +51111,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -50701,6 +51163,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -55422,7 +55888,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55435,7 +55901,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55568,13 +56034,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -56332,7 +56798,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -56355,8 +56826,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -56526,16 +56998,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -57716,7 +58187,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -61811,6 +62282,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -62638,8 +63110,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62647,8 +63119,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62656,8 +63128,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62665,8 +63137,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62897,8 +63369,11 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62933,9 +63408,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62945,8 +63424,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -63115,12 +63594,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -63866,8 +64343,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -65413,7 +65890,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -65931,7 +66408,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -66717,16 +67194,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -66875,7 +67356,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -67055,10 +67536,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -67348,6 +67829,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -67745,8 +68235,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -69519,9 +70009,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -69910,20 +70400,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -69973,14 +70463,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -70203,8 +70693,10 @@ msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -70401,7 +70893,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -70817,6 +71311,21 @@ msgstr "" "Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " "wyłączone." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -71357,9 +71866,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -71563,9 +72072,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -72644,7 +73153,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -73155,6 +73664,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -73374,6 +73887,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -73381,12 +73900,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -73394,6 +73925,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -73401,6 +73938,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -73414,6 +73957,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -73572,15 +74121,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Zwraca wartość bezwzględną parametru." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -73592,7 +74141,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -74628,7 +75177,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -75085,21 +75634,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -75215,21 +75764,21 @@ msgstr "Zwraca cosinus parametru." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -76153,7 +76702,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -76688,8 +77237,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -76883,10 +77432,104 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -78356,10 +78999,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -79373,6 +80023,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -83638,6 +84300,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -83649,6 +84315,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -83732,12 +84411,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Zwraca kąt w radianach danego wektora." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -83918,6 +84609,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -83925,6 +84620,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -84495,7 +85199,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -85753,8 +86457,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -85962,7 +86666,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -86776,18 +87480,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -87690,7 +88394,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -89498,14 +90202,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89519,7 +90226,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89656,15 +90366,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -90698,7 +91411,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -90772,16 +91485,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -91007,21 +91720,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -91030,22 +91766,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -91059,7 +91804,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -91070,7 +91818,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -91087,15 +91838,19 @@ msgstr "Zwraca minimalny kąt w radianach tego wektora." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -91122,40 +91877,55 @@ msgstr "" "jako zero." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Zwraca [code]true[/code] jeśli postać jest na ścianie. Aktualizację się w " +"skrypcie ,podczas wywołania [method move_and_slide]." + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -91176,39 +91946,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -91219,48 +91998,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -91271,16 +92067,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -91303,6 +92099,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -91318,9 +92132,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -93214,8 +94030,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -98241,6 +99057,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -99421,8 +100245,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -100465,7 +101289,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -103356,7 +104180,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -103594,6 +104418,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -104456,6 +105317,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -104601,7 +105472,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -104995,25 +105866,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -105389,14 +106241,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105404,7 +106258,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105719,7 +106574,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -105833,11 +106694,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" -"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " -"wyłączone." #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -105872,7 +106733,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " "wyłączone." @@ -105941,11 +106803,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -105977,6 +106853,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Zwraca przeciwieństwo parametru." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -107335,15 +108229,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -107352,32 +108246,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -107414,17 +108314,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -107442,35 +108342,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -107482,8 +108381,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Zwraca resztę z dwóch wektorów." #: doc/classes/SceneTree.xml #, fuzzy @@ -107491,89 +108391,96 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Zwraca resztę z dwóch wektorów." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -107600,11 +108507,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -107635,7 +108542,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -107650,12 +108560,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -107667,70 +108578,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Zwraca tangens parametru." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Zwraca tangens parametru." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Zwraca tangens parametru." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -109229,8 +110156,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109258,10 +110187,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Zwraca odwrotność pierwiastka kwadratowego z parametru." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -109477,9 +110407,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -110199,6 +111128,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -110209,9 +111144,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -111148,7 +112081,7 @@ msgstr "Zwraca sinus parametru." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -111514,7 +112447,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -113154,8 +114087,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -115750,7 +116683,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -115871,9 +116804,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -116097,9 +117030,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Zwraca kąt w radianach danego wektora." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Zwraca kąt w radianach danego wektora." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116157,9 +117091,11 @@ msgid "Returns the number of lines in the text." msgstr "Zwraca resztę z dwóch wektorów." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Zwraca tangens parametru." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116172,9 +117108,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Zwraca tangens parametru." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Zwraca tangens parametru." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -116582,7 +117520,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116600,9 +117540,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Zwraca sinus parametru." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116643,7 +117584,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116656,7 +117600,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116950,15 +117897,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -117245,7 +118199,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -118663,6 +119621,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -120749,7 +121711,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -121116,7 +122079,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -122736,12 +123699,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -123014,7 +123989,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -123065,13 +124040,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Zwraca resztę z dwóch wektorów." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -123119,7 +124094,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -123145,7 +124120,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123154,7 +124129,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123163,7 +124138,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123172,7 +124147,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123214,7 +124189,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -123236,7 +124211,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -123260,7 +124235,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -123280,17 +124255,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -123298,25 +124279,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Zwraca minimalny kąt w radianach tego wektora." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -123332,8 +124347,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123343,8 +124367,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123354,68 +124378,164 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Zwraca [code]true[/code] jeśli [code]s[/code] jest równa lub prawie równa " +"zero.\n" +"Ta metoda jest szybsza niż użycie [method is_equal_approx] z jedną wartością " +"jako zero." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Zwraca [code]true[/code] jeśli [code]s[/code] jest równa lub prawie równa " +"zero.\n" +"Ta metoda jest szybsza niż użycie [method is_equal_approx] z jedną wartością " +"jako zero." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -126871,8 +127991,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "Zwraca minimalny kąt w radianach tego wektora." #: doc/classes/Vector2.xml msgid "" @@ -127192,10 +128313,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -127235,8 +128359,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -127663,8 +128791,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "Zwraca minimalny kąt w radianach tego wektora." #: doc/classes/Vector3.xml msgid "" @@ -127774,7 +128903,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -128183,8 +129318,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "Zwraca minimalny kąt w radianach tego wektora." #: doc/classes/Vector4.xml msgid "" @@ -129052,9 +130188,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -129637,16 +130773,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -129659,7 +130795,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -130358,11 +131497,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Zwraca sinus parametru." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -131960,17 +133099,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -132174,8 +133315,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -132986,7 +134127,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -133011,7 +134152,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -133042,7 +134183,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -133112,7 +134253,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -134894,6 +136035,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -135137,7 +136286,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -136596,10 +137745,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -136611,9 +137760,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -136632,6 +137783,459 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -137362,6 +138966,261 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Zwraca sinus parametru." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Zwraca kąt w radianach danego wektora." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Zwraca kąt w radianach danego wektora." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Zwraca wartość bezwzględną parametru." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Liczy iloczyn wektorowy tego wektora oraz [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Zwraca kąt w radianach danego wektora." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Zwraca tangens parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Zwraca sinus parametru." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -137392,12 +139251,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -137770,7 +139631,7 @@ msgstr "Zwraca sinus parametru." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -138071,7 +139932,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -138218,10 +140079,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -138268,6 +140137,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -138279,6 +140159,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Zwraca przeciwieństwo parametru." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -138318,10 +140209,18 @@ msgstr "Zwraca przeciwieństwo parametru." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -138348,6 +140247,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Zwraca tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Zwraca tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Zwraca tangens parametru." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -138363,6 +140277,21 @@ msgstr "Zwraca tangens parametru." msgid "Emitted when an existing face tracker is updated." msgstr "Zwraca tangens parametru." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Zwraca tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Zwraca tangens parametru." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Zwraca tangens parametru." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/pt.po b/classes/pt.po index da5820d..2385375 100644 --- a/classes/pt.po +++ b/classes/pt.po @@ -212,6 +212,10 @@ msgstr "" "Este valor é um inteiro composto por uma bitmask(máscara de bits) das " "seguintes flags." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1379,6 +1383,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3008,7 +3026,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3027,7 +3045,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3047,9 +3065,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3357,9 +3378,10 @@ msgstr "" "smoothstep() e ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3376,12 +3398,20 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Arredonda [code]s[/code] para o número inteiro mais próximo, com a metade " +"arredondada para cima.\n" +"[codeblock]\n" +"a = round(2.49) # a is 2.0\n" +"a = round(2.5) # a is 3.0\n" +"a = round(2.51) # a is 3.0\n" +"[/codeblock]\n" +"Veja também[method floor], [method ceil], [method stepify], e [int]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -8703,7 +8733,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8767,7 +8801,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8842,10 +8876,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9930,7 +9964,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -17081,7 +17115,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -18267,6 +18301,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -18542,9 +18582,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -18593,6 +18633,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -18607,7 +18664,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18651,6 +18710,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18661,6 +18727,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18705,8 +18782,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -20437,7 +20518,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -20477,7 +20558,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20712,7 +20793,7 @@ msgstr "Objetos são exibidos normalmente." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -22048,22 +22129,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -22566,8 +22645,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22717,12 +22797,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -25036,22 +25115,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "A cor do texto." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -25060,6 +25136,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -25070,9 +25152,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -29518,18 +29598,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -31436,13 +31515,14 @@ msgstr "Retorna o valor padrão da propriedade especificada." #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -34828,10 +34908,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -35051,9 +35127,16 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Adiciona uma trilha à Animação." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35061,8 +35144,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35086,12 +35168,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35205,10 +35290,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -36501,9 +36582,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -36606,13 +36685,13 @@ msgstr "Se [code]true[/code], o áudio está sendo reproduzido." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -39285,7 +39364,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -39481,11 +39560,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -40428,19 +40508,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -40693,14 +40785,15 @@ msgid "Clear the selection." msgstr "Limpa a seleção." #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Retorna o tamanho do ficheiro em bytes." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -41475,6 +41568,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -41510,6 +41610,114 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "A cor do texto de título." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -41666,7 +41874,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -41843,12 +42051,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42032,17 +42240,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42223,6 +42429,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Se [code]true[/code], a texture será centralizada." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -42260,6 +42473,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Retorna [code]true[/code] se a guia no índice [code]tab_idx[/code] estiver " +"oculta." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -44326,18 +44548,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -44352,32 +44576,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -44386,42 +44618,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml -msgid "Returns Godot license text." +msgid "" +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." msgstr "Retorna o texto da licença do Godot." #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -44446,27 +44687,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -44474,8 +44716,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/Engine.xml msgid "" @@ -44485,51 +44728,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." -msgstr "" +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -44538,26 +44789,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " -"existe." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -44574,18 +44838,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -44593,70 +44869,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -44664,16 +44942,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -44701,31 +44979,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -45084,7 +45365,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45095,11 +45380,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -45132,33 +45422,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45169,7 +45485,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45178,7 +45497,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45186,13 +45508,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45200,7 +45528,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46174,6 +46505,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -47029,6 +47385,11 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "Ícone personalizado para diretórios." +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Ícone personalizado para diretórios." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Ícone personalizado para ficheiros." @@ -47127,7 +47488,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Emitido quando um recurso é selecionado no inspetor." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -47429,12 +47790,14 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." -msgstr "" +#, fuzzy +msgid "The horizontal separation of child nodes." +msgstr "O espaço horizontal entre os itens." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." -msgstr "" +#, fuzzy +msgid "The vertical separation of child nodes." +msgstr "O espaço vertical entre os itens." #: doc/classes/FogMaterial.xml msgid "" @@ -47644,8 +48007,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -49829,6 +50191,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Para o áudio." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -50384,6 +50771,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Retorna o comprimento atual do braço da mola." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "A cor do texto." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -50432,8 +50869,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -50456,6 +50893,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "A altura do cilindro." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -50990,6 +51432,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "A cor do texto de título." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -51028,6 +51485,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -55743,7 +56204,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55756,7 +56217,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -55892,13 +56353,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -56651,7 +57112,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -56674,8 +57140,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -56845,16 +57312,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -58035,7 +58501,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -62116,6 +62582,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -62950,8 +63417,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62959,8 +63426,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62968,8 +63435,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62977,8 +63444,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63209,8 +63676,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Se [code]true[/code], o áudio está sendo reproduzido." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63246,9 +63714,12 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Se [code]true[/code], desenha o retângulo dos limites da câmara no editor." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63258,8 +63729,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -63428,12 +63899,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -64178,8 +64647,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -65721,7 +66190,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -66236,7 +66705,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -67020,16 +67489,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -67178,7 +67651,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -67344,10 +67817,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -67631,6 +68104,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -68013,8 +68495,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -69764,9 +70246,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -70165,20 +70647,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -70230,14 +70712,14 @@ msgstr "O tamanho do controle não irá mudar." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -70460,8 +70942,10 @@ msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -70658,7 +71142,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -71075,6 +71561,21 @@ msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -71614,9 +72115,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -71820,9 +72321,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -72891,7 +73392,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -73401,6 +73902,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -73622,6 +74127,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -73629,12 +74140,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -73642,6 +74165,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -73649,6 +74178,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -73662,6 +74197,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -73818,15 +74359,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Retorna o valor absoluto do parâmetro." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -73838,7 +74379,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -74873,7 +75414,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -75330,21 +75871,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -75459,21 +76000,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -76393,7 +76934,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -76932,8 +77473,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -77127,10 +77668,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Se [code]true[/code], registra todas os resultados nos arquivos." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -78593,10 +79226,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "A transformação da camada." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -79614,6 +80254,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -83839,6 +84491,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -83850,6 +84506,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -83933,12 +84602,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Retorna o tipo do nó em at [code]idx[/code]." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -84114,6 +84795,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -84121,6 +84806,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -84695,7 +85389,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -85952,8 +86646,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -86161,7 +86855,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -86956,18 +87650,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -87873,7 +88567,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -89858,14 +90552,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89879,7 +90576,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -90016,15 +90716,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -91059,7 +91762,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -91133,16 +91836,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -91366,21 +92069,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -91389,22 +92115,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -91418,7 +92153,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -91429,7 +92167,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -91446,15 +92187,19 @@ msgstr "Retorna o RID do ecrã usada por essa camada." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -91472,40 +92217,55 @@ msgid "" msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " +"existe." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " +"caso contrário." + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -91526,101 +92286,135 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -91643,6 +92437,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -91658,9 +92470,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -93529,8 +94343,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -98572,6 +99386,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -99745,8 +100567,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -100764,8 +101586,9 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "" +#, fuzzy +msgid "Detaches a viewport from a canvas." +msgstr "Define a câmara de um viewport." #: doc/classes/RenderingServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -103660,7 +104483,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -103898,6 +104721,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -104759,6 +105619,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -104904,7 +105774,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -105299,25 +106169,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -105693,14 +106544,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -105708,7 +106561,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -106023,7 +106877,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -106138,9 +106998,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Se [code]true[/code], o áudio está sendo reproduzido." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -106173,7 +107035,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Se [code]true[/code], os nós filhos são organizados, do contrário, a " "organização é desativada." @@ -106238,11 +107101,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -106274,6 +107151,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Copia o texto selecionado." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -107625,15 +108520,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -107642,32 +108537,38 @@ msgstr "SceneTree (Árvore de Cenas)" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -107704,17 +108605,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -107732,35 +108633,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -107772,7 +108672,8 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/SceneTree.xml @@ -107781,89 +108682,96 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " +"existe." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -107890,11 +108798,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -107925,7 +108833,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -107940,12 +108851,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -107956,73 +108868,91 @@ msgid "" "DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." msgstr "" -#: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Emitido quando um recurso é selecionado no inspetor." + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" "Emitido quando a configuração de um nó muda. Só é emitido no modo " "[code]tool[/code]." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Emitido cada vez que um nó é removido da [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Emitido quando um recurso é selecionado no inspetor." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "Emitido cada vez que um nó é renomeado." +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Emitido quando a [member texture] muda." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." +msgstr "Emitido quando a [member texture] muda." + +#: doc/classes/SceneTree.xml +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -109515,8 +110445,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109544,10 +110476,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -109764,9 +110697,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -110480,6 +111412,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -110490,9 +111428,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -111428,7 +112364,7 @@ msgstr "Define a cor da borda." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -111793,7 +112729,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -113432,8 +114368,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -116018,7 +116954,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -116141,9 +117077,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -116369,9 +117305,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Retorna o tipo do nó em at [code]idx[/code]." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116428,7 +117365,10 @@ msgid "Returns the number of lines in the text." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116440,7 +117380,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116841,7 +117784,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116859,9 +117804,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Obtém o tipo de uma trilha." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -116902,7 +117848,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -116915,7 +117864,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -117216,15 +118168,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -117512,7 +118471,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -118919,6 +119882,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Remove esta interface." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -121014,7 +121982,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -121379,7 +122348,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -122997,12 +123966,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -123272,7 +124253,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -123323,13 +124304,13 @@ msgstr "Retorna a escala." msgid "Returns the transform's skew (in radians)." msgstr "Retorna a rotação (em radianos)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -123371,7 +124352,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -123397,7 +124378,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123406,7 +124387,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -123415,7 +124396,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123424,7 +124405,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -123466,7 +124447,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -123483,7 +124464,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -123507,7 +124488,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -123527,17 +124508,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -123545,25 +124532,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Subtrai um vetor de outro vetor." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -123579,8 +124600,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123590,8 +124620,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -123601,68 +124631,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -127109,7 +128233,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 2D." #: doc/classes/Vector2.xml @@ -127423,10 +128547,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -127466,8 +128593,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -127890,7 +129021,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 3D." #: doc/classes/Vector3.xml @@ -128000,7 +129131,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -128410,7 +129547,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 2D." #: doc/classes/Vector4.xml @@ -129275,9 +130412,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -129854,16 +130991,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -129876,7 +131013,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -130584,11 +131724,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Retorna o tamanho do ficheiro em bytes." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -132174,17 +133314,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -132385,8 +133527,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -133204,7 +134346,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -133229,7 +134371,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -133260,7 +134402,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -133335,7 +134477,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -135114,6 +136256,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -135359,7 +136509,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -136813,10 +137963,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -136828,9 +137978,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -136849,6 +138001,468 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Define a cor da borda." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Retorna a posição global do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Retorna a posição global do rato." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Obtém o tipo de uma trilha." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Se [code]true[/code], o áudio está sendo reproduzido." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Para o áudio." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Botão central do rato." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -137588,6 +139202,264 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Retorna o tamanho do ficheiro em bytes." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Define a cor da borda." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Retorna o valor absoluto do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Define a cor da borda." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Define a cor da borda." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Muda o nome de uma função." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "A altura do cilindro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Se [code]true[/code], o áudio está sendo reproduzido." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Botão central do rato." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Botão central do rato." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Retorna o tamanho do ficheiro em bytes." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Retorna a raiz quadrada do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml #, fuzzy msgid "Base class for an XR interface implementation." @@ -137619,12 +139491,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -137991,7 +139865,7 @@ msgstr "Retorna o seno do parâmetro." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -138286,7 +140160,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -138439,10 +140313,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -138489,6 +140371,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -138500,6 +140393,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -138539,10 +140443,18 @@ msgstr "Retorna o valor oposto do parâmetro." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Removes this [param interface]." @@ -138571,6 +140483,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Emitido quando um item é editado." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Emitido quando uma interface é removida." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Emitido quando um item é editado." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -138586,6 +140513,21 @@ msgstr "Emitido quando uma interface é removida." msgid "Emitted when an existing face tracker is updated." msgstr "Emitido quando um item é editado." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Emitido quando um item é editado." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Emitido quando uma interface é removida." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Emitido quando um item é editado." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/pt_BR.po b/classes/pt_BR.po index 9309391..daed5ad 100644 --- a/classes/pt_BR.po +++ b/classes/pt_BR.po @@ -238,6 +238,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "Este valor é um integer composto como um bitmask das seguintes flags." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -259,8 +263,8 @@ msgid "" "There is currently no description for this enum. Please help us by :ref:" "`contributing one `!" msgstr "" -"Atualmente não há descrição para este sinal. Por favor nos ajude :ref:`" -"contribuindo com uma `!" +"Atualmente não há descrição para este sinal. Por favor nos ajude :ref:" +"`contribuindo com uma `!" #: doc/tools/make_rst.py #, fuzzy @@ -1321,6 +1325,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2954,7 +2972,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2973,7 +2991,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2993,9 +3011,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3315,9 +3336,10 @@ msgstr "" "smoothstep() e ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3334,12 +3356,20 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Arredonda [code]s[/code] para o número inteiro mais próximo, com os casos " +"intermediários arredondados a partir de zero.\n" +"[codeblock]\n" +"a = round(2.49) # a é 2.0\n" +"a = round(2.5) # a é 3.0\n" +"a = round(2.51) # a é 3.0\n" +"[/codeblock]\n" +"Veja também [method floor], [method ceil], [method stepify] e [int]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -8760,7 +8790,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8824,7 +8858,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8899,10 +8933,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9990,7 +10024,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -17179,7 +17213,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -18368,6 +18402,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -18643,9 +18683,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -18694,6 +18734,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -18708,7 +18765,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18752,6 +18811,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18762,6 +18828,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18807,8 +18884,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -20570,7 +20651,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -20611,8 +20692,9 @@ msgid "" msgstr "" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" "Permite que o nó atual prenda os nós filhos, atuando essencialmente como uma " "máscara." @@ -20887,7 +20969,7 @@ msgstr "Objetos são exibidos normalmente." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -22226,22 +22308,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -22753,8 +22833,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22904,12 +22985,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -25291,22 +25371,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "A cor do texto." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -25315,6 +25392,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -25325,9 +25408,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -30089,18 +30170,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -32010,13 +32090,14 @@ msgstr "Retorna o valor padrão da propriedade especificada." #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -35411,10 +35492,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -35634,9 +35711,16 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Adiciona uma trilha à Animação." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35644,8 +35728,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35669,12 +35752,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -35788,10 +35874,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -37087,9 +37169,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37195,13 +37275,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -39882,7 +39962,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -40078,11 +40158,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -41026,19 +41107,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -41291,14 +41384,15 @@ msgid "Clear the selection." msgstr "Limpa a seleção." #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Retorna o tamanho do arquivo em bytes." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -42073,6 +42167,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -42108,6 +42209,114 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "A cor do texto de título." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "A altura do cilindro." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -42264,7 +42473,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -42441,12 +42650,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42628,17 +42837,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -42819,6 +43026,14 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Se [code]true[/code], desenha o retângulo dos limites da câmera no editor." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -42857,6 +43072,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Retorna [code]true[/code] se a aba no índice [code]tab_idx[/code] estiver " +"oculta." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -44917,18 +45141,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -44943,32 +45169,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -44977,42 +45211,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml -msgid "Returns Godot license text." +msgid "" +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." msgstr "Retorna o texto da licença do Godot." #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -45037,27 +45280,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -45066,7 +45310,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Retorna o ângulo para o vetor dado, em radianos." #: doc/classes/Engine.xml @@ -45077,52 +45321,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Retorna o resto dos dois vetores." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -45131,26 +45382,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " -"existe." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -45167,18 +45431,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -45186,70 +45462,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -45257,16 +45535,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -45294,31 +45572,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -45679,7 +45960,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45690,11 +45975,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -45727,33 +46017,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45764,7 +46080,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45773,7 +46092,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45781,13 +46103,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45795,7 +46123,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46769,6 +47100,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -47625,6 +47981,11 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "Ícone personalizado para diretórios." +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Ícone personalizado para diretórios." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "Ícone personalizado para arquivos." @@ -47723,7 +48084,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Emitido quando um recurso é selecionado no inspetor." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -48029,12 +48390,14 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." -msgstr "" +#, fuzzy +msgid "The horizontal separation of child nodes." +msgstr "O espaço horizontal entre os itens." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." -msgstr "" +#, fuzzy +msgid "The vertical separation of child nodes." +msgstr "O espaço vertical entre os itens." #: doc/classes/FogMaterial.xml msgid "" @@ -48244,8 +48607,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -50435,6 +50797,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Para o áudio." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -50990,6 +51377,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Retorna o comprimento atual do braço da mola." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "A cor do texto." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -51038,8 +51475,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -51062,6 +51499,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "A altura do cilindro." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -51596,6 +52038,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "Botão esquerdo do mouse." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -51634,6 +52091,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -56372,7 +56833,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -56385,7 +56846,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -56521,13 +56982,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -57293,7 +57754,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -57316,8 +57782,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -57487,16 +57954,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -58682,7 +59148,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -62772,6 +63238,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -63674,8 +64141,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63683,8 +64150,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63692,8 +64159,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63701,8 +64168,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -63933,8 +64400,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63970,9 +64438,12 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Se [code]true[/code], desenha o retângulo dos limites da câmera no editor." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -63982,8 +64453,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -64152,12 +64623,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -64903,8 +65372,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -66548,7 +67017,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -67069,7 +67538,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -67855,16 +68324,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -68014,7 +68487,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -68181,10 +68654,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -68473,6 +68946,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -68857,8 +69339,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -70624,9 +71106,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -71025,20 +71507,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -71090,14 +71572,14 @@ msgstr "O tamanho do controle não irá mudar." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -71320,8 +71802,10 @@ msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -71518,7 +72002,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -71941,6 +72427,21 @@ msgstr "" "Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " "caso contrário." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -72536,9 +73037,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -72742,9 +73243,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -73993,7 +74494,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -74505,6 +75006,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -74726,6 +75231,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -74733,12 +75244,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -74746,6 +75269,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -74753,6 +75282,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -74766,6 +75301,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -74922,15 +75463,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Retorna o valor absoluto do parâmetro." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -74942,7 +75483,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -75977,7 +76518,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -76434,21 +76975,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -76564,21 +77105,21 @@ msgstr "Retorna o cosseno do parâmetro." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -77498,7 +78039,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -78046,8 +78587,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -78241,10 +78782,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -79709,10 +80342,17 @@ msgstr "A velocidade rotacional dos corpos em [i]radianos[/i] por segundo." msgid "Sets the body's transform." msgstr "A transformação da camada." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -80742,6 +81382,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -85002,6 +85654,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -85013,6 +85669,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -85096,12 +85765,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Retorna o ângulo para o vetor dado, em radianos." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -85278,6 +85959,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -85285,6 +85970,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -85866,7 +86560,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -87120,8 +87814,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -87329,7 +88023,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -88128,18 +88822,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -89039,7 +89733,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -90953,14 +91647,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -90974,7 +91671,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -91111,15 +91811,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92154,7 +92857,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -92228,16 +92931,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -92461,21 +93164,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -92484,22 +93210,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -92513,7 +93248,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -92524,7 +93262,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -92541,15 +93282,19 @@ msgstr "Retorna o RID da tela usada por essa camada." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -92574,40 +93319,53 @@ msgstr "" "igual a zero." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"Retorna [code]true[/code] se o vetor for normalizado, [code]false[/code] " +"caso contrário." + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -92628,39 +93386,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -92670,48 +93437,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -92721,16 +93505,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -92770,6 +93554,24 @@ msgstr "" "[code]0[/code] documentado aqui é um espaço reservado e não a semente padrão " "real." +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -92785,9 +93587,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -94673,8 +95477,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" "Classe base para qualquer objeto que mantém uma contagem de referência. " "[Resource] e muitos outros objetos auxiliares herdam essa classe.\n" @@ -99811,6 +100615,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -100991,8 +101803,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -102035,8 +102847,9 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "" +#, fuzzy +msgid "Detaches a viewport from a canvas." +msgstr "Define a câmera de um viewport." #: doc/classes/RenderingServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -104944,7 +105757,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" "Resource é a classe base para todos os tipos de recursos específicos do " "Godot, servindo principalmente como contêineres de dados. Como eles herdam " @@ -105199,6 +106012,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -106077,6 +106927,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -106222,7 +107082,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -106617,25 +107477,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -107019,14 +107860,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -107034,7 +107877,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -107347,7 +108191,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -107462,9 +108312,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Retorna [code]true[/code] se o script pode ser instanciado." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -107495,7 +108347,8 @@ msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Retorna [code]true[/code] se o script pode ser instanciado." #: doc/classes/RichTextLabel.xml @@ -107558,11 +108411,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -107594,6 +108461,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Copia o texto selecionado." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -108954,15 +109839,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -108971,32 +109856,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -109033,17 +109924,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -109061,36 +109952,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." -msgstr "Retorna [code]true[/code] se o script pode ser instanciado." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." +msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -109102,7 +109991,8 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/SceneTree.xml @@ -109111,89 +110001,96 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Retorna [code]true[/code] se um subnó com um [code]name[/code] especificado " +"existe." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -109220,11 +110117,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -109255,7 +110152,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -109270,12 +110170,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -109286,73 +110187,91 @@ msgid "" "DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]." msgstr "" -#: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Emitido quando um recurso é selecionado no inspetor." + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" "Emitido quando a configuração de um nó muda. Só é emitido no modo " "[code]tool[/code]." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "Emitido cada vez que um nó é removido da [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Emitido quando um recurso é selecionado no inspetor." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "Emitido cada vez que um nó é renomeado." +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Emitido quando a [member texture] muda." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." +msgstr "Emitido quando a [member texture] muda." + +#: doc/classes/SceneTree.xml +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -110856,8 +111775,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -110885,10 +111806,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Retorna o nome do nó em [code]idx[/code]." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -111106,9 +112028,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -111826,6 +112747,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -111836,9 +112763,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -112777,7 +113702,7 @@ msgstr "Define a cor da borda." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -113142,7 +114067,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -114802,8 +115727,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -117401,7 +118326,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -117524,9 +118449,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -117752,9 +118677,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Retorna o ângulo para o vetor dado, em radianos." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Retorna o ângulo para o vetor dado, em radianos." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -117813,9 +118739,11 @@ msgid "Returns the number of lines in the text." msgstr "Retorna o número de nós nesta [SceneTree]." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Retorna a tangente do parâmetro." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -117828,9 +118756,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Retorna a tangente do parâmetro." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Retorna a tangente do parâmetro." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -118236,7 +119166,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -118254,9 +119186,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Obtém o tipo de uma trilha." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -118297,7 +119230,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -118310,7 +119246,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -118615,15 +119554,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -118913,7 +119859,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -120326,6 +121276,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Remove esta interface." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -122452,7 +123407,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -122819,7 +123775,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -124470,12 +125426,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -124749,7 +125717,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -124800,13 +125768,13 @@ msgstr "Retorna a escala." msgid "Returns the transform's skew (in radians)." msgstr "Retorna a rotação (em radianos)." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -124852,7 +125820,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -124878,7 +125846,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -124887,7 +125855,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -124896,7 +125864,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -124905,7 +125873,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -124947,7 +125915,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -124968,7 +125936,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -124992,7 +125960,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -125012,17 +125980,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -125030,25 +126004,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Subtrai um vetor de outro vetor." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -125064,8 +126072,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -125075,8 +126092,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -125086,68 +126103,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Retorna [code]true[/code] se [code]s[/code] é zero ou quase zero.\n" +"Este método é mais rápido que utilizar [method is_equal_approx] com um valor " +"igual a zero." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -128813,7 +129924,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 2D." #: doc/classes/Vector2.xml @@ -129132,10 +130243,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -129175,8 +130289,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -129599,7 +130717,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 3D." #: doc/classes/Vector3.xml @@ -129711,7 +130829,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -130122,7 +131246,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "Vetor utilizado para matemática 2D." #: doc/classes/Vector4.xml @@ -131013,9 +132137,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -131599,16 +132723,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -131621,7 +132745,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -132331,11 +133458,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Retorna o seno do parâmetro." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -133945,7 +135072,7 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml #, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" "Classe base para uma família de nós com número variável de portas de entrada " @@ -133953,11 +135080,13 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -134159,8 +135288,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -134978,7 +136107,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -135003,7 +136132,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -135034,7 +136163,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -135111,7 +136240,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -136897,6 +138026,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -137142,7 +138279,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -138595,10 +139732,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -138610,9 +139747,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -138631,6 +139770,470 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Retorna a posição global do mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Obtém o tipo de uma trilha." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"Se [code]true[/code], os nós filhos são organizados, do contrário, a " +"organização é desabilitada." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Para o áudio." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -139370,6 +140973,266 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Representa o tamanho da enumeração [enum Variant.Operator]." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Retorna o ângulo para o vetor dado, em radianos." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Retorna o ângulo para o vetor dado, em radianos." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Retorna o valor absoluto do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Retorna o tipo do nó em at [code]idx[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Retorna o ângulo para o vetor dado, em radianos." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Muda o nome de uma função." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "A altura do cilindro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"Se [code]true[/code], os nós filhos são organizados, do contrário, a " +"organização é desabilitada." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Botão central do mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Retorna o seno do parâmetro." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Retorna a rotação (em radianos)." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "Classe base para uma implementação de interface XR." @@ -139400,12 +141263,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -139772,7 +141637,7 @@ msgstr "Retorna o seno do parâmetro." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -140068,7 +141933,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -140221,10 +142086,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -140271,6 +142144,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -140282,6 +142166,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Retorna o valor oposto do parâmetro." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -140321,10 +142216,18 @@ msgstr "Retorna o valor oposto do parâmetro." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Removes this [param interface]." @@ -140353,6 +142256,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Emitido quando um item é editado." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Emitido quando uma interface é removida." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Emitido quando um item é editado." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -140368,6 +142286,21 @@ msgstr "Emitido quando uma interface é removida." msgid "Emitted when an existing face tracker is updated." msgstr "Emitido quando um item é editado." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Emitido quando um item é editado." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Emitido quando uma interface é removida." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Emitido quando um item é editado." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ro.po b/classes/ro.po index e983060..fc1d996 100644 --- a/classes/ro.po +++ b/classes/ro.po @@ -189,6 +189,10 @@ msgstr "" "Această valoare este un număr întreg compus ca un bitmask pentru următoarele " "steaguri." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1023,6 +1027,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2195,7 +2213,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2213,8 +2231,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2227,12 +2246,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Întoarce valoarea absolută parametrului [code]s[/code] (adică valoarea " +"pozitivă).\n" +"[codeblock]\n" +"a = abs(-1) # a este 1\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2462,7 +2489,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2483,7 +2510,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7454,7 +7481,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7517,7 +7548,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7592,10 +7623,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8645,7 +8676,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15700,7 +15731,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16845,6 +16876,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17114,9 +17151,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17165,6 +17202,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17179,7 +17233,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17223,6 +17279,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17233,6 +17296,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17277,8 +17351,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18992,7 +19070,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19032,7 +19110,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19263,7 +19341,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20562,22 +20640,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21050,8 +21126,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21200,12 +21277,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23469,22 +23545,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23493,6 +23566,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23503,9 +23582,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27905,18 +27982,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29797,13 +29873,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33035,10 +33112,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33257,9 +33330,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33267,8 +33346,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33292,12 +33370,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33410,10 +33491,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34697,9 +34774,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34798,13 +34873,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37453,7 +37528,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37649,11 +37724,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38583,19 +38659,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38848,14 +38936,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Singletonul [AudioServer]." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39620,6 +39709,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39654,6 +39750,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39810,7 +40007,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39985,12 +40182,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40170,17 +40367,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40361,6 +40556,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40398,6 +40599,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42415,18 +42622,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42441,32 +42650,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42475,42 +42692,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42535,27 +42761,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42563,8 +42790,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Singletonul [AudioServer]." #: doc/classes/Engine.xml msgid "" @@ -42574,51 +42802,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42627,23 +42862,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42660,18 +42911,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42679,70 +42942,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42750,16 +43015,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42787,31 +43052,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43157,7 +43425,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43168,11 +43440,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43205,33 +43482,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43242,7 +43545,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43251,7 +43557,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43259,13 +43568,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43273,7 +43588,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44244,6 +44562,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45067,6 +45410,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45158,7 +45505,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45451,11 +45798,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45664,8 +46011,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47798,6 +48144,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48352,6 +48722,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48400,8 +48818,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48424,6 +48842,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48955,6 +49377,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48993,6 +49429,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53621,7 +54061,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53634,7 +54074,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53766,13 +54206,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54512,7 +54952,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54535,8 +54980,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54706,16 +55152,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55874,7 +56319,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59844,6 +60289,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60641,8 +61087,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60650,8 +61096,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60659,8 +61105,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60668,8 +61114,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60899,7 +61345,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60935,7 +61381,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60946,8 +61393,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61115,12 +61562,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61860,8 +62305,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63387,7 +63832,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63896,7 +64341,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64659,16 +65104,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64813,7 +65262,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64969,10 +65418,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65232,6 +65681,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65585,8 +66043,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67302,9 +67760,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67692,20 +68150,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67755,14 +68213,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67982,8 +68440,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68179,7 +68639,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68592,6 +69054,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -69117,9 +69594,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69323,9 +69800,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70391,7 +70868,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70882,6 +71359,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71100,6 +71581,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71107,12 +71594,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71120,6 +71619,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71127,6 +71632,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71140,6 +71651,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71288,15 +71805,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71308,7 +71825,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72317,7 +72834,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72767,21 +73284,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72896,21 +73413,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73826,7 +74343,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74354,8 +74871,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74548,10 +75065,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75993,10 +76601,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77000,6 +77615,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81168,6 +81795,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81179,6 +81810,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81257,12 +81901,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81430,6 +82085,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81437,6 +82096,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81998,7 +82666,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83248,8 +83916,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83457,7 +84125,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84241,18 +84909,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85151,7 +85819,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86957,14 +87625,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86978,7 +87649,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87115,15 +87789,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88151,7 +88828,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88225,16 +88902,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88454,21 +89131,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88477,22 +89177,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88506,7 +89215,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88517,7 +89229,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88534,15 +89249,19 @@ msgstr "Singletonul [AudioServer]." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88559,40 +89278,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88613,101 +89341,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88730,6 +89484,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88745,9 +89517,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90543,8 +91317,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95502,6 +96276,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96668,8 +97450,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97682,7 +98464,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100530,7 +101312,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100768,6 +101550,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101623,6 +102442,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101768,7 +102597,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102162,25 +102991,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102547,14 +103357,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102562,7 +103374,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102870,7 +103683,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102984,7 +103803,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -103013,7 +103835,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103075,11 +103898,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -103110,6 +103947,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104418,15 +105273,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104435,32 +105290,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104497,17 +105358,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104525,35 +105386,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104565,8 +105425,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Singletonul [AudioServer]." #: doc/classes/SceneTree.xml #, fuzzy @@ -104574,89 +105435,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Singletonul [AudioServer]." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104683,11 +105548,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104718,7 +105583,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104733,12 +105601,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104750,70 +105619,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106283,8 +107165,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106310,10 +107194,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Singletonul [AudioServer]." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -106517,9 +107402,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107221,6 +108105,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107231,9 +108121,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -108155,7 +109043,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108517,7 +109405,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -110118,8 +111006,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112636,7 +113524,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112753,9 +113641,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112969,7 +113857,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113023,7 +113913,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113035,7 +113928,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113411,7 +114307,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113427,7 +114325,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113468,7 +114368,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113481,7 +114384,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113766,15 +114672,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -114047,7 +114960,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115384,6 +116301,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117432,7 +118353,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117794,7 +118716,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119368,12 +120290,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119639,7 +120573,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119689,13 +120623,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119733,7 +120667,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119759,7 +120693,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119768,7 +120702,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119777,7 +120711,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119786,7 +120720,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119828,7 +120762,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119845,7 +120779,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119869,7 +120803,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119889,17 +120823,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119907,25 +120847,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119941,8 +120914,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119952,8 +120934,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119963,66 +120945,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123390,7 +124458,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123693,7 +124761,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123734,8 +124806,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -124146,7 +125222,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124253,7 +125329,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124661,7 +125743,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125517,9 +126599,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -126092,16 +127174,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -126114,7 +127196,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126801,11 +127886,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128358,17 +129443,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128566,8 +129653,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129363,7 +130450,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129388,7 +130475,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129418,7 +130505,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129484,7 +130571,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131258,6 +132345,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131500,7 +132595,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132898,10 +133993,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132913,9 +134008,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132934,6 +134031,451 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133653,6 +135195,251 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133683,12 +135470,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -134045,7 +135834,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134332,7 +136121,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134475,10 +136264,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134525,6 +136322,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134535,6 +136343,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Singletonul [AudioServer]." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134573,10 +136392,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134603,6 +136430,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134615,6 +136454,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/ru.po b/classes/ru.po index 1ee4d7e..8b1da3f 100644 --- a/classes/ru.po +++ b/classes/ru.po @@ -279,6 +279,10 @@ msgstr "" "Это значение является целым числом, составленным как битовая маска следующих " "флагов." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -309,8 +313,8 @@ msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" -"На данный момент описания этой константы нет. Пожалуйста помогите нам :ref:`" -"предложив таковое `!" +"На данный момент описания этой константы нет. Пожалуйста помогите нам :ref:" +"`предложив таковое `!" #: doc/tools/make_rst.py msgid "" @@ -1702,6 +1706,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3541,7 +3559,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3561,7 +3579,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3584,9 +3602,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Генерирует псевдо-случайное число с плавающей точкой методом [url=https://en." "wikipedia.org/wiki/Normal_distribution]нормального[/url] распределения, " @@ -3916,9 +3937,10 @@ msgstr "" "и ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3935,12 +3957,20 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется " +"в большую сторону.\n" +"[codeblock]\n" +"a = round(2.49) # Возвращает 2.0\n" +"a = round(2.5)\t# Возвращает 3.0\n" +"a = round(2.51) # Возвращает 3.0\n" +"[/codeblock]\n" +"См. также[method floor], [method ceil], [method stepify], и [int]." #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -9652,7 +9682,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -9715,7 +9749,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -9790,10 +9824,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -10875,7 +10909,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -18251,7 +18285,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -19462,6 +19496,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -19741,9 +19781,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -19792,6 +19832,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -19808,7 +19865,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -19852,6 +19911,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -19862,6 +19928,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -19910,8 +19987,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -21671,7 +21752,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -21711,7 +21792,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -21942,7 +22023,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -23259,22 +23340,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -23781,8 +23860,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -23931,12 +24011,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -26262,22 +26341,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "Цвет эффекта отражения." -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -26286,6 +26362,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -26296,9 +26378,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -31105,18 +31185,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -33029,13 +33108,14 @@ msgstr "Возвращает внешнее произведение с [code]b[ #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -36513,10 +36593,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "Устарело." - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -36738,19 +36814,28 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." +msgstr "Добавляет дорожку в анимацию." + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" +"См. [url=https://developer.android.com/reference/android/Manifest." +"permission#MASTER_CLEAR]MASTER_CLEAR[/url]." #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -36774,12 +36859,18 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" +"См. [url=https://developer.android.com/reference/android/Manifest." +"permission#MASTER_CLEAR]MASTER_CLEAR[/url]." #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -36892,10 +36983,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -38187,12 +38274,13 @@ msgid "" msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml +#, fuzzy msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" +"Если [code]true[/code], встроенная виртуальная клавиатура будет отображена " +"на платформах, которые поддерживают это." #: platform/web/doc_classes/EditorExportPlatformWeb.xml #, fuzzy @@ -38294,13 +38382,13 @@ msgstr "Если [code]true[/code], текстура отражена по ве #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -40997,7 +41085,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -41213,11 +41301,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -42155,19 +42244,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -42420,14 +42521,15 @@ msgid "Clear the selection." msgstr "Снять выделение." #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Возвращает количество дорожек в анимации." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -43198,6 +43300,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -43233,6 +43342,115 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "Цвет эффекта отражения." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Возвращает косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "Панель которая заполняет задний план окна." + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -43389,7 +43607,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -43566,12 +43784,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -43753,17 +43971,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -43944,6 +44160,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Если [code]true[/code], текстура будет центрирована." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -43982,6 +44205,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] " +"приблизительно равны друг другу." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -46116,18 +46348,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -46142,32 +46376,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -46176,42 +46418,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Возвращает число элементов в массиве." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -46236,27 +46487,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -46265,7 +46517,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Возвращает вектор привязанный к сетке с заданным размером." #: doc/classes/Engine.xml @@ -46277,52 +46529,59 @@ msgstr "Возвращает количество раз когда элемен #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Возвращает число элементов в массиве." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -46331,24 +46590,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Возвращает [code]true[/code] если массив пустой." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -46365,18 +46639,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -46384,70 +46670,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -46456,16 +46744,16 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" "Управляет тем, насколько тики физики синхронизированы с реальным временем. " "При значении 0 или меньше тики синхронизируются. Такие значения " @@ -46510,31 +46798,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -46888,7 +47179,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46899,11 +47194,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -46936,33 +47236,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46973,7 +47299,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46982,7 +47311,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -46990,13 +47322,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47004,7 +47342,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47979,6 +48320,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -48837,6 +49203,11 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "Левая кнопка мыши." + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -48933,7 +49304,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -49258,11 +49629,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -49473,8 +49844,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -51685,6 +52055,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Устанавливает направление движения карты вверх." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -52240,6 +52635,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Возвращает длину вектора." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Возвращает остаток от двух векторов." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "Класс узла GLTF." @@ -52288,8 +52733,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -52312,6 +52757,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Цвет эффекта отражения." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -52847,6 +53297,21 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "Левая кнопка мыши." + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -52885,6 +53350,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -57652,7 +58121,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -57665,7 +58134,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -57799,13 +58268,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -58560,7 +59029,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -58583,8 +59057,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -58768,16 +59243,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -59964,7 +60438,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -64096,6 +64570,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -64939,8 +65414,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -64948,8 +65423,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -64957,8 +65432,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -64966,8 +65441,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65198,8 +65673,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -65236,9 +65712,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -65248,8 +65726,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -65418,12 +65896,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -66172,8 +66648,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -67781,7 +68257,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -68304,7 +68780,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -69098,16 +69574,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -69256,7 +69736,7 @@ msgstr "Интерфейс к низкоуровневым функциям ши msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -69422,10 +69902,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -69715,6 +70195,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml #, fuzzy msgid "" @@ -70100,8 +70589,8 @@ msgstr "Интерфейс к низкоуровневым функциям ши msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -71929,9 +72418,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -72323,20 +72812,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -72386,14 +72875,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -72620,8 +73109,10 @@ msgstr "Возвращает расстояние до вектора [code]b[/c #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -72818,7 +73309,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Возвращает расстояние до вектора [code]b[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -73233,6 +73726,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Возвращает [code]true[/code] если вектор нормализован." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -73785,9 +74293,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -73991,9 +74499,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -75247,7 +75755,7 @@ msgstr "Действие OpenXR." #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -75762,6 +76270,11 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +#, fuzzy +msgid "Use [XRHandModifier3D] instead." +msgstr "Смотри [method set_instance_color]." + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -75985,6 +76498,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -75992,12 +76511,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -76005,6 +76536,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -76012,6 +76549,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -76025,6 +76568,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -76181,15 +76730,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Максимальное значение для режима перечисления." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -76201,7 +76750,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -77299,7 +77848,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -77769,21 +78318,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -77916,21 +78465,21 @@ msgstr "Возвращает косинус параметра." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -78891,7 +79440,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -79459,8 +80008,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -79654,10 +80203,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Если [code]true[/code], текстура будет центрирована." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -81139,10 +81780,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "Возвращает [Transform2D] владельца фигуры." -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -82257,6 +82905,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -86553,6 +87213,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -86564,6 +87228,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -86650,12 +87327,27 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Возвращает [Vector3] с указанными компонентами." +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "Смотри [method set_instance_color]." + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] " +"приблизительно равны друг другу." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -86834,6 +87526,11 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "Смотри [method set_instance_color]." + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -86841,6 +87538,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -87416,7 +88122,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -88699,13 +89405,14 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." -msgstr "" +msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/ProjectSettings.xml msgid "" @@ -88914,7 +89621,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -89708,18 +90415,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -90620,7 +91327,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -92446,14 +93153,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92467,7 +93177,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92604,15 +93317,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -93646,7 +94362,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -93720,16 +94436,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -93953,24 +94669,46 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" msgstr "" #: doc/classes/Quaternion.xml #, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "" -"Нулевой вектор — вектор у которого все координаты равны [code]0[/code]." +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "Создает [AABB] по позиции и размеру." #: doc/classes/Quaternion.xml #, fuzzy @@ -93979,25 +94717,34 @@ msgstr "Создаёт массив из [PackedStringArray]." #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "Вращает вектор вокруг заданной оси на [code]phi[/code] радиан. Ось должна " "быть нормализованным вектором." #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -94011,7 +94758,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -94022,7 +94772,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -94044,16 +94797,21 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "" +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "Возвращает соотношение [member x] к [member y]." #: doc/classes/Quaternion.xml #, fuzzy @@ -94077,49 +94835,61 @@ msgstr "" "каждого компонента." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." -msgstr "" - -#: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Возвращает [code]true[/code] если вектор нормализован." #: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." +msgstr "" +"Возвращает длину данного вектора в квадрате.\n" +"Этот метод выполняется быстрее, чем [method length], поэтому он " +"предпочтительнее если вам нужно сравнить векторы или нужно расстояние в " +"квадрате для какой-либо формулы." + +#: doc/classes/Quaternion.xml +msgid "" +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "Возвращает [code]true[/code] если вектор нормализован." + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "Возвращает результат сферической линейной интерполяции между данным " "кватернионом и [code]to[/code] на величину [code]weight[/code].\n" "[b]Примечание:[/b] Оба кватерниона должны быть нормализованными." #: doc/classes/Quaternion.xml -#, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"Возвращает результат сферической линейной интерполяции между данным " -"кватернионом и [code]to[/code] на величину [code]weight[/code], но без " -"проверки, не превышает ли вращение 90 градусов." #: doc/classes/Quaternion.xml #, fuzzy @@ -94147,39 +94917,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -94189,48 +94968,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -94240,16 +95036,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -94287,6 +95083,24 @@ msgstr "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml #, fuzzy msgid "" @@ -94309,9 +95123,11 @@ msgstr "" #, fuzzy msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "Генерирует псевдо-случайное число с плавающей точкой методом [url=https://en." "wikipedia.org/wiki/Normal_distribution]нормального[/url] распределения, " @@ -96263,8 +97079,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" "Базовый класс для любого объекта, который ведет подсчет ссылок. [Resource] и " "многие другие вспомогательные объекты наследуют этот класс.\n" @@ -101325,6 +102141,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -102505,8 +103329,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -103570,8 +104394,9 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." -msgstr "" +#, fuzzy +msgid "Detaches a viewport from a canvas." +msgstr "Вычитает из вектора вектор." #: doc/classes/RenderingServer.xml msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -106495,7 +107320,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" "Resource - это базовый класс для всех специфических для Godot типов " "ресурсов, служащих в основном в качестве контейнеров данных. Поскольку они " @@ -106747,6 +107572,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -107609,6 +108471,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -107754,7 +108626,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -108171,25 +109043,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -108565,14 +109418,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108580,7 +109435,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108897,11 +109753,16 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." -msgstr "Возвращает [code]true[/code] если массив содержит [code]value[/code]." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." +msgstr "" #: doc/classes/RichTextLabel.xml #, fuzzy @@ -109020,9 +109881,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Если [code]true[/code], текстура будет центрирована." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -109053,7 +109916,8 @@ msgstr "Если [code]true[/code], текстура будет центриро #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/RichTextLabel.xml @@ -109116,11 +109980,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -109152,6 +110030,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Возвращает значение, противоположное параметру." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -110597,15 +111493,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -110614,32 +111510,38 @@ msgstr "Дерево сцены" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -110676,17 +111578,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -110704,38 +111606,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"Удаляет и возвращает первый элемент массива. Возвращает [code]null[/code] " -"если массив пустой." #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -110747,8 +111645,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Возвращает число элементов в массиве." #: doc/classes/SceneTree.xml #, fuzzy @@ -110756,89 +111655,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Возвращает количество ключей в данной дорожке." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Возвращает [code]true[/code] если массив пустой." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -110865,11 +111769,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -110905,8 +111809,11 @@ msgstr "" "приведёт к желательному эффекту." #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." -msgstr "Корень редактированной сцены." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -110920,12 +111827,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -110937,70 +111845,87 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Излучается при изменении [member frame]." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." +msgstr "Излучается при изменении [member frame]." + +#: doc/classes/SceneTree.xml +msgid "" +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -112545,8 +113470,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -112574,10 +113501,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Возвращает обратный квадратный корень из аргумента." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -112793,9 +113721,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -113513,6 +114440,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -113523,9 +114456,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -114518,7 +115449,7 @@ msgstr "Возвращает синус параметра." #, fuzzy msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -114937,7 +115868,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -116647,8 +117578,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -119270,7 +120201,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -119392,9 +120323,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -119620,9 +120551,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Возвращает вектор привязанный к сетке с заданным размером." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Возвращает вектор привязанный к сетке с заданным размером." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -119681,9 +120613,11 @@ msgid "Returns the number of lines in the text." msgstr "Возвращает число элементов в массиве." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Возвращает [Texture2D] заданного кадра." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -119696,9 +120630,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Возвращает [Texture2D] заданного кадра." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Возвращает [Texture2D] заданного кадра." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -120103,7 +121039,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120121,9 +121059,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Получает тип дорожки." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -120164,7 +121103,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120177,7 +121119,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -120479,16 +121424,23 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." -msgstr "Рисует строку." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." -msgstr "Рисует иконку." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." -msgstr "Пользовательский рисунок." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the background [Color] of this [TextEdit]." @@ -120775,8 +121727,12 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "Размер ширины одного пикселя текста для его масштабирования в 3D." #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." -msgstr "Текст, из которого создается сетка." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" #: doc/classes/TextMesh.xml #, fuzzy @@ -122186,6 +123142,11 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "Графема - кашида." + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -124276,7 +125237,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -124644,7 +125606,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -126285,12 +127247,24 @@ msgstr "Обратный таймер." #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -126561,7 +127535,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -126612,13 +127586,13 @@ msgstr "Вернуть масштаб." msgid "Returns the transform's skew (in radians)." msgstr "Возвращает остаток от двух векторов." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -126664,7 +127638,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -126690,7 +127664,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -126699,7 +127673,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -126708,7 +127682,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -126717,7 +127691,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -126759,7 +127733,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -126780,7 +127754,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -126804,7 +127778,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -126824,18 +127798,25 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "Создает [AABB] по позиции и размеру." #: doc/classes/Transform3D.xml #, fuzzy @@ -126844,25 +127825,62 @@ msgstr "Создаёт массив из [PackedVector2Array]." #: doc/classes/Transform3D.xml #, fuzzy -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "Создаёт массив из [PackedVector3Array]." #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"Возвращает результат линейного сглаживания между этим вектором и [code]b[/" +"code] на значение [code]t[/code]. [code]t[/code] лежит в диапазоне от 0.0 до " +"1.0 и представляет величину сглаживания." + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -126878,8 +127896,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126889,8 +127916,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126900,68 +127927,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Возвращает [code]true[/code] если этот вектор и [code]v[/code] " +"приблизительно равны, запуская [method @GDScript.is_equal_approx] для " +"каждого компонента." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Возвращает [code]true[/code] если этот вектор и [code]v[/code] " +"приблизительно равны, запуская [method @GDScript.is_equal_approx] для " +"каждого компонента." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -130553,7 +131674,7 @@ msgstr "" #: doc/classes/Vector2.xml #, fuzzy -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" "Вектор используемый для 2D математики используя целочисленные координаты." @@ -130940,10 +132061,13 @@ msgstr "" "компонентах вектора и компонентах [code]modv[/code]." #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Возвращает вектор спроецированный на вектор [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml #, fuzzy @@ -130995,12 +132119,14 @@ msgstr "" "[b]Примечание:[/b] Оба вектора должны быть нормализованы." #: doc/classes/Vector2.xml -#, fuzzy msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Возвращает вектор отраженный от плоскости определенной заданной нормалью." #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml #, fuzzy @@ -131450,7 +132576,7 @@ msgstr "" #: doc/classes/Vector3.xml #, fuzzy -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" "Вектор используемый для 2D математики используя целочисленные координаты." @@ -131586,10 +132712,14 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -#, fuzzy -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" -"Возвращает вектор отраженный от плоскости определенной заданной нормалью." #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -132014,7 +133144,7 @@ msgstr "" #: doc/classes/Vector4.xml #, fuzzy -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" "Вектор используемый для 2D математики используя целочисленные координаты." @@ -132914,9 +134044,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -133497,16 +134627,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -133519,7 +134649,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -134230,11 +135363,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Представляет размер перечисления [enum Variant.Type]." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -135886,17 +137019,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -136099,8 +137234,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -136917,7 +138052,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -136942,7 +138077,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -136973,7 +138108,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -137048,7 +138183,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -138855,6 +139990,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -139106,7 +140249,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -140700,10 +141843,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -140715,9 +141858,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -140736,6 +141881,472 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Возвращает значение, противоположное параметру." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Specifies the type of updates to perform on the bones." +msgstr "Указывает тип отображаемой виртуальной клавиатуры." + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "Отслеживаемый объект." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Возвращает расстояние до [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Возвращает расстояние до [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "Получает тип дорожки." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Если [code]true[/code], текстура отражена по вертикали." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "Светло-золотистый." + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Устанавливает направление движения карты вверх." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "Светло-лососевый." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Получает положение 8 конечных точек [AABB] в пространстве." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Получает положение 8 конечных точек [AABB] в пространстве." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -141482,6 +143093,265 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Представляет размер перечисления [enum Variant.Operator]." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "Отслеживаемый объект." + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Возвращает IP-адрес заданного аналога." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Возвращает [Vector3] с указанными компонентами." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Возвращает абсолютное значение параметра." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Возвращает скалярное произведение с вектором [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Возвращает значение, противоположное параметру." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Возвращает [Vector3] с указанными компонентами." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Получает тип дорожки." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Возвращает тангенс параметра." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Если [code]true[/code], текстура отражена по вертикали." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Средняя кнопка мыши." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Представляет размер перечисления [enum Variant.Type]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Получает положение 8 конечных точек [AABB] в пространстве." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Устанавливает текущий видимый кадр текстуры." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -141512,12 +143382,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -141886,7 +143758,7 @@ msgstr "Возвращает синус параметра." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -142198,7 +144070,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -142348,10 +144220,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -142398,6 +144278,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Возвращает значение, противоположное параметру." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -142409,6 +144300,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Возвращает значение, противоположное параметру." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -142448,10 +144350,18 @@ msgstr "Возвращает значение, противоположное п msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -142478,6 +144388,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Излучается при изменении [member frame]." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -142493,6 +144418,21 @@ msgstr "Излучается при принятии диалога, т.е. ко msgid "Emitted when an existing face tracker is updated." msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Излучается при изменении [member frame]." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Излучается при принятии диалога, т.е. когда нажата кнопка OK." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/sk.po b/classes/sk.po index 8561cd4..617d736 100644 --- a/classes/sk.po +++ b/classes/sk.po @@ -182,6 +182,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1019,6 +1023,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2172,7 +2190,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2186,7 +2204,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2202,9 +2220,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2434,7 +2455,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2455,7 +2476,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7387,7 +7408,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7450,7 +7475,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7525,10 +7550,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8578,7 +8603,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15631,7 +15656,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16776,6 +16801,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17045,9 +17076,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17096,6 +17127,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17110,7 +17158,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17154,6 +17204,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17164,6 +17221,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17208,8 +17276,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18923,7 +18995,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18963,7 +19035,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19194,7 +19266,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20493,22 +20565,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20981,8 +21051,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21131,12 +21202,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23400,22 +23470,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23424,6 +23491,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23434,9 +23507,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27836,18 +27907,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29728,13 +29798,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32966,10 +33037,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33188,9 +33255,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33198,8 +33271,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33223,12 +33295,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33341,10 +33416,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34628,9 +34699,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34729,13 +34798,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37383,7 +37452,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37579,11 +37648,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38512,19 +38582,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38777,14 +38859,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39549,6 +39631,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39583,6 +39672,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39739,7 +39929,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39914,12 +40104,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40099,17 +40289,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40290,6 +40478,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40327,6 +40521,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42343,18 +42543,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42369,32 +42571,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42403,42 +42613,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42463,27 +42681,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42491,7 +42710,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42502,51 +42721,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42555,23 +42781,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42588,18 +42830,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42607,70 +42861,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42678,16 +42934,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42715,31 +42971,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43085,7 +43344,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43096,11 +43359,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43133,33 +43401,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43170,7 +43464,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43179,7 +43476,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43187,13 +43487,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43201,7 +43507,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44172,6 +44481,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44990,6 +45324,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45081,7 +45419,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45368,11 +45706,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45581,8 +45919,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47715,6 +48052,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48269,6 +48630,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48317,8 +48726,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48341,6 +48750,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48872,6 +49285,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48910,6 +49337,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53532,7 +53963,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53545,7 +53976,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53677,13 +54108,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54423,7 +54854,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54446,8 +54882,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54617,16 +55054,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55785,7 +56221,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59736,6 +60172,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60533,8 +60970,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60542,8 +60979,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60551,8 +60988,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60560,8 +60997,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60791,7 +61228,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60827,7 +61264,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60838,8 +61276,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61007,12 +61445,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61750,8 +62186,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63277,7 +63713,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63784,7 +64220,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64544,16 +64980,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64696,7 +65136,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64844,10 +65284,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65104,6 +65544,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65449,8 +65898,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67164,9 +67613,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67554,20 +68003,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67617,14 +68066,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67844,8 +68293,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68041,7 +68492,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68454,6 +68907,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68979,9 +69447,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69185,9 +69653,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70253,7 +70721,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70742,6 +71210,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70960,6 +71432,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70967,12 +71445,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70980,6 +71470,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70987,6 +71483,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71000,6 +71502,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71148,15 +71656,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71168,7 +71676,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72177,7 +72685,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72627,21 +73135,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72756,21 +73264,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73686,7 +74194,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74214,8 +74722,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74408,10 +74916,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75853,10 +76452,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76860,6 +77466,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81016,6 +81634,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81027,6 +81649,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81103,12 +81738,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81276,6 +81922,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81283,6 +81933,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81844,7 +82503,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83094,8 +83753,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83303,7 +83962,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84087,18 +84746,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84997,7 +85656,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86803,14 +87462,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86824,7 +87486,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86961,15 +87626,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87997,7 +88665,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88071,16 +88739,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88300,21 +88968,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88323,22 +89014,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88352,7 +89052,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88363,7 +89066,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88379,15 +89085,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88404,40 +89114,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88458,101 +89177,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88575,6 +89320,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88590,9 +89353,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90388,8 +91153,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95347,6 +96112,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96511,8 +97284,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97524,7 +98297,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100369,7 +101142,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100607,6 +101380,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101462,6 +102272,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101607,7 +102427,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102001,25 +102821,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102386,14 +103187,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102401,7 +103204,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102709,7 +103513,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102823,7 +103633,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102852,7 +103665,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102914,11 +103728,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102949,6 +103777,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104257,15 +105103,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104274,32 +105120,38 @@ msgstr "Strom scény" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104336,17 +105188,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104364,35 +105216,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104404,7 +105255,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104412,89 +105263,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104521,11 +105376,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104556,7 +105411,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104571,12 +105429,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104588,70 +105447,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106119,8 +106991,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106147,7 +107021,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106352,9 +107226,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107056,6 +107929,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107066,9 +107945,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107989,7 +108866,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108351,7 +109228,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109952,8 +110829,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112469,7 +113346,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112586,9 +113463,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112802,7 +113679,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112856,7 +113735,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112868,7 +113750,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113244,7 +114129,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113260,7 +114147,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113301,7 +114190,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113314,7 +114206,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113599,15 +114494,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113880,7 +114782,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115214,6 +116120,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117262,7 +118172,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117624,7 +118535,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119193,12 +120104,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119464,7 +120387,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119514,13 +120437,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119558,7 +120481,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119584,7 +120507,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119593,7 +120516,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119602,7 +120525,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119611,7 +120534,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119653,7 +120576,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119670,7 +120593,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119694,7 +120617,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119714,17 +120637,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119732,25 +120661,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119766,8 +120728,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119777,8 +120748,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119788,66 +120759,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123214,7 +124271,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123517,7 +124574,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123558,8 +124619,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123970,7 +125035,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124077,7 +125142,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124485,7 +125556,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125341,9 +126412,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125916,16 +126987,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125938,7 +127009,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126624,11 +127698,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128181,17 +129255,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128389,8 +129465,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129186,7 +130262,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129211,7 +130287,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129241,7 +130317,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129307,7 +130383,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131081,6 +132157,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131323,7 +132407,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132720,10 +133804,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132735,9 +133819,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132756,6 +133842,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133474,6 +135002,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133504,12 +135269,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133866,7 +135633,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134153,7 +135920,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134296,10 +136063,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134346,6 +136121,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134356,6 +136141,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134394,10 +136189,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134424,6 +136227,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134436,6 +136251,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/sr_Cyrl.po b/classes/sr_Cyrl.po index 51a2073..1754952 100644 --- a/classes/sr_Cyrl.po +++ b/classes/sr_Cyrl.po @@ -188,6 +188,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1018,6 +1022,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2171,7 +2189,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2185,7 +2203,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2201,9 +2219,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2433,7 +2454,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2454,7 +2475,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7386,7 +7407,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7449,7 +7474,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7524,10 +7549,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8577,7 +8602,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15631,7 +15656,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16776,6 +16801,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17045,9 +17076,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17096,6 +17127,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17110,7 +17158,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17154,6 +17204,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17164,6 +17221,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17208,8 +17276,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18923,7 +18995,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18963,7 +19035,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19194,7 +19266,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20493,22 +20565,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20981,8 +21051,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21131,12 +21202,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23400,22 +23470,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23424,6 +23491,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23434,9 +23507,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27836,18 +27907,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29728,13 +29798,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -32966,10 +33037,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33188,9 +33255,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33198,8 +33271,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33223,12 +33295,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33341,10 +33416,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34628,9 +34699,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34729,13 +34798,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37383,7 +37452,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37579,11 +37648,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38512,19 +38582,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38777,14 +38859,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39549,6 +39631,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39583,6 +39672,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39739,7 +39929,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39914,12 +40104,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40099,17 +40289,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40290,6 +40478,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40327,6 +40521,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42343,18 +42543,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42369,32 +42571,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42403,42 +42613,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42463,27 +42681,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42491,7 +42710,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42502,51 +42721,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42555,23 +42781,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42588,18 +42830,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42607,70 +42861,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42678,16 +42934,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42715,31 +42971,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43085,7 +43344,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43096,11 +43359,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43133,33 +43401,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43170,7 +43464,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43179,7 +43476,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43187,13 +43487,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43201,7 +43507,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44172,6 +44481,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -44990,6 +45324,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45081,7 +45419,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45368,11 +45706,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45581,8 +45919,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47715,6 +48052,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48269,6 +48630,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48317,8 +48726,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48341,6 +48750,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48872,6 +49285,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48910,6 +49337,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53532,7 +53963,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53545,7 +53976,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53677,13 +54108,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54423,7 +54854,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54446,8 +54882,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54617,16 +55054,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55785,7 +56221,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59736,6 +60172,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60533,8 +60970,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60542,8 +60979,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60551,8 +60988,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60560,8 +60997,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60791,7 +61228,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60827,7 +61264,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60838,8 +61276,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61007,12 +61445,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61750,8 +62186,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63277,7 +63713,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63784,7 +64220,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64544,16 +64980,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64696,7 +65136,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64844,10 +65284,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65104,6 +65544,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65449,8 +65898,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67164,9 +67613,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67554,20 +68003,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67617,14 +68066,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67844,8 +68293,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68041,7 +68492,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68454,6 +68907,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -68979,9 +69447,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69185,9 +69653,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70253,7 +70721,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70742,6 +71210,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70960,6 +71432,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70967,12 +71445,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70980,6 +71470,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70987,6 +71483,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71000,6 +71502,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71148,15 +71656,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71168,7 +71676,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72177,7 +72685,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72627,21 +73135,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72756,21 +73264,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73686,7 +74194,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74214,8 +74722,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74408,10 +74916,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75853,10 +76452,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76860,6 +77466,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81016,6 +81634,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81027,6 +81649,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81103,12 +81738,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81276,6 +81922,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81283,6 +81933,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81844,7 +82503,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83094,8 +83753,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83303,7 +83962,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84087,18 +84746,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -84997,7 +85656,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86803,14 +87462,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86824,7 +87486,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86961,15 +87626,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87997,7 +88665,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88071,16 +88739,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88300,21 +88968,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88323,22 +89014,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88352,7 +89052,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88363,7 +89066,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88379,15 +89085,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88404,40 +89114,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88458,101 +89177,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88575,6 +89320,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88590,9 +89353,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90388,8 +91153,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95347,6 +96112,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96511,8 +97284,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97524,7 +98297,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100369,7 +101142,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100607,6 +101380,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101462,6 +102272,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101607,7 +102427,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102001,25 +102821,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102386,14 +103187,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102401,7 +103204,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102709,7 +103513,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102823,7 +103633,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102852,7 +103665,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102914,11 +103728,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102949,6 +103777,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104257,15 +105103,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104274,32 +105120,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104336,17 +105188,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104364,35 +105216,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104404,7 +105255,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104412,89 +105263,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104521,11 +105376,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104556,7 +105411,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104571,12 +105429,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104588,70 +105447,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106120,8 +106992,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106148,7 +107022,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -106353,9 +107227,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107057,6 +107930,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107067,9 +107946,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -107990,7 +108867,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108352,7 +109229,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -109953,8 +110830,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112470,7 +113347,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112587,9 +113464,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112803,7 +113680,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112857,7 +113736,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112869,7 +113751,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113245,7 +114130,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113261,7 +114148,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113302,7 +114191,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113315,7 +114207,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113600,15 +114495,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113881,7 +114783,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115215,6 +116121,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117263,7 +118173,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117625,7 +118536,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119194,12 +120105,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119465,7 +120388,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119515,13 +120438,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119559,7 +120482,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119585,7 +120508,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119594,7 +120517,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119603,7 +120526,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119612,7 +120535,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119654,7 +120577,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119671,7 +120594,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119695,7 +120618,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119715,17 +120638,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119733,25 +120662,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119767,8 +120729,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119778,8 +120749,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119789,66 +120760,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123215,7 +124272,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123518,7 +124575,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123559,8 +124620,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -123971,7 +125036,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124078,7 +125143,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124486,7 +125557,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125342,9 +126413,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -125917,16 +126988,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125939,7 +127010,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126626,11 +127700,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128183,17 +129257,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128391,8 +129467,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129188,7 +130264,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129213,7 +130289,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129243,7 +130319,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129309,7 +130385,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131083,6 +132159,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131325,7 +132409,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132722,10 +133806,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132737,9 +133821,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132758,6 +133844,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133476,6 +135004,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133506,12 +135271,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133868,7 +135635,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134155,7 +135922,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134298,10 +136065,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134348,6 +136123,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134358,6 +136143,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134396,10 +136191,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134426,6 +136229,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134438,6 +136253,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/sv.po b/classes/sv.po index da276a9..7a8ee66 100644 --- a/classes/sv.po +++ b/classes/sv.po @@ -191,6 +191,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "Värdet är ett heltal bestående av en bitmask av följande flaggor." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1056,6 +1060,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2209,7 +2227,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2223,7 +2241,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2239,9 +2257,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2471,7 +2492,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2492,7 +2513,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7424,7 +7445,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7487,7 +7512,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7562,10 +7587,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8615,7 +8640,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15670,7 +15695,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -16815,6 +16840,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17084,9 +17115,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17135,6 +17166,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17149,7 +17197,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17193,6 +17243,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17203,6 +17260,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17247,8 +17315,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -18962,7 +19034,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19002,7 +19074,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19233,7 +19305,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20532,22 +20604,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21020,8 +21090,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21170,12 +21241,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23439,22 +23509,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23463,6 +23530,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23473,9 +23546,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -27876,18 +27947,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -29768,13 +29838,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33007,10 +33078,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33229,9 +33296,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33239,8 +33312,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33264,12 +33336,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33382,10 +33457,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -34669,9 +34740,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34770,13 +34839,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37424,7 +37493,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37620,11 +37689,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38553,19 +38623,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38818,14 +38900,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Returnerar sinus av parametern." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39590,6 +39673,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -39624,6 +39714,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -39780,7 +39971,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39955,12 +40146,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40140,17 +40331,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40331,6 +40520,12 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40368,6 +40563,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42384,18 +42585,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42410,32 +42613,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42444,42 +42655,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42504,27 +42724,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42532,8 +42753,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Returnerar det inverterade värdet av parametern." #: doc/classes/Engine.xml msgid "" @@ -42543,51 +42765,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42596,23 +42825,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42629,18 +42874,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42648,70 +42905,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42719,16 +42978,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42756,31 +43015,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43123,7 +43385,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43134,11 +43400,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43171,33 +43442,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43208,7 +43505,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43217,7 +43517,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43225,13 +43528,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43239,7 +43548,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44210,6 +44522,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45031,6 +45368,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45122,7 +45463,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45409,11 +45750,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45622,8 +45963,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -47756,6 +48096,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -48310,6 +48674,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48358,8 +48770,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48382,6 +48794,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48913,6 +49329,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -48951,6 +49381,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -53576,7 +54010,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53589,7 +54023,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53721,13 +54155,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -54467,7 +54901,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54490,8 +54929,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54661,16 +55101,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -55829,7 +56268,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -59781,6 +60220,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -60578,8 +61018,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60587,8 +61027,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60596,8 +61036,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60605,8 +61045,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60836,7 +61276,7 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60872,7 +61312,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60883,8 +61324,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61052,12 +61493,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -61797,8 +62236,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -63324,7 +63763,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -63833,7 +64272,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -64595,16 +65034,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64748,7 +65191,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -64903,10 +65346,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65163,6 +65606,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -65513,8 +65965,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -67231,9 +67683,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -67621,20 +68073,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67684,14 +68136,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67911,8 +68363,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68108,7 +68562,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -68521,6 +68977,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -69046,9 +69517,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -69252,9 +69723,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -70320,7 +70791,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -70811,6 +71282,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71029,6 +71504,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71036,12 +71517,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71049,6 +71542,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71056,6 +71555,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71069,6 +71574,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -71217,15 +71728,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -71237,7 +71748,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -72246,7 +72757,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -72696,21 +73207,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72825,21 +73336,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -73755,7 +74266,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -74283,8 +74794,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -74477,10 +74988,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -75922,10 +76524,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -76929,6 +77538,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -81097,6 +81718,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -81108,6 +81733,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -81186,12 +81824,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -81359,6 +82008,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -81366,6 +82019,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -81927,7 +82589,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -83177,8 +83839,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -83386,7 +84048,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -84170,18 +84832,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -85080,7 +85742,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -86886,14 +87548,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86907,7 +87572,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87044,15 +87712,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88080,7 +88751,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -88154,16 +88825,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -88383,21 +89054,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -88406,22 +89100,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -88435,7 +89138,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -88446,7 +89152,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -88462,15 +89171,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -88487,40 +89200,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -88541,101 +89263,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88658,6 +89406,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88673,9 +89439,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -90471,8 +91239,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -95430,6 +96198,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -96595,8 +97371,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -97609,7 +98385,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -100457,7 +101233,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -100695,6 +101471,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -101550,6 +102363,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -101695,7 +102518,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -102089,25 +102912,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -102474,14 +103278,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102489,7 +103295,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -102797,7 +103604,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102911,7 +103724,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102940,7 +103756,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -103002,11 +103819,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -103037,6 +103868,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -104345,15 +105194,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -104362,32 +105211,38 @@ msgstr "SceneTree" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -104424,17 +105279,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -104452,35 +105307,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -104492,8 +105346,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Returnerar sinus av parametern." #: doc/classes/SceneTree.xml #, fuzzy @@ -104501,89 +105356,93 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Returnerar sinus av parametern." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -104610,11 +105469,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -104645,7 +105504,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -104660,12 +105522,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104677,70 +105540,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -106209,8 +107085,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -106236,10 +107114,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Returnerar det inverterade värdet av parametern." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -106443,9 +107322,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107147,6 +108025,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -107157,9 +108041,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -108080,7 +108962,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -108442,7 +109324,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -110043,8 +110925,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -112561,7 +113443,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -112679,9 +113561,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112895,7 +113777,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112949,7 +113833,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112961,7 +113848,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113337,7 +114227,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113353,7 +114245,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -113394,7 +114288,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113407,7 +114304,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -113692,15 +114592,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113973,7 +114880,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -115310,6 +116221,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -117359,7 +118274,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -117721,7 +118637,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -119290,12 +120206,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -119561,7 +120489,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -119611,13 +120539,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -119655,7 +120583,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -119681,7 +120609,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119690,7 +120618,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -119699,7 +120627,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119708,7 +120636,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -119750,7 +120678,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119767,7 +120695,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -119791,7 +120719,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119811,17 +120739,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119829,25 +120763,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119863,8 +120830,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119874,8 +120850,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119885,66 +120861,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -123312,7 +124374,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -123615,7 +124677,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -123656,8 +124722,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -124068,7 +125138,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -124175,7 +125245,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -124583,7 +125659,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -125439,9 +126515,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -126014,16 +127090,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -126036,7 +127112,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -126723,11 +127802,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -128280,17 +129359,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -128488,8 +129569,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -129285,7 +130366,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -129310,7 +130391,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -129340,7 +130421,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -129406,7 +130487,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -131180,6 +132261,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -131422,7 +132511,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -132819,10 +133908,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -132834,9 +133923,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132855,6 +133946,452 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -133574,6 +135111,254 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Returnerar sinus av parametern." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -133604,12 +135389,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -133966,7 +135753,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -134253,7 +136040,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -134396,10 +136183,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -134446,6 +136241,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -134456,6 +136262,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Returnerar sinus av parametern." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -134494,10 +136311,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -134524,6 +136349,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -134536,6 +136373,18 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/th.po b/classes/th.po index 6c5bc9d..801e10f 100644 --- a/classes/th.po +++ b/classes/th.po @@ -185,6 +185,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1033,6 +1037,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2267,7 +2285,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2286,8 +2304,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2300,12 +2319,21 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"คืนค่า arcsin ของ [code]s[/code] ในรูปของเรเดียน ใช้เพื่อหามุมของ sin [code]s[/" +"code]\n" +"[codeblock]\n" +"# s คือ 0.523599 หรือ 30 องศาถ้าแปลงด้วย rad2deg(s)\n" +"s = asin(0.5)\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2547,7 +2575,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2566,9 +2594,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -2576,6 +2605,12 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"คืนค่า arcsin ของ [code]s[/code] ในรูปของเรเดียน ใช้เพื่อหามุมของ sin [code]s[/" +"code]\n" +"[codeblock]\n" +"# s คือ 0.523599 หรือ 30 องศาถ้าแปลงด้วย rad2deg(s)\n" +"s = asin(0.5)\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -7580,7 +7615,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7643,7 +7682,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7718,10 +7757,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8794,7 +8833,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15893,7 +15932,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17044,6 +17083,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17313,9 +17358,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17364,6 +17409,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17378,7 +17440,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17422,6 +17486,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17432,6 +17503,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17477,8 +17559,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19198,7 +19284,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19238,7 +19324,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19469,7 +19555,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20775,22 +20861,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21277,8 +21361,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21427,12 +21512,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23706,22 +23790,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23730,6 +23811,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23740,9 +23827,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28156,18 +28241,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30065,13 +30149,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33373,10 +33458,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33596,9 +33677,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33606,8 +33693,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33631,12 +33717,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33749,10 +33838,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35043,9 +35128,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35146,13 +35229,13 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37818,7 +37901,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38014,11 +38097,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -38950,19 +39034,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39215,14 +39311,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -39987,6 +40084,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40021,6 +40125,113 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40177,7 +40388,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40352,12 +40563,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40537,17 +40748,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40728,6 +40937,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40765,6 +40981,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42792,18 +43015,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42818,32 +43043,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42852,42 +43085,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42912,27 +43154,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42940,8 +43183,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/Engine.xml msgid "" @@ -42951,52 +43195,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "คืนค่า arc tanh ของพารามิเตอร์" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43005,23 +43256,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43038,18 +43305,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43057,70 +43336,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43128,16 +43409,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43165,31 +43446,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43538,7 +43822,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43549,11 +43837,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43586,33 +43879,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43623,7 +43942,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43632,7 +43954,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43640,13 +43965,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43654,7 +43985,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44628,6 +44962,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45463,6 +45822,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45555,7 +45918,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -45851,11 +46214,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46065,8 +46428,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48226,6 +48588,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -48781,6 +49168,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48829,8 +49266,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48853,6 +49290,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49387,6 +49829,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49425,6 +49881,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54104,7 +54564,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54117,7 +54577,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54250,13 +54710,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55034,7 +55494,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55057,8 +55522,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55228,16 +55694,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56431,7 +56896,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60444,6 +60909,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61250,8 +61716,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61259,8 +61725,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61268,8 +61734,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61277,8 +61743,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61509,8 +61975,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61545,9 +62012,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61557,8 +62026,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -61727,12 +62196,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62477,8 +62944,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64013,7 +64480,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64526,7 +64993,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65305,16 +65772,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65459,7 +65930,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65621,10 +66092,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65900,6 +66371,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66273,8 +66753,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68067,9 +68547,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68458,20 +68938,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68521,14 +69001,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -68750,8 +69230,10 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -68948,7 +69430,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69362,6 +69846,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "คืนค่าการกำหนดค่าของลำโพง" +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -69895,9 +70394,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70101,9 +70600,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71171,7 +71670,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71674,6 +72173,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -71892,6 +72395,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -71899,12 +72408,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -71912,6 +72433,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -71919,6 +72446,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -71932,6 +72465,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72086,15 +72625,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72106,7 +72645,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73129,7 +73668,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73582,21 +74121,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -73712,21 +74251,21 @@ msgstr "ส่งคืนสำเนาของ plane ที่ทำให #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74643,7 +75182,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75171,8 +75710,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75366,10 +75905,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -76824,10 +77454,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -77838,6 +78475,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82066,6 +82715,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82077,6 +82730,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82160,12 +82826,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "คืนค่าการกำหนดค่าของลำโพง" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82340,6 +83018,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82347,6 +83029,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -82913,7 +83604,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84164,8 +84855,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84373,7 +85064,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85159,18 +85850,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86294,7 +86985,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88102,14 +88793,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88123,7 +88817,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88260,15 +88957,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89298,7 +89998,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89372,16 +90072,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89602,23 +90302,45 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -#, fuzzy -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "เส้นเวกเตอร์ศูนย์ เส้นเวกเตอร์กับ components ทั้งหมดจะมีค่าเป็น [code]0[/code]" +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." @@ -89626,22 +90348,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89655,7 +90386,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89666,7 +90400,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89683,15 +90420,19 @@ msgstr "คืนค่าผกผันรูทสองของพารา #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89708,40 +90449,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89762,101 +90513,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89879,6 +90656,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89894,9 +90689,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91719,8 +92516,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96719,6 +97516,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97890,8 +98695,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98909,7 +99714,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101786,7 +102591,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102024,6 +102829,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102882,6 +103724,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103027,7 +103879,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103421,25 +104273,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103811,14 +104644,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103826,7 +104661,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104138,7 +104974,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104252,7 +105094,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -104281,7 +105126,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104343,11 +105189,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104379,6 +105239,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "คืนค่า arc tanh ของพารามิเตอร์" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105705,15 +106583,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105722,32 +106600,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105784,17 +106668,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105812,35 +106696,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105852,8 +106735,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" #: doc/classes/SceneTree.xml #, fuzzy @@ -105861,89 +106745,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105970,11 +106859,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106005,7 +106894,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106020,12 +106912,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106037,70 +106930,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "คืนค่าการกำหนดค่าของลำโพง" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107576,8 +108485,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107604,10 +108515,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" #: doc/classes/Skeleton3D.xml #, fuzzy @@ -107817,9 +108729,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108532,6 +109443,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108542,9 +109459,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109473,7 +110388,7 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109838,7 +110753,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111447,8 +112362,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114000,7 +114915,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114119,9 +115034,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114345,9 +115260,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "คืนค่าการกำหนดค่าของลำโพง" +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114403,7 +115319,10 @@ msgid "Returns the number of lines in the text." msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114415,7 +115334,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114815,7 +115737,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114833,9 +115757,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "คืนค่าการกำหนดค่าของลำโพง" +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -114876,7 +115801,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114889,7 +115817,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115181,15 +116112,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115468,7 +116406,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116847,6 +117789,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118907,7 +119853,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119272,7 +120219,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120878,12 +121825,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121151,7 +122110,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121202,13 +122161,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "คืนค่าการกำหนดค่าของลำโพง" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121246,7 +122205,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121272,7 +122231,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121281,7 +122240,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121290,7 +122249,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121299,7 +122258,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121341,7 +122300,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121358,7 +122317,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121382,7 +122341,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121402,17 +122361,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121420,25 +122385,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121454,8 +122452,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121465,8 +122472,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121476,66 +122483,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -124944,7 +126037,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -125255,7 +126348,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -125296,8 +126393,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125717,7 +126818,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -125833,7 +126934,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126248,7 +127355,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -127124,9 +128231,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127703,16 +128810,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127725,7 +128832,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128428,11 +129538,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130000,17 +131110,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130208,8 +131320,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131010,7 +132122,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131035,7 +132147,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131065,7 +132177,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131135,7 +132247,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132913,6 +134025,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133156,7 +134276,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134574,10 +135694,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134589,9 +135709,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134610,6 +135732,456 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135334,6 +136906,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "คืนค่า arc tanh ของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135364,12 +137189,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135733,7 +137560,7 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136023,7 +137850,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136167,10 +137994,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -136217,6 +138052,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -136228,6 +138074,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "คืนค่าผกผันรูทสองของพารามิเตอร์" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136267,10 +138124,18 @@ msgstr "คืนค่าผกผันรูทสองของพารา msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136297,6 +138162,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -136312,6 +138192,21 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ msgid "Emitted when an existing face tracker is updated." msgstr "คืนค่าการกำหนดค่าของลำโพง" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "คืนค่าการกำหนดค่าของลำโพง" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/tk.po b/classes/tk.po index 47a2234..e4ca29d 100644 --- a/classes/tk.po +++ b/classes/tk.po @@ -169,6 +169,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -195,8 +199,8 @@ msgstr "" #: doc/tools/make_rst.py msgid "" -"There is currently no description for this annotation. Please help us by :ref:" -"`contributing one `!" +"There is currently no description for this annotation. Please help us by :" +"ref:`contributing one `!" msgstr "" #: doc/tools/make_rst.py @@ -225,8 +229,8 @@ msgstr "" #: doc/tools/make_rst.py msgid "" -"There is currently no description for this theme property. Please help us by :" -"ref:`contributing one `!" +"There is currently no description for this theme property. Please help us " +"by :ref:`contributing one `!" msgstr "" #: doc/tools/make_rst.py @@ -277,8 +281,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"A list of GDScript-specific utility functions and annotations accessible from " -"any script.\n" +"A list of GDScript-specific utility functions and annotations accessible " +"from any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" @@ -288,8 +292,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " -"([param b8]), and optionally alpha ([param a8]) integer channels, each " +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " +"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" @@ -309,8 +313,8 @@ msgstr "" msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " -"the editor, the running project will also be paused until you resume it. This " -"can be used as a stronger form of [method @GlobalScope.push_error] for " +"the editor, the running project will also be paused until you resume it. " +"This can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " @@ -362,8 +366,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Converts a [param dictionary] (created with [method inst_to_dict]) back to an " -"Object instance. Can be useful for deserializing." +"Converts a [param dictionary] (created with [method inst_to_dict]) back to " +"an Object instance. Can be useful for deserializing." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -385,12 +389,12 @@ msgid "" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method get_stack] will not " +"[b]Note:[/b] This function only works if the running instance is connected " +"to a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will return an empty array." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will return an empty array." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -421,8 +425,8 @@ msgid "" "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can be " -"a non-constant value. The [code]is[/code] operator supports more features " +"Unlike the right operand of the [code]is[/code] operator, [param type] can " +"be a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays) and is more performant. Use the operator instead of " "this method if you do not need dynamic type checking.\n" "Examples:\n" @@ -442,9 +446,9 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns the length of the given Variant [param var]. The length can be the " -"character count of a [String] or [StringName], the element count of any array " -"type, or the size of a [Dictionary]. For every other Variant type, a run-time " -"error is generated and execution is stopped.\n" +"character count of a [String] or [StringName], the element count of any " +"array type, or the size of a [Dictionary]. For every other Variant type, a " +"run-time error is generated and execution is stopped.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" @@ -457,9 +461,9 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script or " -"in the scene), the resource is loaded from disk on function call, which might " -"cause a slight delay, especially when loading large scenes. To avoid " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant ResourceLoader." @@ -483,8 +487,8 @@ msgid "" "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " +"load] will not be able to read converted files in an exported project. If " +"you rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" @@ -514,8 +518,8 @@ msgid "" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -526,21 +530,21 @@ msgid "" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" -"[b]Note:[/b] This function only works if the running instance is connected to " -"a debugging server (i.e. an editor instance). [method print_stack] will not " -"work in projects exported in release mode, or in projects exported in debug " -"mode if not connected to a debugging server.\n" -"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " -"will instead print the thread ID." +"[b]Note:[/b] This function only works if the running instance is connected " +"to a debugging server (i.e. an editor instance). [method print_stack] will " +"not work in projects exported in release mode, or in projects exported in " +"debug mode if not connected to a debugging server.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" -"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " -"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" -"b].\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " @@ -552,8 +556,8 @@ msgid "" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" -"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." -"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" @@ -605,8 +609,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"The circle constant, the circumference of the unit circle in radians. This is " -"equivalent to [code]PI * 2[/code], or 360 degrees in rotations." +"The circle constant, the circumference of the unit circle in radians. This " +"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -614,9 +618,9 @@ msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " -"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not " -"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] " -"returning [code]true[/code]).\n" +"infinity if the numerator is positive, so dividing by [code]0.0[/code] is " +"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" +"code] returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" @@ -625,13 +629,13 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"\"Not a Number\", an invalid floating-point value. [constant NAN] has special " -"properties, including that [code]!=[/code] always returns [code]true[/code], " -"while other comparison operators always return [code]false[/code]. This is " -"true even when comparing with itself ([code]NAN == NAN[/code] returns " -"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " -"is returned by some invalid operations, such as dividing floating-point " -"[code]0.0[/code] by [code]0.0[/code].\n" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has " +"special properties, including that [code]!=[/code] always returns " +"[code]true[/code], while other comparison operators always return " +"[code]false[/code]. This is true even when comparing with itself ([code]NAN " +"== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns " +"[code]true[/code]). It is returned by some invalid operations, such as " +"dividing floating-point [code]0.0[/code] by [code]0.0[/code].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " @@ -706,9 +710,9 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Export a [String] property as a path to a directory. The path will be limited " -"to the project folder and its subfolders. See [annotation @export_global_dir] " -"to allow picking from the entire filesystem.\n" +"Export a [String] property as a path to a directory. The path will be " +"limited to the project folder and its subfolders. See [annotation " +"@export_global_dir] to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" @@ -717,8 +721,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Export an [int] or [String] property as an enumerated list of options. If the " -"property is an [int], then the index of the value is stored, in the same " +"Export an [int] or [String] property as an enumerated list of options. If " +"the property is an [int], then the index of the value is stored, in the same " "order the values are provided. You can add explicit values using a colon. If " "the property is a [String], then the value is stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" @@ -786,13 +790,15 @@ msgid "" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" -"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" +"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", " +"\"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" -"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " -"not taken into account. In the following example, A is 16, B is 2, C is 4.\n" +"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " +"[code]2 ** 32 - 1[/code].\n" +"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value " +"is not taken into account. In the following example, A is 16, B is 2, C is " +"4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" @@ -906,12 +912,12 @@ msgid "" "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " -"doesn't have a prefix. The prefix is also removed from the property's name in " -"the Inspector dock.\n" -"If no [param prefix] is provided, then every following property will be added " -"to the group. The group ends when then next group or category is defined. You " -"can also force end a group by using this annotation with empty strings for " -"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"doesn't have a prefix. The prefix is also removed from the property's name " +"in the Inspector dock.\n" +"If no [param prefix] is provided, then every following property will be " +"added to the group. The group ends when then next group or category is " +"defined. You can also force end a group by using this annotation with empty " +"strings for parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" @@ -965,9 +971,10 @@ msgstr "" msgid "" "Export an [int] or [float] property as a range value. The range must be " "defined by [param min] and [param max], as well as an optional [param step] " -"and a variety of extra hints. The [param step] defaults to [code]1[/code] for " -"integer properties. For floating-point numbers this value depends on your " -"[member EditorSettings.interface/inspector/default_float_step] setting.\n" +"and a variety of extra hints. The [param step] defaults to [code]1[/code] " +"for integer properties. For floating-point numbers this value depends on " +"your [member EditorSettings.interface/inspector/default_float_step] " +"setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " @@ -978,8 +985,8 @@ msgid "" "in radians, but should be displayed in degrees in the Inspector dock (the " "range values are also in degrees). [code]\"degrees\"[/code] allows to add a " "degree sign as a unit suffix (the value is unchanged). Finally, a custom " -"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " -"be any string.\n" +"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" " +"can be any string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" @@ -995,6 +1002,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -1011,9 +1032,9 @@ msgid "" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" -"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of " -"depth. Just like the next group ends the previous group, so do the subsequent " -"subgroups." +"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " +"of depth. Just like the next group ends the previous group, so do the " +"subsequent subgroups." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1028,8 +1049,9 @@ msgid "" "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" -"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " -"annotation must be a string literal (constant expressions are not supported)." +"[b]Note:[/b] Unlike other annotations, the argument of the [annotation " +"@icon] annotation must be a string literal (constant expressions are not " +"supported)." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1054,12 +1076,12 @@ msgid "" "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant MultiplayerAPI." "RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " -"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority " -"tries to call a function that is only allowed for the authority, the function " -"will not be executed. If the error can be detected locally (when the RPC " -"configuration is consistent between the local and the remote peer), an error " -"message will be displayed on the sender peer. Otherwise, the remote peer will " -"detect the error and print an error there.\n" +"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the " +"authority tries to call a function that is only allowed for the authority, " +"the function will not be executed. If the error can be detected locally " +"(when the RPC configuration is consistent between the local and the remote " +"peer), an error message will be displayed on the sender peer. Otherwise, the " +"remote peer will detect the error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " @@ -1082,7 +1104,8 @@ msgid "" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" -"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n" +"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to " +"@rpc\n" "func fn_default(): pass\n" "[/codeblock]" msgstr "" @@ -1090,8 +1113,8 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Make a script with static variables to not persist after all references are " -"lost. If the script is loaded again the static variables will revert to their " -"default values." +"lost. If the script is loaded again the static variables will revert to " +"their default values." msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1181,7 +1204,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns the absolute value of int parameter [param x] (i.e. positive value).\n" +"Returns the absolute value of int parameter [param x] (i.e. positive " +"value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" @@ -1226,9 +1250,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " -"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" -"code] (inclusive), in order to prevent [method asin] from returning [constant " -"@GDScript.NAN].\n" +"[param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method asin] from " +"returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" @@ -1237,9 +1261,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns the hyperbolic arc (also called inverse) sine of [param x], returning " -"a value in radians. Use it to get the angle from an angle's sine in " -"hyperbolic space.\n" +"Returns the hyperbolic arc (also called inverse) sine of [param x], " +"returning a value in radians. Use it to get the angle from an angle's sine " +"in hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" @@ -1248,8 +1272,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns the arc tangent of [param x] in radians. Use it to get the angle from " -"an angle's tangent in trigonometry.\n" +"Returns the arc tangent of [param x] in radians. Use it to get the angle " +"from an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" @@ -1273,8 +1297,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " -"returning a value in radians. Use it to get the angle from an angle's tangent " -"in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n" +"returning a value in radians. Use it to get the angle from an angle's " +"tangent in hyperbolic space if [param x] is between -1 and 1 (non-" +"inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " @@ -1299,9 +1324,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns the point at the given [param t] on a one-dimensional [url=https://en." -"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given " -"[param control_1], [param control_2], and [param end] points." +"Returns the point at the given [param t] on a one-dimensional [url=https://" +"en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the " +"given [param control_1], [param control_2], and [param end] points." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1313,7 +1338,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n" +"Decodes a byte array back to a [Variant] value. Decoding objects is " +"allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." @@ -1350,9 +1376,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Clamps the [param value], returning a [Variant] not less than [param min] and " -"not more than [param max]. Any values that can be compared with the less than " -"and greater than operators will work.\n" +"Clamps the [param value], returning a [Variant] not less than [param min] " +"and not more than [param max]. Any values that can be compared with the less " +"than and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" @@ -1416,8 +1442,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Cubic interpolates between two values by the factor defined in [param weight] " -"with [param pre] and [param post] values." +"Cubic interpolates between two values by the factor defined in [param " +"weight] with [param pre] and [param post] values." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1438,8 +1464,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Cubic interpolates between two values by the factor defined in [param weight] " -"with [param pre] and [param post] values.\n" +"Cubic interpolates between two values by the factor defined in [param " +"weight] with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" @@ -1613,10 +1639,10 @@ msgid "" "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " -"[param to] (inclusive). If [param weight] is located outside this range, then " -"an extrapolation factor will be returned (return value lower than [code]0.0[/" -"code] or greater than [code]1.0[/code]). Use [method clamp] on the result of " -"[method inverse_lerp] if this is not desired.\n" +"[param to] (inclusive). If [param weight] is located outside this range, " +"then an extrapolation factor will be returned (return value lower than " +"[code]0.0[/code] or greater than [code]1.0[/code]). Use [method clamp] on " +"the result of [method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" @@ -1635,9 +1661,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" -"Here, \"approximately equal\" means that [param a] and [param b] are within a " -"small internal epsilon of each other, which scales with the magnitude of the " -"numbers.\n" +"Here, \"approximately equal\" means that [param a] and [param b] are within " +"a small internal epsilon of each other, which scales with the magnitude of " +"the numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" @@ -1662,14 +1688,14 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not " -"been deleted from memory)." +"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " +"not been deleted from memory)." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) " -"value." +"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " +"invalid) value." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1705,10 +1731,11 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " -"is done using a tolerance calculation with a small internal epsilon.\n" -"This function is faster than using [method is_equal_approx] with one value as " -"zero." +"Returns [code]true[/code] if [param x] is zero or almost zero. The " +"comparison is done using a tolerance calculation with a small internal " +"epsilon.\n" +"This function is faster than using [method is_equal_approx] with one value " +"as zero." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1802,8 +1829,8 @@ msgid "" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" -"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while " -"negative values return [code]-nan[/code]." +"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " +"while negative values return [code]-nan[/code]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1862,8 +1889,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Moves [param from] toward [param to] by the [param delta] amount. Will not go " -"past [param to].\n" +"Moves [param from] toward [param to] by the [param delta] amount. Will not " +"go past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" @@ -1885,11 +1912,11 @@ msgid "" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" -"[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] " -"rather than [code]1[/code] for values less than or equal to [code]0[/code], " -"with an exception for [param value] being the smallest negative 64-bit " -"integer ([code]-9223372036854775808[/code]) in which case the [param value] " -"is returned unchanged." +"[b]Warning:[/b] Due to its implementation, this method returns [code]0[/" +"code] rather than [code]1[/code] for values less than or equal to [code]0[/" +"code], with an exception for [param value] being the smallest negative 64-" +"bit integer ([code]-9223372036854775808[/code]) in which case the [param " +"value] is returned unchanged." msgstr "" #: doc/classes/@GlobalScope.xml @@ -1946,8 +1973,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Converts one or more arguments of any type to string in the best way possible " -"and prints them to the console.\n" +"Converts one or more arguments of any type to string in the best way " +"possible and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" @@ -1967,29 +1994,29 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Converts one or more arguments of any type to string in the best way possible " -"and prints them to the console.\n" +"Converts one or more arguments of any type to string in the best way " +"possible and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Color tags only support the following named colors: [code]black[/code], " -"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " -"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" -"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " -"Hexadecimal color codes are not supported.\n" +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" +"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " +"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" +"code]. Hexadecimal color codes are not supported.\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" -"When printing to standard output, the supported subset of BBCode is converted " -"to ANSI escape codes for the terminal emulator to display. Support for ANSI " -"escape codes varies across terminal emulators, especially for italic and " -"strikethrough. In standard output, [code]code[/code] is represented with " -"faint text but without any font change. Unsupported tags are left as-is in " -"standard output.\n" +"When printing to standard output, the supported subset of BBCode is " +"converted to ANSI escape codes for the terminal emulator to display. Support " +"for ANSI escape codes varies across terminal emulators, especially for " +"italic and strikethrough. In standard output, [code]code[/code] is " +"represented with faint text but without any font change. Unsupported tags " +"are left as-is in standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" -"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " -"world!\" in green with a bold font\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out " +"\"Hello world!\" in green with a bold font\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " @@ -2081,7 +2108,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Godot's built-in debugger and to the OS " +"terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -2126,9 +2154,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " -"where its first element is the randomized [int] value, and the second element " -"is the same as [param seed]. Passing the same [param seed] consistently " -"returns the same array.\n" +"where its first element is the randomized [int] value, and the second " +"element is the same as [param seed]. Passing the same [param seed] " +"consistently returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" @@ -2141,8 +2169,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/" -"code] (inclusive).\n" +"Returns a random floating-point value between [code]0.0[/code] and " +"[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" "randf() # Returns e.g. 0.375671\n" @@ -2155,7 +2183,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2171,9 +2199,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2244,8 +2275,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Creates a RID from a [param base]. This is used mainly from native extensions " -"to build servers." +"Creates a RID from a [param base]. This is used mainly from native " +"extensions to build servers." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2254,15 +2285,15 @@ msgid "" "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" -"If [param delta] is negative, this function will rotate away from [param to], " -"toward the opposite angle, and will not go past the opposite angle." +"If [param delta] is negative, this function will rotate away from [param " +"to], toward the opposite angle, and will not go past the opposite angle." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded away " -"from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " -"[Vector3i], [Vector4], [Vector4i].\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded " +"away from 0. Supported types: [int], [float], [Vector2], [Vector2i], " +"[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" @@ -2275,15 +2306,15 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded away " -"from 0.\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded " +"away from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Rounds [param x] to the nearest whole number, with halfway cases rounded away " -"from 0.\n" +"Rounds [param x] to the nearest whole number, with halfway cases rounded " +"away from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" @@ -2328,8 +2359,8 @@ msgid "" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " -"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " -"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." +"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], " +"[method Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2347,8 +2378,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " -"is positive, and [code]0[/code] if if [param x] is zero.\n" +"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " +"x] is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" @@ -2391,10 +2422,10 @@ msgid "" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" -"Compared to [method ease] with a curve value of [code]-1.6521[/code], [method " -"smoothstep] returns the smoothest possible curve with no sudden changes in " -"the derivative. If you need to perform more advanced transitions, use [Tween] " -"or [AnimationPlayer].\n" +"Compared to [method ease] with a curve value of [code]-1.6521[/code], " +"[method smoothstep] returns the smoothest possible curve with no sudden " +"changes in the derivative. If you need to perform more advanced transitions, " +"use [Tween] or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" @@ -2403,7 +2434,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2424,7 +2455,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -2518,14 +2549,14 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Converts the given [param variant] to the given [param type], using the [enum " -"Variant.Type] values. This method is generous with how it handles types, it " -"can automatically convert between array types, convert numeric [String]s to " -"[int], and converting most things to [String].\n" +"Converts the given [param variant] to the given [param type], using the " +"[enum Variant.Type] values. This method is generous with how it handles " +"types, it can automatically convert between array types, convert numeric " +"[String]s to [int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " -"return [constant Vector2.ZERO]. This method will never show error messages as " -"long as [param type] is a valid Variant type.\n" +"return [constant Vector2.ZERO]. This method will never show error messages " +"as long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" @@ -2571,8 +2602,8 @@ msgid "" "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" -"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " -"value, regardless of the data." +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an " +"empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2580,8 +2611,8 @@ msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" -"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " -"value, regardless of the data." +"[b]Note:[/b] Encoding [Callable] is not supported and will result in an " +"empty value, regardless of the data." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2611,21 +2642,21 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns " -"an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an " -"error and returns [code]null[/code] if [param obj] is neither [Object]-" -"derived nor [code]null[/code].\n" +"Returns a [WeakRef] instance holding a weak reference to [param obj]. " +"Returns an empty [WeakRef] instance if [param obj] is [code]null[/code]. " +"Prints an error and returns [code]null[/code] if [param obj] is neither " +"[Object]-derived nor [code]null[/code].\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " -"collection is free to destroy the referent and reuse its memory for something " -"else. However, until the object is actually destroyed the weak reference may " -"return the object even if there are no strong references to it." +"collection is free to destroy the referent and reuse its memory for " +"something else. However, until the object is actually destroyed the weak " +"reference may return the object even if there are no strong references to it." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Wraps the [Variant] [param value] between [param min] and [param max]. Can be " -"used for creating loop-alike behavior or infinite surfaces.\n" +"Wraps the [Variant] [param value] between [param min] and [param max]. Can " +"be used for creating loop-alike behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float] this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" @@ -2925,8 +2956,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Aligns the center of the inline object (e.g. image, table) to the position of " -"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." +"Aligns the center of the inline object (e.g. image, table) to the position " +"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2938,8 +2969,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Aligns the bottom of the inline object (e.g. image, table) to the position of " -"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." +"Aligns the bottom of the inline object (e.g. image, table) to the position " +"of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2994,44 +3025,44 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in XYZ order. When composing, the order " -"is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X " -"last." +"Specifies that Euler angles should be in XYZ order. When composing, the " +"order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, " +"and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in XZY order. When composing, the order " -"is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X " -"last." +"Specifies that Euler angles should be in XZY order. When composing, the " +"order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, " +"and X last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in YXZ order. When composing, the order " -"is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y " -"last." +"Specifies that Euler angles should be in YXZ order. When composing, the " +"order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, " +"and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in YZX order. When composing, the order " -"is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y " -"last." +"Specifies that Euler angles should be in YZX order. When composing, the " +"order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, " +"and Y last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in ZXY order. When composing, the order " -"is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z " -"last." +"Specifies that Euler angles should be in ZXY order. When composing, the " +"order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, " +"and Z last." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Specifies that Euler angles should be in ZYX order. When composing, the order " -"is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z " -"last." +"Specifies that Euler angles should be in ZYX order. When composing, the " +"order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, " +"and Z last." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3969,8 +4000,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, " -"Nintendo + button." +"Game controller SDL start button. Corresponds to the Sony Options, Xbox " +"Menu, Nintendo + button." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3981,14 +4012,14 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS " -"button." +"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/" +"RS button." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB " -"button." +"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox " +"LB button." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4086,14 +4117,14 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"The maximum number of game controller axes: OpenVR supports up to 5 Joysticks " -"making a total of 10 axes." +"The maximum number of game controller axes: OpenVR supports up to 5 " +"Joysticks making a total of 10 axes." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Does not correspond to any MIDI message. This is the default value of [member " -"InputEventMIDI.message]." +"Does not correspond to any MIDI message. This is the default value of " +"[member InputEventMIDI.message]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4132,13 +4163,14 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " -"Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." +"Some MIDI devices may send this instead of [constant " +"MIDI_MESSAGE_AFTERTOUCH]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"MIDI message sent when the value of the pitch bender changes, usually a wheel " -"on the MIDI device." +"MIDI message sent when the value of the pitch bender changes, usually a " +"wheel on the MIDI device." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4209,7 +4241,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " -"just turned on. It should not be sent when the MIDI device is being turned on." +"just turned on. It should not be sent when the MIDI device is being turned " +"on." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4228,8 +4261,8 @@ msgid "" "if error:\n" " printerr(\"Still failing!\")\n" "[/codeblock]\n" -"[b]Note:[/b] Many functions do not return an error code, but will print error " -"messages to standard output." +"[b]Note:[/b] Many functions do not return an error code, but will print " +"error messages to standard output." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4428,8 +4461,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Printer on fire error (This is an easter egg, no built-in methods return this " -"error code)." +"Printer on fire error (This is an easter egg, no built-in methods return " +"this error code)." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4440,15 +4473,15 @@ msgstr "" msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" -"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" -"or [code]\"or_less\"[/code] to allow manual input going respectively above " -"the max or below the min values.\n" +"code]. The hint string can optionally include [code]\"or_greater\"[/code] " +"and/or [code]\"or_less\"[/code] to allow manual input going respectively " +"above the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), " -"[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] " -"to hide the slider." +"[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/" +"code] to hide the slider." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4467,9 +4500,9 @@ msgstr "" msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" -"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts " -"arbitrary values and can be empty. The list of values serves to suggest " -"possible values." +"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still " +"accepts arbitrary values and can be empty. The list of values serves to " +"suggest possible values." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4496,11 +4529,11 @@ msgid "" "so on. Explicit values can also be specified by appending [code]:integer[/" "code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine " "several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" -"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " -"** 32 - 1[/code].\n" +"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most " +"[code]2 ** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " -"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is " -"16, B is 2, C is 4." +"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A " +"is 16, B is 2, C is 4." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4554,8 +4587,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Hints that a [String] property is a path to a directory. Editing it will show " -"a file dialog for picking the path." +"Hints that a [String] property is a path to a directory. Editing it will " +"show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4568,21 +4601,21 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Hints that a [String] property is an absolute path to a directory outside the " -"project folder. Editing it will show a file dialog for picking the path." +"Hints that a [String] property is an absolute path to a directory outside " +"the project folder. Editing it will show a file dialog for picking the path." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Hints that a property is an instance of a [Resource]-derived type, optionally " -"specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it " -"will show a popup menu of valid resource types to instantiate." +"Hints that a property is an instance of a [Resource]-derived type, " +"optionally specified via the hint string (e.g. [code]\"Texture2D\"[/code]). " +"Editing it will show a popup menu of valid resource types to instantiate." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Hints that a [String] property is text with line breaks. Editing it will show " -"a text input field where line breaks can be typed." +"Hints that a [String] property is text with line breaks. Editing it will " +"show a text input field where line breaks can be typed." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4652,8 +4685,8 @@ msgid "" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" -"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " -"of integers (an enum).\n" +"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # " +"Array of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " @@ -4674,8 +4707,8 @@ msgid "" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" -"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " -"Array of integers (an enum).\n" +"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One," +"Two\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " @@ -4717,17 +4750,17 @@ msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " -"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." -"filters]." +"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " +"FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " -"access to the entire filesystem. The hint string can be a set of filters with " -"wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." -"filters]." +"access to the entire filesystem. The hint string can be a set of filters " +"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member " +"FileDialog.filters]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4755,8 +4788,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " -"specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will " -"show a dialog for picking a node from the scene." +"specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it " +"will show a dialog for picking a node from the scene." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4830,8 +4863,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"The property is a script variable which should be serialized and saved in the " -"scene file." +"The property is a script variable which should be serialized and saved in " +"the scene file." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4856,7 +4889,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"If property has [code]nil[/code] as default value, its type will be [Variant]." +"If property has [code]nil[/code] as default value, its type will be " +"[Variant]." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4891,9 +4925,9 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Use when a resource is created on the fly, i.e. the getter will always return " -"a different instance. [ResourceSaver] needs this information to properly save " -"such resources." +"Use when a resource is created on the fly, i.e. the getter will always " +"return a different instance. [ResourceSaver] needs this information to " +"properly save such resources." msgstr "" #: doc/classes/@GlobalScope.xml @@ -4911,8 +4945,8 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"The property is considered a basic setting and will appear even when advanced " -"mode is disabled. Used for project settings." +"The property is considered a basic setting and will appear even when " +"advanced mode is disabled. Used for project settings." msgstr "" #: doc/classes/@GlobalScope.xml @@ -5233,16 +5267,16 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " -"a 3D space. It is defined by its [member position] and [member size], which " -"are [Vector3]. It is frequently used for fast overlap tests (see [method " -"intersects]). Although [AABB] itself is axis-aligned, it can be combined with " -"[Transform3D] to represent a rotated or skewed bounding box.\n" +"The [AABB] built-in [Variant] type represents an axis-aligned bounding box " +"in a 3D space. It is defined by its [member position] and [member size], " +"which are [Vector3]. It is frequently used for fast overlap tests (see " +"[method intersects]). Although [AABB] itself is axis-aligned, it can be " +"combined with [Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " -"negative size, most [AABB] methods do not work correctly. Use [method abs] to " -"get an equivalent [AABB] with a non-negative size.\n" +"negative size, most [AABB] methods do not work correctly. Use [method abs] " +"to get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." @@ -5305,8 +5339,8 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " -"[param with] box. The edges of both boxes are included.\n" +"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses " +"the [param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" @@ -5367,9 +5401,9 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"Returns the position of one of the 8 vertices that compose this bounding box. " -"With a [param idx] of [code]0[/code] this is the same as [member position], " -"and a [param idx] of [code]7[/code] is the same as [member end]." +"Returns the position of one of the 8 vertices that compose this bounding " +"box. With a [param idx] of [code]0[/code] this is the same as [member " +"position], and a [param idx] of [code]7[/code] is the same as [member end]." msgstr "" #: doc/classes/AABB.xml @@ -5413,8 +5447,8 @@ msgstr "" #: doc/classes/AABB.xml msgid "" "Returns the shortest normaalized axis of this bounding box's [member size], " -"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " -"Vector3.BACK]).\n" +"as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or " +"[constant Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" @@ -5431,7 +5465,8 @@ msgid "" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" -"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." +"See also [method get_shortest_axis_index] and [method " +"get_shortest_axis_size]." msgstr "" #: doc/classes/AABB.xml @@ -5450,8 +5485,8 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"Returns the vertex's position of this bounding box that's the farthest in the " -"given direction. This point is commonly known as the support point in " +"Returns the vertex's position of this bounding box that's the farthest in " +"the given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" @@ -5463,8 +5498,8 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"Returns a copy of this bounding box extended on all sides by the given amount " -"[param by]. A negative amount shrinks the box instead.\n" +"Returns a copy of this bounding box extended on all sides by the given " +"amount [param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" @@ -5505,8 +5540,8 @@ msgstr "" #: doc/classes/AABB.xml msgid "" -"Returns [code]true[/code] if this bounding box's width, height, and depth are " -"all positive. See also [method get_volume]." +"Returns [code]true[/code] if this bounding box's width, height, and depth " +"are all positive. See also [method get_volume]." msgstr "" #: doc/classes/AABB.xml @@ -5553,7 +5588,8 @@ msgstr "" msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" -"The ray begin at [param from], faces [param dir] and extends towards infinity." +"The ray begin at [param from], faces [param dir] and extends towards " +"infinity." msgstr "" #: doc/classes/AABB.xml @@ -5603,9 +5639,9 @@ msgid "" "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " -"[member position] is the bottom-left-back corner, and the [member end] is the " -"top-right-forward corner. To get an equivalent bounding box with non-negative " -"size, use [method abs]." +"[member position] is the bottom-left-back corner, and the [member end] is " +"the top-right-forward corner. To get an equivalent bounding box with non-" +"negative size, use [method abs]." msgstr "" #: doc/classes/AABB.xml @@ -5653,8 +5689,8 @@ msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " "[signal custom_action] signal when pressed.\n" -"If [code]true[/code], [param right] will place the button to the right of any " -"sibling buttons.\n" +"If [code]true[/code], [param right] will place the button to the right of " +"any sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" @@ -5670,16 +5706,16 @@ msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the label used for built-in text.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/AcceptDialog.xml msgid "" "Returns the OK [Button] instance.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -5691,11 +5727,11 @@ msgstr "" #: doc/classes/AcceptDialog.xml msgid "" -"Removes the [param button] from the dialog. Does NOT free the [param button]. " -"The [param button] must be a [Button] added with [method add_button] or " -"[method add_cancel_button] method. After removal, pressing the [param button] " -"will no longer emit this dialog's [signal custom_action] or [signal canceled] " -"signals." +"Removes the [param button] from the dialog. Does NOT free the [param " +"button]. The [param button] must be a [Button] added with [method " +"add_button] or [method add_cancel_button] method. After removal, pressing " +"the [param button] will no longer emit this dialog's [signal custom_action] " +"or [signal canceled] signals." msgstr "" #: doc/classes/AcceptDialog.xml @@ -5710,10 +5746,10 @@ msgstr "" #: doc/classes/AcceptDialog.xml msgid "" -"If [code]true[/code], the dialog is hidden when the OK button is pressed. You " -"can set it to [code]false[/code] if you want to do e.g. input validation when " -"receiving the [signal confirmed] signal, and handle hiding the dialog in your " -"own logic.\n" +"If [code]true[/code], the dialog is hidden when the OK button is pressed. " +"You can set it to [code]false[/code] if you want to do e.g. input validation " +"when receiving the [signal confirmed] signal, and handle hiding the dialog " +"in your own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " @@ -5771,8 +5807,8 @@ msgid "" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" -" var data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " -"apply padding if needed.\n" +" var data = \"My secret text!!\" # Data size must be multiple of 16 " +"bytes, apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" @@ -5823,7 +5859,8 @@ msgid "" " // Check ECB\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" -" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" +" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " +"bytes.\n" " // Encrypt CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" @@ -5911,9 +5948,9 @@ msgstr "" #: doc/classes/AnimatableBody2D.xml msgid "" -"If [code]true[/code], the body's movement will be synchronized to the physics " -"frame. This is useful when animating movement via [AnimationPlayer], for " -"example on moving platforms. Do [b]not[/b] use together with [method " +"If [code]true[/code], the body's movement will be synchronized to the " +"physics frame. This is useful when animating movement via [AnimationPlayer], " +"for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" @@ -5973,9 +6010,9 @@ msgstr "" #: doc/classes/AnimatableBody3D.xml msgid "" -"If [code]true[/code], the body's movement will be synchronized to the physics " -"frame. This is useful when animating movement via [AnimationPlayer], for " -"example on moving platforms. Do [b]not[/b] use together with [method " +"If [code]true[/code], the body's movement will be synchronized to the " +"physics frame. This is useful when animating movement via [AnimationPlayer], " +"for example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" @@ -6054,8 +6091,8 @@ msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" -"The setter of [member frame] resets the [member frame_progress] to [code]0.0[/" -"code] implicitly, but this method avoids that.\n" +"The setter of [member frame] resets the [member frame_progress] to " +"[code]0.0[/code] implicitly, but this method avoids that.\n" "This is useful when you want to carry over the current [member " "frame_progress] to another [member frame].\n" "[b]Example:[/b]\n" @@ -6079,9 +6116,9 @@ msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml msgid "" -"The current animation from the [member sprite_frames] resource. If this value " -"is changed, the [member frame] counter and the [member frame_progress] are " -"reset." +"The current animation from the [member sprite_frames] resource. If this " +"value is changed, the [member frame] counter and the [member frame_progress] " +"are reset." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/AnimatedSprite3D.xml @@ -6094,9 +6131,10 @@ msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " -"pixels. To prevent this, set this property to [code]false[/code], or consider " -"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " -"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." +"pixels. To prevent this, set this property to [code]false[/code], or " +"consider enabling [member ProjectSettings.rendering/2d/snap/" +"snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/" +"snap_2d_transforms_to_pixel]." msgstr "" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml @@ -6178,11 +6216,11 @@ msgstr "" #: doc/classes/AnimatedSprite3D.xml msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " -"multiple textures as animation [member sprite_frames]. Animations are created " -"using a [SpriteFrames] resource, which allows you to import image files (or a " -"folder containing said files) to provide the animation frames for the sprite. " -"The [SpriteFrames] resource can be configured in the editor via the " -"SpriteFrames bottom panel." +"multiple textures as animation [member sprite_frames]. Animations are " +"created using a [SpriteFrames] resource, which allows you to import image " +"files (or a folder containing said files) to provide the animation frames " +"for the sprite. The [SpriteFrames] resource can be configured in the editor " +"via the SpriteFrames bottom panel." msgstr "" #: doc/classes/AnimatedSprite3D.xml @@ -6204,12 +6242,12 @@ msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " -"[Node], but has the advantage of being usable anywhere a [Texture2D] resource " -"can be used, e.g. in a [TileSet].\n" +"[Node], but has the advantage of being usable anywhere a [Texture2D] " +"resource can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " -"property, as well as each frame's duration (see [method set_frame_duration]). " -"The animation loops, i.e. it will restart at frame 0 automatically after " -"playing the last frame.\n" +"property, as well as each frame's duration (see [method " +"set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " +"automatically after playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " @@ -6253,9 +6291,9 @@ msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" "Number of frames to use in the animation. While you can create the frames " -"independently with [method set_frame_texture], you need to set this value for " -"the animation to take new frames into account. The maximum number of frames " -"is [constant MAX_FRAMES]." +"independently with [method set_frame_texture], you need to set this value " +"for the animation to take new frames into account. The maximum number of " +"frames is [constant MAX_FRAMES]." msgstr "" #: doc/classes/AnimatedTexture.xml @@ -6267,9 +6305,9 @@ msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" -"If [code]true[/code], the animation will pause where it currently is (i.e. at " -"[member current_frame]). The animation will continue from where it was paused " -"when changing this property to [code]false[/code]." +"If [code]true[/code], the animation will pause where it currently is (i.e. " +"at [member current_frame]). The animation will continue from where it was " +"paused when changing this property to [code]false[/code]." msgstr "" #: doc/classes/AnimatedTexture.xml @@ -6280,8 +6318,8 @@ msgstr "" #: doc/classes/AnimatedTexture.xml msgid "" -"The maximum number of frames supported by [AnimatedTexture]. If you need more " -"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." +"The maximum number of frames supported by [AnimatedTexture]. If you need " +"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" #: doc/classes/Animation.xml @@ -6358,29 +6396,30 @@ msgstr "" msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" -"End offset is the number of seconds cut off at the ending of the audio stream." +"End offset is the number of seconds cut off at the ending of the audio " +"stream." msgstr "" #: doc/classes/Animation.xml msgid "" -"Returns the start offset of the key identified by [param key_idx]. The [param " -"track_idx] must be the index of an Audio Track.\n" +"Returns the start offset of the key identified by [param key_idx]. The " +"[param track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" #: doc/classes/Animation.xml msgid "" -"Returns the audio stream of the key identified by [param key_idx]. The [param " -"track_idx] must be the index of an Audio Track." +"Returns the audio stream of the key identified by [param key_idx]. The " +"[param track_idx] must be the index of an Audio Track." msgstr "" #: doc/classes/Animation.xml msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" -"[param stream] is the [AudioStream] resource to play. [param start_offset] is " -"the number of seconds cut off at the beginning of the audio stream, while " +"[param stream] is the [AudioStream] resource to play. [param start_offset] " +"is the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" @@ -6554,8 +6593,8 @@ msgstr "" #: doc/classes/Animation.xml msgid "" -"Finds the key index by time in a given track. Optionally, only find it if the " -"approx/exact time is given.\n" +"Finds the key index by time in a given track. Optionally, only find it if " +"the approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range." msgstr "" @@ -6760,7 +6799,8 @@ msgstr "" #: doc/classes/Animation.xml msgid "" "Audio tracks are used to play an audio stream with either type of " -"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." +"[AudioStreamPlayer]. The stream can be trimmed and previewed in the " +"animation." msgstr "" #: doc/classes/Animation.xml @@ -6807,9 +6847,9 @@ msgstr "" #: doc/classes/Animation.xml msgid "" -"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " -"of the current object and perform interpolation in some methods. See also " -"[method AnimationMixer.capture] and [method AnimationPlayer." +"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the " +"value of the current object and perform interpolation in some methods. See " +"also [method AnimationMixer.capture] and [method AnimationPlayer." "play_with_capture]." msgstr "" @@ -6839,8 +6879,8 @@ msgstr "" #: doc/classes/Animation.xml msgid "" -"This flag indicates that the animation has reached the start of the animation " -"and just after loop processed." +"This flag indicates that the animation has reached the start of the " +"animation and just after loop processed." msgstr "" #: doc/classes/Animation.xml @@ -6871,7 +6911,8 @@ msgstr "" #: doc/classes/AnimationLibrary.xml msgid "" -"Adds the [param animation] to the library, accessible by the key [param name]." +"Adds the [param animation] to the library, accessible by the key [param " +"name]." msgstr "" #: doc/classes/AnimationLibrary.xml doc/classes/AnimationMixer.xml @@ -6913,7 +6954,8 @@ msgid "" msgstr "" #: doc/classes/AnimationLibrary.xml -msgid "Emitted when an [Animation] stored with the key [param name] is removed." +msgid "" +"Emitted when an [Animation] stored with the key [param name] is removed." msgstr "" #: doc/classes/AnimationLibrary.xml @@ -6929,7 +6971,8 @@ msgstr "" #: doc/classes/AnimationMixer.xml msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " -"lists. It also has general properties and methods for playback and blending.\n" +"lists. It also has general properties and methods for playback and " +"blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" @@ -6954,8 +6997,8 @@ msgid "" "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " -"the playback process for the time specified by [param duration], working like " -"a crossfade.\n" +"the playback process for the time specified by [param duration], working " +"like a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant Tween." "TRANS_LINEAR] for cases where the first key of the track begins with a non-" @@ -6976,8 +7019,8 @@ msgstr "" #: doc/classes/AnimationMixer.xml msgid "" -"Returns the key for the [AnimationLibrary] that contains [param animation] or " -"an empty [StringName] if not found." +"Returns the key for the [AnimationLibrary] that contains [param animation] " +"or an empty [StringName] if not found." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7019,8 +7062,8 @@ msgid "" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " -"get_root_motion_position_accumulator], you can apply the root motion position " -"more correctly to account for the rotation of the node.\n" +"get_root_motion_position_accumulator], you can apply the root motion " +"position more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" @@ -7045,8 +7088,8 @@ msgid "" "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " -"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " -"be calculated as follows:\n" +"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference " +"can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" @@ -7095,9 +7138,9 @@ msgid "" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" -"code] is played in the previous frame and then an animation with only one key " -"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " -"difference can be calculated as follows:\n" +"code] is played in the previous frame and then an animation with only one " +"key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, " +"the difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Quaternion\n" @@ -7105,8 +7148,8 @@ msgid "" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" -" var current_root_motion_rotation_accumulator: Quaternion = animation_tree." -"get_root_motion_Quaternion_accumulator()\n" +" var current_root_motion_rotation_accumulator: Quaternion = " +"animation_tree.get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " @@ -7148,8 +7191,8 @@ msgid "" "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " -"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " -"be calculated as follows:\n" +"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference " +"can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" @@ -7172,8 +7215,8 @@ msgstr "" #: doc/classes/AnimationMixer.xml msgid "" -"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " -"key [param name]." +"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " +"with key [param name]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7200,9 +7243,9 @@ msgstr "" msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" -"For example, if this value is [code]32[/code] and the animation has two audio " -"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " -"[code]32[/code] voices each." +"For example, if this value is [code]32[/code] and the animation has two " +"audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously " +"up to [code]32[/code] voices each." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7214,8 +7257,8 @@ msgid "" "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " -"frame during blending. Other values exist for compatibility and they are fine " -"if there is no blending, but not so, may produce artifacts." +"frame during blending. Other values exist for compatibility and they are " +"fine if there is no blending, but not so, may produce artifacts." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7237,8 +7280,8 @@ msgid "" "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " -"tracks between the blended animations is different, nothing is done about the " -"animation that is missing a track.\n" +"tracks between the blended animations is different, nothing is done about " +"the animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" @@ -7265,8 +7308,8 @@ msgid "" "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " -"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or " -"[code]\"character/mesh:transform/local\"[/code].\n" +"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] " +"or [code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " @@ -7299,8 +7342,8 @@ msgstr "" #: doc/classes/AnimationMixer.xml msgid "" -"Notifies when the caches have been cleared, either automatically, or manually " -"via [method clear_caches]." +"Notifies when the caches have been cleared, either automatically, or " +"manually via [method clear_caches]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7344,7 +7387,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7381,12 +7428,14 @@ msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml #: doc/classes/AnimationNodeBlendTree.xml doc/classes/AnimationNodeOneShot.xml -#: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeStateMachine.xml +#: doc/classes/AnimationNodeOutput.xml +#: doc/classes/AnimationNodeStateMachine.xml #: doc/classes/AnimationNodeStateMachinePlayback.xml #: doc/classes/AnimationNodeStateMachineTransition.xml #: doc/classes/AnimationNodeSync.xml doc/classes/AnimationNodeTimeScale.xml -#: doc/classes/AnimationNodeTimeSeek.xml doc/classes/AnimationNodeTransition.xml -#: doc/classes/AnimationRootNode.xml doc/classes/AnimationTree.xml +#: doc/classes/AnimationNodeTimeSeek.xml +#: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationRootNode.xml +#: doc/classes/AnimationTree.xml msgid "Using AnimationTree" msgstr "" @@ -7405,7 +7454,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7420,9 +7469,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return a list of the properties on this animation node. Parameters are custom " -"local memory used for your animation nodes, given a resource can be reused in " -"multiple trees. Format is similar to [method Object.get_property_list]." +"return a list of the properties on this animation node. Parameters are " +"custom local memory used for your animation nodes, given a resource can be " +"reused in multiple trees. Format is similar to [method Object." +"get_property_list]." msgstr "" #: doc/classes/AnimationNode.xml @@ -7436,8 +7486,8 @@ msgstr "" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " -"local memory used for your animation nodes, given a resource can be reused in " -"multiple trees." +"local memory used for your animation nodes, given a resource can be reused " +"in multiple trees." msgstr "" #: doc/classes/AnimationNode.xml @@ -7449,8 +7499,8 @@ msgid "" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" -"This function should return the time left for the current animation to finish " -"(if unsure, pass the value from the main blend being called)." +"This function should return the time left for the current animation to " +"finish (if unsure, pass the value from the main blend being called)." msgstr "" #: doc/classes/AnimationNode.xml @@ -7479,10 +7529,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -7493,8 +7543,8 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Amount of inputs in this animation node, only useful for animation nodes that " -"go into [AnimationNodeBlendTree]." +"Amount of inputs in this animation node, only useful for animation nodes " +"that go into [AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNode.xml @@ -7538,15 +7588,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation nodes removes. The animation nodes that emit this " -"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." -msgstr "" - -#: doc/classes/AnimationNode.xml -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation node names changes. The animation nodes that emit " +"when one of their animation nodes removes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" @@ -7554,8 +7596,17 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their animation nodes changes. The animation nodes that emit this " -"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " +"when one of their animation node names changes. The animation nodes that " +"emit this signal are [AnimationNodeBlendSpace1D], " +"[AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and " +"[AnimationNodeBlendTree]." +msgstr "" + +#: doc/classes/AnimationNode.xml +msgid "" +"Emitted by nodes that inherit from this class and that have an internal tree " +"when one of their animation nodes changes. The animation nodes that emit " +"this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" @@ -7665,7 +7716,8 @@ msgstr "" #: doc/classes/AnimationNodeBlend3.xml msgid "" -"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." +"Blends two of three animations linearly inside of an " +"[AnimationNodeBlendTree]." msgstr "" #: doc/classes/AnimationNodeBlend3.xml @@ -7693,8 +7745,9 @@ msgstr "" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " -"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the " -"linear blend of the two [AnimationRootNode]s adjacent to the current value.\n" +"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs " +"the linear blend of the two [AnimationRootNode]s adjacent to the current " +"value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" @@ -7740,7 +7793,8 @@ msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" -"Controls the interpolation between animations. See [enum BlendMode] constants." +"Controls the interpolation between animations. See [enum BlendMode] " +"constants." msgstr "" #: doc/classes/AnimationNodeBlendSpace1D.xml @@ -7812,10 +7866,10 @@ msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" -"Adds a new point that represents a [param node] at the position set by [param " -"pos]. You can insert it at a specific index using the [param at_index] " -"argument. If you use the default value for [param at_index], the point is " -"inserted at the end of the blend points array." +"Adds a new point that represents a [param node] at the position set by " +"[param pos]. You can insert it at a specific index using the [param " +"at_index] argument. If you use the default value for [param at_index], the " +"point is inserted at the end of the blend points array." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml @@ -7856,9 +7910,9 @@ msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" -"If [code]true[/code], the blend space is triangulated automatically. The mesh " -"updates every time you add or remove points with [method add_blend_point] and " -"[method remove_blend_point]." +"If [code]true[/code], the blend space is triangulated automatically. The " +"mesh updates every time you add or remove points with [method " +"add_blend_point] and [method remove_blend_point]." msgstr "" #: doc/classes/AnimationNodeBlendSpace2D.xml @@ -7893,17 +7947,18 @@ msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"A sub-tree of many type [AnimationNode]s used for complex animations. Used by " -"[AnimationTree]." +"A sub-tree of many type [AnimationNode]s used for complex animations. Used " +"by [AnimationTree]." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"This animation node may contain a sub-tree of any other type animation nodes, " -"such as [AnimationNodeTransition], [AnimationNodeBlend2], " +"This animation node may contain a sub-tree of any other type animation " +"nodes, such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" -"An [AnimationNodeOutput] node named [code]output[/code] is created by default." +"An [AnimationNodeOutput] node named [code]output[/code] is created by " +"default." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml @@ -7934,8 +7989,8 @@ msgstr "" #: doc/classes/AnimationNodeBlendTree.xml msgid "" -"Returns [code]true[/code] if a sub animation node with specified [param name] " -"exists." +"Returns [code]true[/code] if a sub animation node with specified [param " +"name] exists." msgstr "" #: doc/classes/AnimationNodeBlendTree.xml @@ -8067,7 +8122,8 @@ msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " -"seconds) between 0 and this value will be added to [member autorestart_delay]." +"seconds) between 0 and this value will be added to [member " +"autorestart_delay]." msgstr "" #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeTransition.xml @@ -8079,15 +8135,15 @@ msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 0 second and " -"ends at 1 second during the animation." +"second length animation will produce a cross-fade that starts at 0 second " +"and ends at 1 second during the animation." msgstr "" #: doc/classes/AnimationNodeOneShot.xml msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " -"second length animation will produce a cross-fade that starts at 4 second and " -"ends at 5 second during the animation." +"second length animation will produce a cross-fade that starts at 4 second " +"and ends at 5 second during the animation." msgstr "" #: doc/classes/AnimationNodeOneShot.xml @@ -8147,8 +8203,8 @@ msgid "" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" -"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" -"playback\") as AnimationNodeStateMachinePlayback;\n" +"var stateMachine = GetNode(\"AnimationTree\")." +"Get(\"parameters/playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" @@ -8242,8 +8298,8 @@ msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " -"restarted. If [code]false[/code], nothing happens on the teleportation to the " -"self state." +"restarted. If [code]false[/code], nothing happens on the teleportation to " +"the self state." msgstr "" #: doc/classes/AnimationNodeStateMachine.xml @@ -8299,8 +8355,8 @@ msgid "" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" -"var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" -"playback\").As();\n" +"var stateMachine = GetNode(\"AnimationTree\")." +"Get(\"parameters/playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" @@ -8309,9 +8365,9 @@ msgstr "" #: doc/classes/AnimationNodeStateMachinePlayback.xml msgid "" "Returns the current state length.\n" -"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " -"as animations. This means that there can be multiple animations within a " -"single state. Which animation length has priority depends on the nodes " +"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " +"well as animations. This means that there can be multiple animations within " +"a single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" @@ -8384,11 +8440,11 @@ msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on auto advance when this condition is set. The provided name will " -"become a boolean parameter on the [AnimationTree] that can be controlled from " -"code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-" -"from-code]Using AnimationTree[/url]). For example, if [member AnimationTree." -"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] " -"is set to [code]\"idle\"[/code]:\n" +"become a boolean parameter on the [AnimationTree] that can be controlled " +"from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." +"html#controlling-from-code]Using AnimationTree[/url]). For example, if " +"[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and " +"[member advance_condition] is set to [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " @@ -8404,24 +8460,24 @@ msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Use an expression as a condition for state machine transitions. It is " -"possible to create complex animation advance conditions for switching between " -"states and gives much greater flexibility for creating complex state machines " -"by directly interfacing with the script code." +"possible to create complex animation advance conditions for switching " +"between states and gives much greater flexibility for creating complex state " +"machines by directly interfacing with the script code." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" -"Determines whether the transition should disabled, enabled when using [method " -"AnimationNodeStateMachinePlayback.travel], or traversed automatically if the " -"[member advance_condition] and [member advance_expression] checks are true " -"(if assigned)." +"Determines whether the transition should disabled, enabled when using " +"[method AnimationNodeStateMachinePlayback.travel], or traversed " +"automatically if the [member advance_condition] and [member " +"advance_expression] checks are true (if assigned)." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" -"Lower priority transitions are preferred when travelling through the tree via " -"[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is " -"set to [constant ADVANCE_MODE_AUTO]." +"Lower priority transitions are preferred when travelling through the tree " +"via [method AnimationNodeStateMachinePlayback.travel] or [member " +"advance_mode] is set to [constant ADVANCE_MODE_AUTO]." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml @@ -8436,7 +8492,8 @@ msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" -"Ease curve for better control over cross-fade between this state and the next." +"Ease curve for better control over cross-fade between this state and the " +"next." msgstr "" #: doc/classes/AnimationNodeStateMachineTransition.xml @@ -8499,8 +8556,8 @@ msgid "" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " -"the inverted animation from the left side, while negative [AnimationNodeAdd2] " -"multiplies it from the right side." +"the inverted animation from the left side, while negative " +"[AnimationNodeAdd2] multiplies it from the right side." msgstr "" #: doc/classes/AnimationNodeSub2.xml @@ -8525,7 +8582,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -8536,8 +8593,8 @@ msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml msgid "" "This animation node can be used to cause a seek command to happen to any sub-" -"children of the animation graph. Use to play an [Animation] from the start or " -"a certain playback position inside the [AnimationNodeBlendTree].\n" +"children of the animation graph. Use to play an [Animation] from the start " +"or a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" @@ -8572,9 +8629,9 @@ msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" -"After setting the request and changing the animation playback, the transition " -"node automatically clears the request on the next process frame by setting " -"its [code]transition_request[/code] value to empty.\n" +"After setting the request and changing the animation playback, the " +"transition node automatically clears the request on the next process frame " +"by setting its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" @@ -8625,8 +8682,8 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" "Enables or disables auto-advance for the given [param input] index. If " -"enabled, state changes to the next input after playing the animation once. If " -"enabled for the last input state, it loops to the first." +"enabled, state changes to the next input after playing the animation once. " +"If enabled for the last input state, it loops to the first." msgstr "" #: doc/classes/AnimationNodeTransition.xml @@ -8648,7 +8705,8 @@ msgstr "" #: doc/classes/AnimationNodeTransition.xml msgid "" -"Cross-fading time (in seconds) between each animation connected to the inputs." +"Cross-fading time (in seconds) between each animation connected to the " +"inputs." msgstr "" #: doc/classes/AnimationPlayer.xml @@ -8662,10 +8720,10 @@ msgid "" "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " -"forward slash, then the key for the animation within the library, for example " -"[code]\"movement/run\"[/code]. If the library's key is an empty string (known " -"as the default library), the forward slash is omitted, being the same key " -"used by the library.\n" +"forward slash, then the key for the animation within the library, for " +"example [code]\"movement/run\"[/code]. If the library's key is an empty " +"string (known as the default library), the forward slash is omitted, being " +"the same key used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" @@ -8725,9 +8783,9 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Pauses the currently playing animation. The [member " -"current_animation_position] will be kept and calling [method play] or [method " -"play_backwards] without arguments or with the same animation name as [member " -"assigned_animation] will resume the animation.\n" +"current_animation_position] will be kept and calling [method play] or " +"[method play_backwards] without arguments or with the same animation name as " +"[member assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" @@ -8753,7 +8811,8 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" -"See [method AnimationMixer.capture]. It is almost the same as the following:\n" +"See [method AnimationMixer.capture]. It is almost the same as the " +"following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" @@ -8771,16 +8830,16 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Queues an animation for playback once the current one is done.\n" -"[b]Note:[/b] If a looped animation is currently playing, the queued animation " -"will never play unless the looped animation is stopped somehow." +"[b]Note:[/b] If a looped animation is currently playing, the queued " +"animation will never play unless the looped animation is stopped somehow." msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " -"updates at process time. Events between the current frame and [param seconds] " -"are skipped.\n" +"updates at process time. Events between the current frame and [param " +"seconds] are skipped.\n" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " @@ -8827,8 +8886,9 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "" "The key of the currently playing animation. If no animation is playing, the " -"property's value is an empty string. Changing this value does not restart the " -"animation. See [method play] for more information on playing animations.\n" +"property's value is an empty string. Changing this value does not restart " +"the animation. See [method play] for more information on playing " +"animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " @@ -8900,11 +8960,11 @@ msgstr "" #: doc/classes/AnimationRootNode.xml msgid "" -"[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete " -"animation. A complete animation refers to the output of an " -"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another " -"[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other " -"[AnimationRootNode]s.\n" +"[AnimationRootNode] is a base class for [AnimationNode]s that hold a " +"complete animation. A complete animation refers to the output of an " +"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of " +"another [AnimationRootNode]. Used for [member AnimationTree.tree_root] or in " +"other [AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " @@ -8922,10 +8982,11 @@ msgstr "" msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " -"methods of the corresponding [AnimationPlayer] will not function as expected. " -"Playback and transitions should be handled using only the [AnimationTree] and " -"its constituent [AnimationNode](s). The [AnimationPlayer] node should be used " -"solely for adding, deleting, and editing animations." +"methods of the corresponding [AnimationPlayer] will not function as " +"expected. Playback and transitions should be handled using only the " +"[AnimationTree] and its constituent [AnimationNode](s). The " +"[AnimationPlayer] node should be used solely for adding, deleting, and " +"editing animations." msgstr "" #: doc/classes/AnimationTree.xml @@ -8956,9 +9017,10 @@ msgstr "" #: doc/classes/Area2D.xml msgid "" "[Area2D] is a region of 2D space defined by one or multiple " -"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " -"[CollisionObject2D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when " +"other [CollisionObject2D]s enter or exit it, and it also keeps track of " +"which collision objects haven't exited it yet (i.e. which one are " +"overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " @@ -8994,8 +9056,8 @@ msgstr "" #: doc/classes/Area2D.xml msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " -"overlapping body's [member CollisionObject2D.collision_layer] must be part of " -"this area's [member CollisionObject2D.collision_mask] in order to be " +"overlapping body's [member CollisionObject2D.collision_layer] must be part " +"of this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " @@ -9015,10 +9077,10 @@ msgstr "" #: doc/classes/Area2D.xml msgid "" -"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, " -"otherwise returns [code]false[/code]. The overlapping body's [member " -"CollisionObject2D.collision_layer] must be part of this area's [member " -"CollisionObject2D.collision_mask] in order to be detected.\n" +"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or " +"[TileMap]s, otherwise returns [code]false[/code]. The overlapping body's " +"[member CollisionObject2D.collision_layer] must be part of this area's " +"[member CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." @@ -9049,8 +9111,8 @@ msgstr "" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/2d/default_angular_damp] for more details " -"about damping." +"See [member ProjectSettings.physics/2d/default_angular_damp] for more " +"details about damping." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml @@ -9087,8 +9149,8 @@ msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" -"If gravity is a point (see [member gravity_point]), this will be the point of " -"attraction." +"If gravity is a point (see [member gravity_point]), this will be the point " +"of attraction." msgstr "" #: doc/classes/Area2D.xml @@ -9100,8 +9162,8 @@ msgid "" "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When this " -"is set to 0.0, the gravity will be constant regardless of distance." +"The above is true only when the unit distance is a positive number. When " +"this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml @@ -9156,12 +9218,12 @@ msgstr "" msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param area_shape_index] contain indices of the " -"interacting shapes from this area and the other area, respectively. [param " -"area_rid] contains the [RID] of the other area. These values can be used with " -"the [PhysicsServer2D].\n" -"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" -"[/b]\n" +"[param local_shape_index] and [param area_shape_index] contain indices of " +"the interacting shapes from this area and the other area, respectively. " +"[param area_rid] contains the [RID] of the other area. These values can be " +"used with the [PhysicsServer2D].\n" +"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " +"index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" @@ -9190,8 +9252,8 @@ msgstr "" #: doc/classes/Area2D.xml msgid "" -"Emitted when the received [param body] exits this area. [param body] can be a " -"[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " +"Emitted when the received [param body] exits this area. [param body] can be " +"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" @@ -9200,14 +9262,14 @@ msgstr "" msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " -"detected if their [TileSet] has collision shapes configured. Requires [member " -"monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param body_shape_index] contain indices of the " -"interacting shapes from this area and the interacting body, respectively. " -"[param body_rid] contains the [RID] of the body. These values can be used " -"with the [PhysicsServer2D].\n" -"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" -"[/b]\n" +"detected if their [TileSet] has collision shapes configured. Requires " +"[member monitoring] to be set to [code]true[/code].\n" +"[param local_shape_index] and [param body_shape_index] contain indices of " +"the interacting shapes from this area and the interacting body, " +"respectively. [param body_rid] contains the [RID] of the body. These values " +"can be used with the [PhysicsServer2D].\n" +"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape " +"index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" @@ -9223,8 +9285,8 @@ msgstr "" msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " -"detected if their [TileSet] has collision shapes configured. Requires [member " -"monitoring] to be set to [code]true[/code].\n" +"detected if their [TileSet] has collision shapes configured. Requires " +"[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" @@ -9246,8 +9308,8 @@ msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "" -"This area replaces any gravity/damping, even the defaults, ignoring any lower " -"priority areas." +"This area replaces any gravity/damping, even the defaults, ignoring any " +"lower priority areas." msgstr "" #: doc/classes/Area2D.xml doc/classes/Area3D.xml @@ -9265,9 +9327,10 @@ msgstr "" #: doc/classes/Area3D.xml msgid "" "[Area3D] is a region of 3D space defined by one or multiple " -"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " -"[CollisionObject3D]s enter or exit it, and it also keeps track of which " -"collision objects haven't exited it yet (i.e. which one are overlapping it).\n" +"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when " +"other [CollisionObject3D]s enter or exit it, and it also keeps track of " +"which collision objects haven't exited it yet (i.e. which one are " +"overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " @@ -9300,8 +9363,8 @@ msgstr "" #: doc/classes/Area3D.xml msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " -"overlapping body's [member CollisionObject3D.collision_layer] must be part of " -"this area's [member CollisionObject3D.collision_mask] in order to be " +"overlapping body's [member CollisionObject3D.collision_layer] must be part " +"of this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " @@ -9321,10 +9384,10 @@ msgstr "" #: doc/classes/Area3D.xml msgid "" -"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, " -"otherwise returns [code]false[/code]. The overlapping body's [member " -"CollisionObject3D.collision_layer] must be part of this area's [member " -"CollisionObject3D.collision_mask] in order to be detected.\n" +"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or " +"[GridMap]s, otherwise returns [code]false[/code]. The overlapping body's " +"[member CollisionObject3D.collision_layer] must be part of this area's " +"[member CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." @@ -9347,16 +9410,16 @@ msgid "" "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " -"instance. While GridMaps are not physics body themselves, they register their " -"tiles with collision shapes as a virtual physics body." +"instance. While GridMaps are not physics body themselves, they register " +"their tiles with collision shapes as a virtual physics body." msgstr "" #: doc/classes/Area3D.xml msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" -"See [member ProjectSettings.physics/3d/default_angular_damp] for more details " -"about damping." +"See [member ProjectSettings.physics/3d/default_angular_damp] for more " +"details about damping." msgstr "" #: doc/classes/Area3D.xml @@ -9369,14 +9432,14 @@ msgstr "" #: doc/classes/Area3D.xml msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " -"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², " -"set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity " -"will have falloff according to the inverse square law, so in the example, at " -"200 meters from the center the gravity will be 1.0 m/s² (twice the distance, " -"1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x " -"the gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When this " -"is set to 0.0, the gravity will be constant regardless of distance." +"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" +"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " +"gravity will have falloff according to the inverse square law, so in the " +"example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " +"the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " +"the distance, 4x the gravity), and so on.\n" +"The above is true only when the unit distance is a positive number. When " +"this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/Area3D.xml @@ -9435,12 +9498,12 @@ msgstr "" msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param area_shape_index] contain indices of the " -"interacting shapes from this area and the other area, respectively. [param " -"area_rid] contains the [RID] of the other area. These values can be used with " -"the [PhysicsServer3D].\n" -"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" -"[/b]\n" +"[param local_shape_index] and [param area_shape_index] contain indices of " +"the interacting shapes from this area and the other area, respectively. " +"[param area_rid] contains the [RID] of the other area. These values can be " +"used with the [PhysicsServer3D].\n" +"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " +"index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" @@ -9469,8 +9532,8 @@ msgstr "" #: doc/classes/Area3D.xml msgid "" -"Emitted when the received [param body] exits this area. [param body] can be a " -"[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " +"Emitted when the received [param body] exits this area. [param body] can be " +"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" @@ -9481,12 +9544,12 @@ msgid "" "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" -"[param local_shape_index] and [param body_shape_index] contain indices of the " -"interacting shapes from this area and the interacting body, respectively. " -"[param body_rid] contains the [RID] of the body. These values can be used " -"with the [PhysicsServer3D].\n" -"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" -"[/b]\n" +"[param local_shape_index] and [param body_shape_index] contain indices of " +"the interacting shapes from this area and the interacting body, " +"respectively. [param body_rid] contains the [RID] of the body. These values " +"can be used with the [PhysicsServer3D].\n" +"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape " +"index:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" @@ -9551,8 +9614,8 @@ msgid "" "GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " -"that can be modified independently of the original array, use [method " +"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an " +"array that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." @@ -9651,12 +9714,12 @@ msgid "" "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" -" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate " -"to `true`).\n" -" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate " -"to `true`).\n" -" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate " -"to `true`).\n" +" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements " +"evaluate to `true`).\n" +" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements " +"evaluate to `true`).\n" +" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements " +"evaluate to `true`).\n" " print([].any(greater_than_5)) # Prints False (0 elements evaluate to " "`true`).\n" "\n" @@ -9715,9 +9778,9 @@ msgstr "" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" +"search. Optionally, a [param before] specifier can be passed. If " +"[code]false[/code], the returned index comes after all existing entries of " +"the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" @@ -9726,12 +9789,12 @@ msgstr "" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search and a custom comparison method. Optionally, a [param before] specifier " -"can be passed. If [code]false[/code], the returned index comes after all " -"existing entries of the value in the array. The custom method receives two " -"arguments (an element from the array and the value searched for) and must " -"return [code]true[/code] if the first argument is less than the second, and " -"return [code]false[/code] otherwise.\n" +"search and a custom comparison method. Optionally, a [param before] " +"specifier can be passed. If [code]false[/code], the returned index comes " +"after all existing entries of the value in the array. The custom method " +"receives two arguments (an element from the array and the value searched " +"for) and must return [code]true[/code] if the first argument is less than " +"the second, and return [code]false[/code] otherwise.\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" @@ -9766,13 +9829,13 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes the first occurrence of a value from the array. If the value does not " -"exist in the array, nothing happens. To remove an element by index, use " +"Removes the first occurrence of a value from the array. If the value does " +"not exist in the array, nothing happens. To remove an element by index, use " "[method remove_at] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the removed element have to be reindexed.\n" +"element is close to the beginning of the array (index 0). This is because " +"all elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] Do not erase entries while iterating over the array." msgstr "" @@ -9828,15 +9891,15 @@ msgstr "" msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" -"[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/" -"code]. If the array is empty, accessing by index will pause project execution " -"when running from the editor." +"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]" +"[/code]. If the array is empty, accessing by index will pause project " +"execution when running from the editor." msgstr "" #: doc/classes/Array.xml msgid "" -"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " -"not typed, returns [constant TYPE_NIL]." +"Returns the [enum Variant.Type] constant for a typed array. If the [Array] " +"is not typed, returns [constant TYPE_NIL]." msgstr "" #: doc/classes/Array.xml @@ -9891,8 +9954,8 @@ msgid "" "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " -"does [i]not[/i] imply the arrays are equal, because different arrays can have " -"identical hash values due to hash collisions." +"does [i]not[/i] imply the arrays are equal, because different arrays can " +"have identical hash values due to hash collisions." msgstr "" #: doc/classes/Array.xml @@ -9903,8 +9966,8 @@ msgid "" "operation failed.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the newly inserted element have to be reindexed." +"element is close to the beginning of the array (index 0). This is because " +"all elements placed after the newly inserted element have to be reindexed." msgstr "" #: doc/classes/Array.xml doc/classes/PackedByteArray.xml @@ -9942,8 +10005,8 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Calls the provided [Callable] for each element in the array and returns a new " -"array filled with values returned by the method.\n" +"Calls the provided [Callable] for each element in the array and returns a " +"new array filled with values returned by the method.\n" "The callable's method should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" @@ -9964,8 +10027,8 @@ msgid "" "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "To find the maximum value using a custom comparator, you can use [method " -"reduce]. In this example every array element is checked and the first maximum " -"value is returned:\n" +"reduce]. In this example every array element is checked and the first " +"maximum value is returned:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " @@ -10008,8 +10071,8 @@ msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Leaves the array unchanged and returns [code]null[/code] if the array is " -"empty or if it's accessed out of bounds. An error message is printed when the " -"array is accessed out of bounds, but not when the array is empty.\n" +"empty or if it's accessed out of bounds. An error message is printed when " +"the array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " @@ -10025,12 +10088,12 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Removes and returns the first element of the array. Returns [code]null[/code] " -"if the array is empty, without printing an error message. See also [method " -"pop_back].\n" +"Removes and returns the first element of the array. Returns [code]null[/" +"code] if the array is empty, without printing an error message. See also " +"[method pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " -"pop_back] as it will reindex all the array's elements every time it's called. " -"The larger the array, the slower [method pop_front] will be." +"pop_back] as it will reindex all the array's elements every time it's " +"called. The larger the array, the slower [method pop_front] will be." msgstr "" #: doc/classes/Array.xml @@ -10050,15 +10113,15 @@ msgstr "" msgid "" "Calls the provided [Callable] for each element in array and accumulates the " "result in [param accum].\n" -"The callable's method takes two arguments: the current value of [param accum] " -"and the current array element. If [param accum] is [code]null[/code] (default " -"value), the iteration will start from the second element, with the first one " -"used as initial value of [param accum].\n" +"The callable's method takes two arguments: the current value of [param " +"accum] and the current array element. If [param accum] is [code]null[/code] " +"(default value), the iteration will start from the second element, with the " +"first one used as initial value of [param accum].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n" -" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # " -"Same as above, but using lambda function.\n" +" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) " +"# Same as above, but using lambda function.\n" "\n" "func sum(accum, number):\n" " return accum + number\n" @@ -10073,8 +10136,8 @@ msgid "" "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " -"element is close to the beginning of the array (index 0). This is because all " -"elements placed after the removed element have to be reindexed.\n" +"element is close to the beginning of the array (index 0). This is because " +"all elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array without returning the " @@ -10105,8 +10168,8 @@ msgstr "" #: doc/classes/PackedInt64Array.xml doc/classes/PackedStringArray.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " -"passed. If negative, the start index is considered relative to the end of the " -"array." +"passed. If negative, the start index is considered relative to the end of " +"the array." msgstr "" #: doc/classes/Array.xml @@ -10133,9 +10196,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code]).\n" "If specified, [param step] is the relative index between source elements. It " "can be negative, then [param begin] must be higher than [param end]. For " "example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]" @@ -10154,8 +10217,8 @@ msgid "" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " -"order). This may lead to unexpected behavior when sorting an array of strings " -"ending with a sequence of numbers. Consider the following example:\n" +"order). This may lead to unexpected behavior when sorting an array of " +"strings ending with a sequence of numbers. Consider the following example:\n" "[codeblocks]\n" "[gdscript]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" @@ -10230,26 +10293,26 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Performs a comparison for each index between the left operand [Array] and the " -"[param right] [Array], considering the highest common index of both arrays " -"for this comparison: Returns [code]true[/code] on the first occurrence of an " -"element that is less, or [code]false[/code] if the element is greater. Note " -"that depending on the type of data stored, this function may be recursive. If " -"all elements are equal, it compares the length of both arrays and returns " -"[code]false[/code] if the left operand [Array] has fewer elements, otherwise " -"it returns [code]true[/code]." +"Performs a comparison for each index between the left operand [Array] and " +"the [param right] [Array], considering the highest common index of both " +"arrays for this comparison: Returns [code]true[/code] on the first " +"occurrence of an element that is less, or [code]false[/code] if the element " +"is greater. Note that depending on the type of data stored, this function " +"may be recursive. If all elements are equal, it compares the length of both " +"arrays and returns [code]false[/code] if the left operand [Array] has fewer " +"elements, otherwise it returns [code]true[/code]." msgstr "" #: doc/classes/Array.xml msgid "" -"Performs a comparison for each index between the left operand [Array] and the " -"[param right] [Array], considering the highest common index of both arrays " -"for this comparison: Returns [code]true[/code] on the first occurrence of an " -"element that is less, or [code]false[/code] if the element is greater. Note " -"that depending on the type of data stored, this function may be recursive. If " -"all elements are equal, it compares the length of both arrays and returns " -"[code]true[/code] if the left operand [Array] has the same number of elements " -"or fewer, otherwise it returns [code]false[/code]." +"Performs a comparison for each index between the left operand [Array] and " +"the [param right] [Array], considering the highest common index of both " +"arrays for this comparison: Returns [code]true[/code] on the first " +"occurrence of an element that is less, or [code]false[/code] if the element " +"is greater. Note that depending on the type of data stored, this function " +"may be recursive. If all elements are equal, it compares the length of both " +"arrays and returns [code]true[/code] if the left operand [Array] has the " +"same number of elements or fewer, otherwise it returns [code]false[/code]." msgstr "" #: doc/classes/Array.xml @@ -10261,35 +10324,37 @@ msgstr "" #: doc/classes/Array.xml msgid "" -"Performs a comparison for each index between the left operand [Array] and the " -"[param right] [Array], considering the highest common index of both arrays " -"for this comparison: Returns [code]true[/code] on the first occurrence of an " -"element that is greater, or [code]false[/code] if the element is less. Note " -"that depending on the type of data stored, this function may be recursive. If " -"all elements are equal, it compares the length of both arrays and returns " -"[code]true[/code] if the [param right] [Array] has more elements, otherwise " -"it returns [code]false[/code]." +"Performs a comparison for each index between the left operand [Array] and " +"the [param right] [Array], considering the highest common index of both " +"arrays for this comparison: Returns [code]true[/code] on the first " +"occurrence of an element that is greater, or [code]false[/code] if the " +"element is less. Note that depending on the type of data stored, this " +"function may be recursive. If all elements are equal, it compares the length " +"of both arrays and returns [code]true[/code] if the [param right] [Array] " +"has more elements, otherwise it returns [code]false[/code]." msgstr "" #: doc/classes/Array.xml msgid "" -"Performs a comparison for each index between the left operand [Array] and the " -"[param right] [Array], considering the highest common index of both arrays " -"for this comparison: Returns [code]true[/code] on the first occurrence of an " -"element that is greater, or [code]false[/code] if the element is less. Note " -"that depending on the type of data stored, this function may be recursive. If " -"all elements are equal, it compares the length of both arrays and returns " -"[code]true[/code] if the [param right] [Array] has more or the same number of " -"elements, otherwise it returns [code]false[/code]." +"Performs a comparison for each index between the left operand [Array] and " +"the [param right] [Array], considering the highest common index of both " +"arrays for this comparison: Returns [code]true[/code] on the first " +"occurrence of an element that is greater, or [code]false[/code] if the " +"element is less. Note that depending on the type of data stored, this " +"function may be recursive. If all elements are equal, it compares the length " +"of both arrays and returns [code]true[/code] if the [param right] [Array] " +"has more or the same number of elements, otherwise it returns [code]false[/" +"code]." msgstr "" #: doc/classes/Array.xml msgid "" "Returns a reference to the element of type [Variant] at the specified " "location. Arrays start at index 0. [param index] can be a zero or positive " -"value to start from the beginning, or a negative value to start from the end. " -"Out-of-bounds array access causes a run-time error, which will result in an " -"error being printed and the project execution pausing if run from the editor." +"value to start from the beginning, or a negative value to start from the " +"end. Out-of-bounds array access causes a run-time error, which will result " +"in an error being printed and the project execution pausing if run from the " +"editor." msgstr "" #: doc/classes/ArrayMesh.xml @@ -10299,8 +10364,8 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "" -"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as " -"arrays.\n" +"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " +"as arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" @@ -10344,8 +10409,8 @@ msgid "" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " -"modes." +"OpenGL/Face-culling]winding order[/url] for front faces of triangle " +"primitive modes." msgstr "" #: doc/classes/ArrayMesh.xml @@ -10364,38 +10429,38 @@ msgid "" "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" -"The [param arrays] argument is an array of arrays. Each of the [constant Mesh." -"ARRAY_MAX] elements contains an array with some of the mesh data for this " -"surface as described by the corresponding member of [enum Mesh.ArrayType] or " -"[code]null[/code] if it is not used by the surface. For example, " -"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " -"is always required; the others are optional. Adding an index array puts this " -"surface into \"index mode\" where the vertex and other arrays become the " -"sources of data and the index array defines the vertex order. All sub-arrays " -"must have the same length as the vertex array (or be an exact multiple of the " -"vertex array's length, when multiple elements of a sub-array correspond to a " -"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " -"used.\n" +"The [param arrays] argument is an array of arrays. Each of the [constant " +"Mesh.ARRAY_MAX] elements contains an array with some of the mesh data for " +"this surface as described by the corresponding member of [enum Mesh." +"ArrayType] or [code]null[/code] if it is not used by the surface. For " +"example, [code]arrays[0][/code] is the array of vertices. That first vertex " +"sub-array is always required; the others are optional. Adding an index array " +"puts this surface into \"index mode\" where the vertex and other arrays " +"become the sources of data and the index array defines the vertex order. All " +"sub-arrays must have the same length as the vertex array (or be an exact " +"multiple of the vertex array's length, when multiple elements of a sub-array " +"correspond to a single vertex) or be empty, except for [constant Mesh." +"ARRAY_INDEX] if it is used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " -"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " -"all other entries are [code]null[/code].\n" +"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] " +"and all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents a LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " -"distance at which the LOD stats being used. I.e., increasing the key of a LOD " -"also increases the distance that the objects has to be from the camera before " -"the LOD is used.\n" +"distance at which the LOD stats being used. I.e., increasing the key of a " +"LOD also increases the distance that the objects has to be from the camera " +"before the LOD is used.\n" "The [param flags] argument is the bitwise or of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" -"[b]Note:[/b] When using indices, it is recommended to only use points, lines, " -"or triangles." +"[b]Note:[/b] When using indices, it is recommended to only use points, " +"lines, or triangles." msgstr "" #: doc/classes/ArrayMesh.xml @@ -10485,7 +10550,8 @@ msgid "" msgstr "" #: doc/classes/ArrayOccluder3D.xml -msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." +msgid "" +"3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/ArrayOccluder3D.xml @@ -10590,15 +10656,16 @@ msgstr "" #: doc/classes/AspectRatioContainer.xml msgid "" "The width and height of child controls is automatically adjusted to make " -"their bounding rectangle cover the entire area of the container while keeping " -"the aspect ratio.\n" -"When the bounding rectangle of child controls exceed the container's size and " -"[member Control.clip_contents] is enabled, this allows to show only the " +"their bounding rectangle cover the entire area of the container while " +"keeping the aspect ratio.\n" +"When the bounding rectangle of child controls exceed the container's size " +"and [member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" #: doc/classes/AspectRatioContainer.xml -msgid "Aligns child controls with the beginning (left or top) of the container." +msgid "" +"Aligns child controls with the beginning (left or top) of the container." msgstr "" #: doc/classes/AspectRatioContainer.xml @@ -10611,14 +10678,14 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "" -"An implementation of A* for finding the shortest path between two vertices on " -"a connected graph in 2D space." +"An implementation of A* for finding the shortest path between two vertices " +"on a connected graph in 2D space." msgstr "" #: doc/classes/AStar2D.xml msgid "" -"An implementation of the A* algorithm, used to find the shortest path between " -"two vertices on a connected graph in 2D space.\n" +"An implementation of the A* algorithm, used to find the shortest path " +"between two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" @@ -10631,7 +10698,8 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "" -"Called when estimating the cost between a point and the path's ending point.\n" +"Called when estimating the cost between a point and the path's ending " +"point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" @@ -10706,9 +10774,9 @@ msgstr "" #: doc/classes/AStar2D.xml doc/classes/AStar3D.xml msgid "" -"Returns the ID of the closest point to [param to_position], optionally taking " -"disabled points into account. Returns [code]-1[/code] if there are no points " -"in the points pool.\n" +"Returns the ID of the closest point to [param to_position], optionally " +"taking disabled points into account. Returns [code]-1[/code] if there are no " +"points in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" @@ -10786,8 +10854,8 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "" -"Returns an array with the IDs of the points that form the connection with the " -"given point.\n" +"Returns an array with the IDs of the points that form the connection with " +"the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" @@ -10827,8 +10895,8 @@ msgstr "" #: doc/classes/AStar2D.xml msgid "" "Returns an array with the points that are in the path found by AStar2D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" +"between the given points. The array is ordered from the starting point to " +"the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector2Array] and will print an error message." msgstr "" @@ -10884,8 +10952,8 @@ msgstr "" #: doc/classes/AStar3D.xml msgid "" -"An implementation of A* for finding the shortest path between two vertices on " -"a connected graph in 3D space." +"An implementation of A* for finding the shortest path between two vertices " +"on a connected graph in 3D space." msgstr "" #: doc/classes/AStar3D.xml @@ -10934,16 +11002,17 @@ msgid "" "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " -"return the same value as [method _compute_cost] to provide the algorithm with " -"the most accurate information.\n" -"If the default [method _estimate_cost] and [method _compute_cost] methods are " -"used, or if the supplied [method _estimate_cost] method returns a lower bound " -"of the cost, then the paths returned by A* will be the lowest-cost paths. " -"Here, the cost of a path equals the sum of the [method _compute_cost] results " -"of all segments in the path multiplied by the [code]weight_scale[/code]s of " -"the endpoints of the respective segments. If the default methods are used and " -"the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], " -"then this equals the sum of Euclidean distances of all segments in the path." +"return the same value as [method _compute_cost] to provide the algorithm " +"with the most accurate information.\n" +"If the default [method _estimate_cost] and [method _compute_cost] methods " +"are used, or if the supplied [method _estimate_cost] method returns a lower " +"bound of the cost, then the paths returned by A* will be the lowest-cost " +"paths. Here, the cost of a path equals the sum of the [method _compute_cost] " +"results of all segments in the path multiplied by the [code]weight_scale[/" +"code]s of the endpoints of the respective segments. If the default methods " +"are used and the [code]weight_scale[/code]s of all points are set to " +"[code]1.0[/code], then this equals the sum of Euclidean distances of all " +"segments in the path." msgstr "" #: doc/classes/AStar3D.xml @@ -10954,7 +11023,8 @@ msgstr "" #: doc/classes/AStar3D.xml msgid "" -"Called when estimating the cost between a point and the path's ending point.\n" +"Called when estimating the cost between a point and the path's ending " +"point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" @@ -11078,8 +11148,8 @@ msgstr "" #: doc/classes/AStar3D.xml msgid "" -"Returns an array with the IDs of the points that form the connection with the " -"given point.\n" +"Returns an array with the IDs of the points that form the connection with " +"the given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" @@ -11110,8 +11180,8 @@ msgstr "" #: doc/classes/AStar3D.xml msgid "" "Returns an array with the points that are in the path found by AStar3D " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" +"between the given points. The array is ordered from the starting point to " +"the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" @@ -11125,17 +11195,17 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"An implementation of A* for finding the shortest path between two points on a " -"partial 2D grid." +"An implementation of A* for finding the shortest path between two points on " +"a partial 2D grid." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " -"grids. It is simpler to use because it doesn't require you to manually create " -"points and connect them together. This class also supports multiple types of " -"heuristics, modes for diagonal movement, and a jumping mode to speed up " -"calculations.\n" +"grids. It is simpler to use because it doesn't require you to manually " +"create points and connect them together. This class also supports multiple " +"types of heuristics, modes for diagonal movement, and a jumping mode to " +"speed up calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" @@ -11147,8 +11217,8 @@ msgid "" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" -"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " -"0), (16, 16), (32, 32), (48, 48), (48, 64)\n" +"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints " +"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" @@ -11161,8 +11231,8 @@ msgid "" "prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" -"To remove a point from the pathfinding grid, it must be set as \"solid\" with " -"[method set_point_solid]." +"To remove a point from the pathfinding grid, it must be set as \"solid\" " +"with [method set_point_solid]." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11173,7 +11243,8 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"Called when estimating the cost between a point and the path's ending point.\n" +"Called when estimating the cost between a point and the path's ending " +"point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" @@ -11209,8 +11280,8 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " -"between the given points. The array is ordered from the starting point to the " -"ending point of the path.\n" +"between the given points. The array is ordered from the starting point to " +"the ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" @@ -11237,14 +11308,14 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"Returns [code]true[/code] if a point is disabled for pathfinding. By default, " -"all points are enabled." +"Returns [code]true[/code] if a point is disabled for pathfinding. By " +"default, all points are enabled." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"Disables or enables the specified point for pathfinding. Useful for making an " -"obstacle. By default, all points are enabled.\n" +"Disables or enables the specified point for pathfinding. Useful for making " +"an obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" @@ -11261,17 +11332,18 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"Updates the internal state of the grid according to the parameters to prepare " -"it to search the path. Needs to be called if parameters like [member region], " -"[member cell_size] or [member offset] are changed. [method is_dirty] will " -"return [code]true[/code] if this is the case and this needs to be called.\n" +"Updates the internal state of the grid according to the parameters to " +"prepare it to search the path. Needs to be called if parameters like [member " +"region], [member cell_size] or [member offset] are changed. [method " +"is_dirty] will return [code]true[/code] if this is the case and this needs " +"to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"The cell shape. Affects how the positions are placed in the grid. If changed, " -"[method update] needs to be called before finding the next path." +"The cell shape. Affects how the positions are placed in the grid. If " +"changed, [method update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11283,14 +11355,15 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"The default [enum Heuristic] which will be used to calculate the cost between " -"two points if [method _compute_cost] was not overridden." +"The default [enum Heuristic] which will be used to calculate the cost " +"between two points if [method _compute_cost] was not overridden." msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"The default [enum Heuristic] which will be used to calculate the cost between " -"the point and the end point if [method _estimate_cost] was not overridden." +"The default [enum Heuristic] which will be used to calculate the cost " +"between the point and the end point if [method _estimate_cost] was not " +"overridden." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11309,9 +11382,9 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"The offset of the grid which will be applied to calculate the resulting point " -"position returned by [method get_point_path]. If changed, [method update] " -"needs to be called before finding the next path." +"The offset of the grid which will be applied to calculate the resulting " +"point position returned by [method get_point_path]. If changed, [method " +"update] needs to be called before finding the next path." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11327,8 +11400,8 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" "The size of the grid (number of cells of size [member cell_size] on each " -"axis). If changed, [method update] needs to be called before finding the next " -"path." +"axis). If changed, [method update] needs to be called before finding the " +"next path." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11406,8 +11479,8 @@ msgstr "" #: doc/classes/AStarGrid2D.xml msgid "" -"The pathfinding algorithm will avoid using diagonals if any obstacle has been " -"placed around the neighboring cells of the specific path segment." +"The pathfinding algorithm will avoid using diagonals if any obstacle has " +"been placed around the neighboring cells of the specific path segment." msgstr "" #: doc/classes/AStarGrid2D.xml @@ -11527,9 +11600,9 @@ msgstr "" #: doc/classes/AudioEffect.xml msgid "" -"Override this method to customize the [AudioEffectInstance] created when this " -"effect is applied on a bus in the editor's Audio panel, or through [method " -"AudioServer.add_bus_effect].\n" +"Override this method to customize the [AudioEffectInstance] created when " +"this effect is applied on a bus in the editor's Audio panel, or through " +"[method AudioServer.add_bus_effect].\n" "[codeblock]\n" "extends AudioEffect\n" "\n" @@ -11705,15 +11778,15 @@ msgstr "" msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " -"compressor is to increase the dynamic range by clipping as little as possible " -"(when sound goes over 0dB).\n" +"compressor is to increase the dynamic range by clipping as little as " +"possible (when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" -"- Sidechained. This can reduce the sound level sidechained with another audio " -"bus for threshold detection. This technique is common in video game mixing to " -"the level of music and SFX while voices are being heard.\n" +"- Sidechained. This can reduce the sound level sidechained with another " +"audio bus for threshold detection. This technique is common in video game " +"mixing to the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" @@ -11767,15 +11840,15 @@ msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" "Plays input signal back after a period of time. The delayed signal may be " -"played back multiple times to create the sound of a repeating, decaying echo. " -"Delay effects range from a subtle echo effect to a pronounced blending of " -"previous sounds with new sounds." +"played back multiple times to create the sound of a repeating, decaying " +"echo. Delay effects range from a subtle echo effect to a pronounced blending " +"of previous sounds with new sounds." msgstr "" #: doc/classes/AudioEffectDelay.xml msgid "" -"Output percent of original sound. At 0, only delayed sounds are output. Value " -"can range from 0 to 1." +"Output percent of original sound. At 0, only delayed sounds are output. " +"Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectDelay.xml @@ -11840,8 +11913,8 @@ msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "" -"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or " -"waveshape.\n" +"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " +"or waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." @@ -11901,8 +11974,8 @@ msgstr "" #: doc/classes/AudioEffectEQ.xml msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" -"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or " -"[AudioEffectEQ21] don't fit your needs." +"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] " +"or [AudioEffectEQ21] don't fit your needs." msgstr "" #: doc/classes/AudioEffectEQ.xml @@ -11928,8 +12001,8 @@ msgstr "" #: doc/classes/AudioEffectEQ10.xml msgid "" -"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " -"frequencies from 31 Hz to 16000 Hz.\n" +"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control " +"over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" @@ -11951,8 +12024,8 @@ msgstr "" #: doc/classes/AudioEffectEQ21.xml msgid "" -"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " -"frequencies from 22 Hz to 22000 Hz.\n" +"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control " +"over frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" @@ -12047,9 +12120,10 @@ msgstr "" #: doc/classes/AudioEffectInstance.xml msgid "" "An audio effect instance manipulates the audio it receives for a given " -"effect. This instance is automatically created by an [AudioEffect] when it is " -"added to a bus, and should usually not be created directly. If necessary, it " -"can be fetched at run-time with [method AudioServer.get_bus_effect_instance]." +"effect. This instance is automatically created by an [AudioEffect] when it " +"is added to a bus, and should usually not be created directly. If necessary, " +"it can be fetched at run-time with [method AudioServer." +"get_bus_effect_instance]." msgstr "" #: doc/classes/AudioEffectInstance.xml @@ -12057,8 +12131,8 @@ msgid "" "Called by the [AudioServer] to process this effect. When [method " "_process_silence] is not overridden or it returns [code]false[/code], this " "method is called only when the bus is active.\n" -"[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " -"GDExtension can take advantage of it." +"[b]Note:[/b] It is not useful to override this method in GDScript or C#. " +"Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioEffectInstance.xml @@ -12080,8 +12154,8 @@ msgid "" "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " -"and progressively increases its effect as the input level increases such that " -"the threshold is never exceeded." +"and progressively increases its effect as the input level increases such " +"that the threshold is never exceeded." msgstr "" #: doc/classes/AudioEffectLimiter.xml @@ -12092,7 +12166,8 @@ msgstr "" #: doc/classes/AudioEffectLimiter.xml msgid "" -"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." +"Applies a gain to the limited waves, in decibels. Value can range from 0 to " +"6." msgstr "" #: doc/classes/AudioEffectLimiter.xml @@ -12158,8 +12233,8 @@ msgstr "" #: doc/classes/AudioEffectPhaser.xml msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " -"affect bass frequencies. High value can sweep high into the treble. Value can " -"range from 0.1 to 4." +"affect bass frequencies. High value can sweep high into the treble. Value " +"can range from 0.1 to 4." msgstr "" #: doc/classes/AudioEffectPhaser.xml @@ -12251,8 +12326,8 @@ msgstr "" #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" -"Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " -"but most stable over time." +"Use a buffer of 4096 samples for the Fast Fourier transform. Highest " +"latency, but most stable over time." msgstr "" #: doc/classes/AudioEffectPitchShift.xml @@ -12269,9 +12344,9 @@ msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" -"Unlike [AudioEffectCapture], this effect encodes the recording with the given " -"format (8-bit, 16-bit, or compressed) instead of giving access to the raw " -"audio samples.\n" +"Unlike [AudioEffectCapture], this effect encodes the recording with the " +"given format (8-bit, 16-bit, or compressed) instead of giving access to the " +"raw audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " @@ -12315,8 +12390,8 @@ msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" -"Defines how reflective the imaginary room's walls are. Value can range from 0 " -"to 1." +"Defines how reflective the imaginary room's walls are. Value can range from " +"0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml @@ -12327,9 +12402,9 @@ msgstr "" #: doc/classes/AudioEffectReverb.xml msgid "" -"High-pass filter passes signals with a frequency higher than a certain cutoff " -"frequency and attenuates signals with frequencies lower than the cutoff " -"frequency. Value can range from 0 to 1." +"High-pass filter passes signals with a frequency higher than a certain " +"cutoff frequency and attenuates signals with frequencies lower than the " +"cutoff frequency. Value can range from 0 to 1." msgstr "" #: doc/classes/AudioEffectReverb.xml @@ -12366,8 +12441,8 @@ msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" -"This audio effect does not affect sound output, but can be used for real-time " -"audio visualizations.\n" +"This audio effect does not affect sound output, but can be used for real-" +"time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" @@ -12384,8 +12459,8 @@ msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml msgid "" -"The length of the buffer to keep (in seconds). Higher values keep data around " -"for longer, but require more memory." +"The length of the buffer to keep (in seconds). Higher values keep data " +"around for longer, but require more memory." msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml @@ -12439,7 +12514,8 @@ msgid "" msgstr "" #: doc/classes/AudioListener2D.xml -msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." +msgid "" +"Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "" #: doc/classes/AudioListener2D.xml @@ -12470,8 +12546,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" -"[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" " -"in the scene tree, but only the one that was made current last will be used." +"[b]Note:[/b] There may be more than one AudioListener3D marked as " +"\"current\" in the scene tree, but only the one that was made current last " +"will be used." msgstr "" #: doc/classes/AudioListener3D.xml @@ -12485,8 +12562,8 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " -"charge of creating sample data (playable audio) as well as its playback via a " -"voice interface." +"charge of creating sample data (playable audio) as well as its playback via " +"a voice interface." msgstr "" #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml @@ -12545,8 +12622,8 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" -"Returns the peak volume of the right speaker at bus index [param bus_idx] and " -"channel index [param channel]." +"Returns the peak volume of the right speaker at bus index [param bus_idx] " +"and channel index [param channel]." msgstr "" #: doc/classes/AudioServer.xml @@ -12577,9 +12654,9 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" -"Returns the audio driver's effective output latency. This is based on [member " -"ProjectSettings.audio/driver/output_latency], but the exact returned value " -"will differ depending on the operating system and audio driver.\n" +"Returns the audio driver's effective output latency. This is based on " +"[member ProjectSettings.audio/driver/output_latency], but the exact returned " +"value will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" @@ -12656,8 +12733,8 @@ msgstr "" #: doc/classes/AudioServer.xml msgid "" -"If set to [code]true[/code], all instances of [AudioStreamPlayback] will call " -"[method AudioStreamPlayback._tag_used_streams] every mix step.\n" +"If set to [code]true[/code], all instances of [AudioStreamPlayback] will " +"call [method AudioStreamPlayback._tag_used_streams] every mix step.\n" "[b]Note:[/b] This is enabled by default in the editor, as it is used by " "editor plugins for the audio stream previews." msgstr "" @@ -12682,8 +12759,8 @@ msgid "" "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" -"wide default audio input. If an invalid device name is set, the value will be " -"reverted back to [code]\"Default\"[/code].\n" +"wide default audio input. If an invalid device name is set, the value will " +"be reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " @@ -12695,17 +12772,17 @@ msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " -"device. The value [code]\"Default\"[/code] will play audio on the system-wide " -"default audio output. If an invalid device name is set, the value will be " -"reverted back to [code]\"Default\"[/code]." +"device. The value [code]\"Default\"[/code] will play audio on the system-" +"wide default audio output. If an invalid device name is set, the value will " +"be reverted back to [code]\"Default\"[/code]." msgstr "" #: doc/classes/AudioServer.xml msgid "" -"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " -"will make the audio be played at half its speed). See also [member Engine." -"time_scale] to affect the general simulation speed, which is independent from " -"[member AudioServer.playback_speed_scale]." +"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" +"code] will make the audio be played at half its speed). See also [member " +"Engine.time_scale] to affect the general simulation speed, which is " +"independent from [member AudioServer.playback_speed_scale]." msgstr "" #: doc/classes/AudioServer.xml @@ -12814,8 +12891,8 @@ msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " -"stream. Useful for when you want to extend [method _instantiate_playback] but " -"call [method instantiate_playback] from an internally held AudioStream " +"stream. Useful for when you want to extend [method _instantiate_playback] " +"but call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" @@ -12823,8 +12900,8 @@ msgstr "" #: doc/classes/AudioStream.xml msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " -"([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " -"more channels ([i]polyphony[/i])." +"([i]monophony[/i]), or [code]false[/code] if the audio stream supports two " +"or more channels ([i]polyphony[/i])." msgstr "" #: doc/classes/AudioStream.xml @@ -12911,9 +12988,9 @@ msgstr "" #: doc/classes/AudioStreamGenerator.xml msgid "" "The length of the buffer to generate (in seconds). Lower values result in " -"less latency, but require the script to generate audio data faster, resulting " -"in increased CPU usage and more risk for audio cracking if the CPU can't keep " -"up." +"less latency, but require the script to generate audio data faster, " +"resulting in increased CPU usage and more risk for audio cracking if the CPU " +"can't keep up." msgstr "" #: doc/classes/AudioStreamGenerator.xml @@ -12926,9 +13003,9 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"generating lower-pitched sounds such as voices, lower sample rates such as " -"[code]32000[/code] or [code]22050[/code] may be usable with no loss in " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " +"are generating lower-pitched sounds such as voices, lower sample rates such " +"as [code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" @@ -12956,8 +13033,8 @@ msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" "Returns the number of frames that can be pushed to the audio sample data " -"buffer without overflowing it. If the result is [code]0[/code], the buffer is " -"full." +"buffer without overflowing it. If the result is [code]0[/code], the buffer " +"is full." msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml @@ -12978,7 +13055,8 @@ msgstr "" msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " -"GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript." +"GDExtension, but [method push_frame] may be [i]more[/i] efficient in " +"GDScript." msgstr "" #: doc/classes/AudioStreamMicrophone.xml @@ -13002,8 +13080,8 @@ msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "" -"MP3 audio stream driver. See [member data] if you want to load an MP3 file at " -"run-time." +"MP3 audio stream driver. See [member data] if you want to load an MP3 file " +"at run-time." msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml @@ -13050,10 +13128,10 @@ msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " -"Ogg Vorbis file formats. It offers functionality for loading and playing back " -"Ogg Vorbis files, as well as managing looping and other playback properties. " -"This class is part of the audio stream system, which also supports WAV files " -"through the [AudioStreamWAV] class." +"Ogg Vorbis file formats. It offers functionality for loading and playing " +"back Ogg Vorbis files, as well as managing looping and other playback " +"properties. This class is part of the audio stream system, which also " +"supports WAV files through the [AudioStreamWAV] class." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml @@ -13081,8 +13159,8 @@ msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml msgid "" -"Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer " -"must contain Ogg Vorbis data." +"Creates a new AudioStreamOggVorbis instance from the given buffer. The " +"buffer must contain Ogg Vorbis data." msgstr "" #: modules/vorbis/doc_classes/AudioStreamOggVorbis.xml @@ -13140,15 +13218,15 @@ msgstr "" msgid "" "Override this method to customize how the audio stream is mixed. This method " "is called even if the playback is not active.\n" -"[b]Note:[/b] It is not useful to override this method in GDScript or C#. Only " -"GDExtension can take advantage of it." +"[b]Note:[/b] It is not useful to override this method in GDScript or C#. " +"Only GDExtension can take advantage of it." msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" -"Override this method to customize what happens when seeking this audio stream " -"at the given [param position], such as by calling [method AudioStreamPlayer." -"seek]." +"Override this method to customize what happens when seeking this audio " +"stream at the given [param position], such as by calling [method " +"AudioStreamPlayer.seek]." msgstr "" #: doc/classes/AudioStreamPlayback.xml @@ -13171,10 +13249,11 @@ msgstr "" #: doc/classes/AudioStreamPlayback.xml msgid "" -"Overridable method. Called whenever the audio stream is mixed if the playback " -"is active and [method AudioServer.set_enable_tagging_used_audio_streams] has " -"been set to [code]true[/code]. Editor plugins may use this method to \"tag\" " -"the current position along the audio stream and display it in a preview." +"Overridable method. Called whenever the audio stream is mixed if the " +"playback is active and [method AudioServer." +"set_enable_tagging_used_audio_streams] has been set to [code]true[/code]. " +"Editor plugins may use this method to \"tag\" the current position along the " +"audio stream and display it in a preview." msgstr "" #: doc/classes/AudioStreamPlaybackPolyphonic.xml @@ -13386,9 +13465,9 @@ msgstr "" msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " -"certain audio bus. An example of how you might use this is making a \"water\" " -"area so that sounds played in the water are redirected through an audio bus " -"to make them sound like they are being played underwater." +"certain audio bus. An example of how you might use this is making a " +"\"water\" area so that sounds played in the water are redirected through an " +"audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml @@ -13408,8 +13487,8 @@ msgstr "" #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "" -"If [code]true[/code], audio is playing or is queued to be played (see [method " -"play])." +"If [code]true[/code], audio is playing or is queued to be played (see " +"[method play])." msgstr "" #: doc/classes/AudioStreamPlayer2D.xml @@ -13447,16 +13526,16 @@ msgstr "" msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " -"certain audio bus. An example of how you might use this is making a \"water\" " -"area so that sounds played in the water are redirected through an audio bus " -"to make them sound like they are being played underwater." +"certain audio bus. An example of how you might use this is making a " +"\"water\" area so that sounds played in the water are redirected through an " +"audio bus to make them sound like they are being played underwater." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" -"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above " -"this frequency is attenuated more than a sound below this frequency. To " -"disable this effect, set this to [code]20500[/code] as this frequency is " +"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound " +"above this frequency is attenuated more than a sound below this frequency. " +"To disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" @@ -13515,12 +13594,12 @@ msgstr "" #: doc/classes/AudioStreamPlayer3D.xml msgid "" "The distance past which the sound can no longer be heard at all. Only has an " -"effect if set to a value greater than [code]0.0[/code]. [member max_distance] " -"works in tandem with [member unit_size]. However, unlike [member unit_size] " -"whose behavior depends on the [member attenuation_model], [member " -"max_distance] always works in a linear fashion. This can be used to prevent " -"the [AudioStreamPlayer3D] from requiring audio mixing when the listener is " -"far away, which saves CPU resources." +"effect if set to a value greater than [code]0.0[/code]. [member " +"max_distance] works in tandem with [member unit_size]. However, unlike " +"[member unit_size] whose behavior depends on the [member attenuation_model], " +"[member max_distance] always works in a linear fashion. This can be used to " +"prevent the [AudioStreamPlayer3D] from requiring audio mixing when the " +"listener is far away, which saves CPU resources." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml @@ -13591,12 +13670,12 @@ msgstr "" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" -"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set " -"inside the player, which can be obtained via [method AudioStreamPlayer." +"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance " +"set inside the player, which can be obtained via [method AudioStreamPlayer." "get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or " "[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the " -"playback instance is only valid after the [code]stream[/code] property is set " -"as an [AudioStreamPolyphonic] in those players." +"playback instance is only valid after the [code]stream[/code] property is " +"set as an [AudioStreamPolyphonic] in those players." msgstr "" #: doc/classes/AudioStreamPolyphonic.xml @@ -13609,8 +13688,8 @@ msgstr "" #: doc/classes/AudioStreamRandomizer.xml msgid "" -"Picks a random AudioStream from the pool, depending on the playback mode, and " -"applies random pitch shifting and volume shifting during playback." +"Picks a random AudioStream from the pool, depending on the playback mode, " +"and applies random pitch shifting and volume shifting during playback." msgstr "" #: doc/classes/AudioStreamRandomizer.xml @@ -13693,10 +13772,10 @@ msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" -"AudioStreamWAV stores sound samples loaded from WAV files. To play the stored " -"sound, use an [AudioStreamPlayer] (for non-positional audio) or " -"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound " -"can be looped.\n" +"AudioStreamWAV stores sound samples loaded from WAV files. To play the " +"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " +"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The " +"sound can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" @@ -13712,8 +13791,8 @@ msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "Contains the audio data in bytes.\n" -"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " -"to signed PCM8, subtract 128 from each byte." +"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " +"PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" #: doc/classes/AudioStreamWAV.xml @@ -13723,15 +13802,15 @@ msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop start point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file if " -"present." +"sample). This information will be imported automatically from the WAV file " +"if present." msgstr "" #: doc/classes/AudioStreamWAV.xml msgid "" "The loop end point (in number of samples, relative to the beginning of the " -"sample). This information will be imported automatically from the WAV file if " -"present." +"sample). This information will be imported automatically from the WAV file " +"if present." msgstr "" #: doc/classes/AudioStreamWAV.xml @@ -13750,8 +13829,8 @@ msgid "" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " -"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " -"using lower-pitched sounds such as voices, lower sample rates such as " +"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you " +"are using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" @@ -13802,16 +13881,16 @@ msgstr "" #: doc/classes/BackBufferCopy.xml msgid "" -"Node for back-buffering the currently-displayed screen. The region defined in " -"the [BackBufferCopy] node is buffered with the content of the screen it " +"Node for back-buffering the currently-displayed screen. The region defined " +"in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " -"anchors and margins won't apply to child [Control]-derived nodes. This can be " -"problematic when resizing the window. To avoid this, add [Control]-derived " -"nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " -"as children." +"anchors and margins won't apply to child [Control]-derived nodes. This can " +"be problematic when resizing the window. To avoid this, add [Control]-" +"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " +"adding them as children." msgstr "" #: doc/classes/BackBufferCopy.xml @@ -13862,8 +13941,8 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "" "Returns the visual state used to draw the button. This is useful mainly when " -"implementing your own draw code by either overriding _draw() or connecting to " -"\"draw\" signal. The visual state of the button is defined by the [enum " +"implementing your own draw code by either overriding _draw() or connecting " +"to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" @@ -13916,14 +13995,14 @@ msgstr "" #: doc/classes/BaseButton.xml msgid "" -"If [code]true[/code], the button is in disabled state and can't be clicked or " -"toggled." +"If [code]true[/code], the button is in disabled state and can't be clicked " +"or toggled." msgstr "" #: doc/classes/BaseButton.xml msgid "" -"If [code]true[/code], the button stays pressed when moving the cursor outside " -"the button while pressing it.\n" +"If [code]true[/code], the button stays pressed when moving the cursor " +"outside the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." @@ -14031,8 +14110,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] " -"enumerator for options." +"Returns [code]true[/code], if the specified flag is enabled. See [enum " +"Flags] enumerator for options." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14050,12 +14129,12 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], enables the specified flag. Flags are optional behavior " -"that can be turned on and off. Only one flag can be enabled at a time with " -"this function, the flag enumerators cannot be bit-masked together to enable " -"or disable multiple flags at once. Flags can also be enabled by setting the " -"corresponding member to [code]true[/code]. See [enum Flags] enumerator for " -"options." +"If [code]true[/code], enables the specified flag. Flags are optional " +"behavior that can be turned on and off. Only one flag can be enabled at a " +"time with this function, the flag enumerators cannot be bit-masked together " +"to enable or disable multiple flags at once. Flags can also be enabled by " +"setting the corresponding member to [code]true[/code]. See [enum Flags] " +"enumerator for options." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14084,8 +14163,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], forces a conversion of the [member albedo_texture] from " -"sRGB color space to linear color space. See also [member " +"If [code]true[/code], forces a conversion of the [member albedo_texture] " +"from sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " @@ -14098,7 +14177,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Enables multichannel signed distance field rendering shader. Use [member " -"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." +"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF " +"parameters." msgstr "" #: doc/classes/BaseMaterial3D.xml doc/classes/Label3D.xml @@ -14140,8 +14220,8 @@ msgid "" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " -"texture filtering, which can be enabled by setting [member texture_filter] to " -"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." +"texture filtering, which can be enabled by setting [member texture_filter] " +"to [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14152,17 +14232,17 @@ msgid "" "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" -"If present, the texture's alpha channel will be used to multiply the strength " -"of the [member anisotropy] effect. Fully opaque pixels will keep the " -"anisotropy effect's original strength while fully transparent pixels will " -"disable the anisotropy effect entirely. The flowmap texture's blue channel is " -"ignored." +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " -"areas based on the [member ao_texture]." +"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion " +"darkens areas based on the [member ao_texture]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14182,8 +14262,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Texture that defines the amount of ambient occlusion for a given point on the " -"object." +"Texture that defines the amount of ambient occlusion for a given point on " +"the object." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14260,8 +14340,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Sets the roughness of the clearcoat pass. A higher value results in a rougher " -"clearcoat while a lower value results in a smoother clearcoat." +"Sets the roughness of the clearcoat pass. A higher value results in a " +"rougher clearcoat while a lower value results in a smoother clearcoat." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14302,8 +14382,9 @@ msgstr "" msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " -"and [member detail_albedo]'s alpha channel. This can be used to add variation " -"to objects, or to blend between two different albedo/normal textures." +"and [member detail_albedo]'s alpha channel. This can be used to add " +"variation to objects, or to blend between two different albedo/normal " +"textures." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14316,13 +14397,14 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " -"[member detail_normal] texture only uses the red and green channels; the blue " -"and alpha channels are ignored. The normal read from [member detail_normal] " -"is oriented around the surface normal provided by the [Mesh].\n" +"[member detail_normal] texture only uses the red and green channels; the " +"blue and alpha channels are ignored. The normal read from [member " +"detail_normal] is oriented around the surface normal provided by the " +"[Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " -"comparison of normal map coordinates expected by popular engines." +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " +"a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14332,7 +14414,8 @@ msgid "" msgstr "" #: doc/classes/BaseMaterial3D.xml -msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." +msgid "" +"The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14396,10 +14479,10 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Luminance of emitted light, measured in nits (candela per square meter). Only " -"available when [member ProjectSettings.rendering/lights_and_shadows/" -"use_physical_light_units] is enabled. The default is roughly equivalent to an " -"indoor lightbulb." +"Luminance of emitted light, measured in nits (candela per square meter). " +"Only available when [member ProjectSettings.rendering/lights_and_shadows/" +"use_physical_light_units] is enabled. The default is roughly equivalent to " +"an indoor lightbulb." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14457,24 +14540,24 @@ msgid "" "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " -"the same material. The value of [member heightmap_enabled] will be ignored if " -"[member uv1_triplanar] is enabled." +"the same material. The value of [member heightmap_enabled] will be ignored " +"if [member uv1_triplanar] is enabled." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], flips the mesh's binormal vectors when interpreting the " -"height map. If the heightmap effect looks strange when the camera moves (even " -"with a reasonable [member heightmap_scale]), try setting this to [code]true[/" -"code]." +"If [code]true[/code], flips the mesh's binormal vectors when interpreting " +"the height map. If the heightmap effect looks strange when the camera moves " +"(even with a reasonable [member heightmap_scale]), try setting this to " +"[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " -"height map. If the heightmap effect looks strange when the camera moves (even " -"with a reasonable [member heightmap_scale]), try setting this to [code]true[/" -"code]." +"height map. If the heightmap effect looks strange when the camera moves " +"(even with a reasonable [member heightmap_scale]), try setting this to " +"[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14483,17 +14566,17 @@ msgid "" "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " -"3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " -"remain [code]false[/code]." +"3.x. This is not necessary if the Invert import option was used to invert " +"the depth map in Godot 3.x, in which case [member heightmap_flip_texture] " +"should remain [code]false[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"The number of layers to use for parallax occlusion mapping when the camera is " -"up close to the material. Higher values result in a more convincing depth " -"effect, especially in materials that have steep height changes. Higher values " -"have a significant cost on the GPU, so it should only be increased on " +"The number of layers to use for parallax occlusion mapping when the camera " +"is up close to the material. Higher values result in a more convincing depth " +"effect, especially in materials that have steep height changes. Higher " +"values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." @@ -14501,10 +14584,10 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"The number of layers to use for parallax occlusion mapping when the camera is " -"far away from the material. Higher values result in a more convincing depth " -"effect, especially in materials that have steep height changes. Higher values " -"have a significant cost on the GPU, so it should only be increased on " +"The number of layers to use for parallax occlusion mapping when the camera " +"is far away from the material. Higher values result in a more convincing " +"depth effect, especially in materials that have steep height changes. Higher " +"values have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." @@ -14522,8 +14605,8 @@ msgid "" "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" -"[b]Note:[/b] If the height map effect looks strange regardless of this value, " -"try adjusting [member heightmap_flip_binormal] and [member " +"[b]Note:[/b] If the height map effect looks strange regardless of this " +"value, try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." @@ -14533,9 +14616,9 @@ msgstr "" msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " -"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], " -"this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only " -"uses a small part of its available range, the parallax effect may look " +"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/" +"url], this can be done using [b]Colors > Auto > Equalize[/b]. If the texture " +"only uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " @@ -14545,13 +14628,14 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "A high value makes the material appear more like a metal. Non-metals use " -"their albedo as the diffuse color and add diffuse to the specular reflection. " -"With non-metals, the reflection appears on top of the albedo color. Metals " -"use their albedo as a multiplier to the specular reflection and set the " -"diffuse color to black resulting in a tinted reflection. Materials work " -"better when fully metal or fully non-metal, values between [code]0[/code] and " -"[code]1[/code] should only be used for blending between metal and non-metal " -"sections. To alter the amount of reflection use [member roughness]." +"their albedo as the diffuse color and add diffuse to the specular " +"reflection. With non-metals, the reflection appears on top of the albedo " +"color. Metals use their albedo as a multiplier to the specular reflection " +"and set the diffuse color to black resulting in a tinted reflection. " +"Materials work better when fully metal or fully non-metal, values between " +"[code]0[/code] and [code]1[/code] should only be used for blending between " +"metal and non-metal sections. To alter the amount of reflection use [member " +"roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14563,13 +14647,14 @@ msgid "" "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " -"should be left at [code]0.5[/code] in most cases. See also [member roughness]." +"should be left at [code]0.5[/code] in most cases. See also [member " +"roughness]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Texture used to specify metallic for an object. This is multiplied by [member " -"metallic]." +"Texture used to specify metallic for an object. This is multiplied by " +"[member metallic]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14622,8 +14707,8 @@ msgid "" "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " -"comparison of normal map coordinates expected by popular engines.\n" +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " +"a comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " @@ -14635,8 +14720,8 @@ msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " -"channel. Roughness map is stored in the green channel. Metallic map is stored " -"in the blue channel. The alpha channel is ignored." +"channel. Roughness map is stored in the green channel. Metallic map is " +"stored in the blue channel. The alpha channel is ignored." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14647,14 +14732,14 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], particle animations are looped. Only enabled when using " -"[constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +"If [code]true[/code], particle animations are looped. Only enabled when " +"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"The number of vertical frames in the particle sprite sheet. Only enabled when " -"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +"The number of vertical frames in the particle sprite sheet. Only enabled " +"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14675,8 +14760,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], the refraction effect is enabled. Distorts transparency " -"based on light from behind the object." +"If [code]true[/code], the refraction effect is enabled. Distorts " +"transparency based on light from behind the object." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14685,8 +14770,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Texture that controls the strength of the refraction per-pixel. Multiplied by " -"[member refraction_scale]." +"Texture that controls the strength of the refraction per-pixel. Multiplied " +"by [member refraction_scale]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14748,18 +14833,19 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" -"vertex lighting is faster, making it the best choice for mobile applications, " -"however it looks considerably worse than per-pixel. Unshaded rendering is the " -"fastest, but disables all interactions with lights.\n" -"[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, " -"as vertex shading is not implemented yet." +"vertex lighting is faster, making it the best choice for mobile " +"applications, however it looks considerably worse than per-pixel. Unshaded " +"rendering is the fastest, but disables all interactions with lights.\n" +"[b]Note:[/b] Setting the shading mode vertex shading currently has no " +"effect, as vertex shading is not implemented yet." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in AR." +"areas are transparent. Useful for overlaying shadows onto a camera feed in " +"AR." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14781,9 +14867,9 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], subsurface scattering will use a special mode optimized " -"for the color and density of human skin, such as boosting the intensity of " -"the red channel in subsurface scattering." +"If [code]true[/code], subsurface scattering will use a special mode " +"optimized for the color and density of human skin, such as boosting the " +"intensity of the red channel in subsurface scattering." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14795,8 +14881,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Texture used to control the subsurface scattering strength. Stored in the red " -"texture channel. Multiplied by [member subsurf_scatter_strength]." +"Texture used to control the subsurface scattering strength. Stored in the " +"red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14822,9 +14908,10 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"The texture to use for multiplying the intensity of the subsurface scattering " -"transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " -"if [member subsurf_scatter_skin_mode] is [code]true[/code]." +"The texture to use for multiplying the intensity of the subsurface " +"scattering transmittance intensity. See also [member " +"subsurf_scatter_texture]. Ignored if [member subsurf_scatter_skin_mode] is " +"[code]true[/code]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14843,10 +14930,10 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"The material's transparency mode. Some transparency modes will disable shadow " -"casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] " -"has a greater performance impact compared to opaque rendering. See also " -"[member blend_mode]." +"The material's transparency mode. Some transparency modes will disable " +"shadow casting. Any transparency mode other than [constant " +"TRANSPARENCY_DISABLED] has a greater performance impact compared to opaque " +"rendering. See also [member blend_mode]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14861,16 +14948,16 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], render point size can be changed.\n" -"[b]Note:[/b] This is only effective for objects whose geometry is point-based " -"rather than triangle-based. See also [member point_size]." +"[b]Note:[/b] This is only effective for objects whose geometry is point-" +"based rather than triangle-based. See also [member point_size]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"How much to offset the [code]UV[/code] coordinates. This amount will be added " -"to [code]UV[/code] in the vertex function. This can be used to offset a " -"texture. The Z component is used when [member uv1_triplanar] is enabled, but " -"it is not used anywhere else." +"How much to offset the [code]UV[/code] coordinates. This amount will be " +"added to [code]UV[/code] in the vertex function. This can be used to offset " +"a texture. The Z component is used when [member uv1_triplanar] is enabled, " +"but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14884,14 +14971,14 @@ msgstr "" msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture coordinates. " -"It reads from the source texture 3 times, once for each axis and then blends " -"between the results based on how closely the pixel aligns with each axis. " -"This is often used for natural features to get a realistic blend of " -"materials. Because triplanar texturing requires many more texture reads per-" -"pixel it is much slower than normal UV texturing. Additionally, because it is " -"blending the texture between the three axes, it is unsuitable when you are " -"trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture " +"coordinates. It reads from the source texture 3 times, once for each axis " +"and then blends between the results based on how closely the pixel aligns " +"with each axis. This is often used for natural features to get a realistic " +"blend of materials. Because triplanar texturing requires many more texture " +"reads per-pixel it is much slower than normal UV texturing. Additionally, " +"because it is blending the texture between the three axes, it is unsuitable " +"when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14920,22 +15007,22 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " -"[code]UV2[/code] in the vertex function. The Z component is used when [member " -"uv2_triplanar] is enabled, but it is not used anywhere else." +"[code]UV2[/code] in the vertex function. The Z component is used when " +"[member uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " -"the orientation of the object's surface to blend between texture coordinates. " -"It reads from the source texture 3 times, once for each axis and then blends " -"between the results based on how closely the pixel aligns with each axis. " -"This is often used for natural features to get a realistic blend of " -"materials. Because triplanar texturing requires many more texture reads per-" -"pixel it is much slower than normal UV texturing. Additionally, because it is " -"blending the texture between the three axes, it is unsuitable when you are " -"trying to achieve crisp texturing." +"the orientation of the object's surface to blend between texture " +"coordinates. It reads from the source texture 3 times, once for each axis " +"and then blends between the results based on how closely the pixel aligns " +"with each axis. This is often used for natural features to get a realistic " +"blend of materials. Because triplanar texturing requires many more texture " +"reads per-pixel it is much slower than normal UV texturing. Additionally, " +"because it is blending the texture between the three axes, it is unsuitable " +"when you are trying to achieve crisp texturing." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -14949,16 +15036,18 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in " -"world space rather than object local space. See also [member uv2_triplanar]." +"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated " +"in world space rather than object local space. See also [member " +"uv2_triplanar]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"If [code]true[/code], vertex colors are considered to be stored in sRGB color " -"space and are converted to linear color space during rendering. If " -"[code]false[/code], vertex colors are considered to be stored in linear color " -"space and are rendered as-is. See also [member albedo_texture_force_srgb].\n" +"If [code]true[/code], vertex colors are considered to be stored in sRGB " +"color space and are converted to linear color space during rendering. If " +"[code]false[/code], vertex colors are considered to be stored in linear " +"color space and are rendered as-is. See also [member " +"albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" @@ -15059,8 +15148,8 @@ msgstr "" #: doc/classes/VisualShaderNodeTextureParameter.xml msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " -"texture look smooth from up close, and grainy from a distance (due to mipmaps " -"not being sampled)." +"texture look smooth from up close, and grainy from a distance (due to " +"mipmaps not being sampled)." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15085,13 +15174,13 @@ msgstr "" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" -"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " -"angle between the surface and the camera view. This makes the texture look " -"pixelated from up close, and smooth from a distance. Anisotropic filtering " -"improves texture quality on surfaces that are almost in line with the camera, " -"but is slightly slower. The anisotropic filtering level can be changed by " -"adjusting [member ProjectSettings.rendering/textures/default_filters/" -"anisotropic_filtering_level]." +"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " +"the angle between the surface and the camera view. This makes the texture " +"look pixelated from up close, and smooth from a distance. Anisotropic " +"filtering improves texture quality on surfaces that are almost in line with " +"the camera, but is slightly slower. The anisotropic filtering level can be " +"changed by adjusting [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15172,8 +15261,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " -"and do not care about visual quality. Not implemented yet (this mode will act " -"like [constant SHADING_MODE_PER_PIXEL])." +"and do not care about visual quality. Not implemented yet (this mode will " +"act like [constant SHADING_MODE_PER_PIXEL])." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15278,14 +15367,14 @@ msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" -"[b]Note:[/b] This does not influence whether transparent objects are included " -"in the depth prepass or not. For that, see [enum Transparency]." +"[b]Note:[/b] This does not influence whether transparent objects are " +"included in the depth prepass or not. For that, see [enum Transparency]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Objects will not write their depth to the depth buffer, even during the depth " -"prepass (if enabled)." +"Objects will not write their depth to the depth buffer, even during the " +"depth prepass (if enabled)." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15344,8 +15433,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Shader will keep the scale set for the mesh. Otherwise the scale is lost when " -"billboarding. Only applies when [member billboard_mode] is [constant " +"Shader will keep the scale set for the mesh. Otherwise the scale is lost " +"when billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" @@ -15374,8 +15463,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Forces the shader to convert albedo from sRGB space to linear space. See also " -"[member albedo_texture_force_srgb]." +"Forces the shader to convert albedo from sRGB space to linear space. See " +"also [member albedo_texture_force_srgb]." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15413,8 +15502,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"Enables parts of the shader required for [GPUParticles3D] trails to function. " -"This also requires using a mesh with appropriate skinning, such as " +"Enables parts of the shader required for [GPUParticles3D] trails to " +"function. This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" @@ -15457,7 +15546,8 @@ msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" -"No specular blob. This is slightly faster to render than other specular modes." +"No specular blob. This is slightly faster to render than other specular " +"modes." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15477,9 +15567,9 @@ msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" -"The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D." -"anim_speed_min] should also be set to a value bigger than zero for the " -"animation to play." +"The [member ParticleProcessMaterial.anim_speed_min] or [member " +"CPUParticles3D.anim_speed_min] should also be set to a value bigger than " +"zero for the animation to play." msgstr "" #: doc/classes/BaseMaterial3D.xml @@ -15526,16 +15616,16 @@ msgstr "" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " -"to smoothly fade without enabling transparency. On certain hardware, this can " -"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." +"to smoothly fade without enabling transparency. On certain hardware, this " +"can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" #: doc/classes/BaseMaterial3D.xml msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " -"to smoothly fade without enabling transparency. On certain hardware, this can " -"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " +"to smoothly fade without enabling transparency. On certain hardware, this " +"can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" @@ -15545,7 +15635,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -15555,9 +15645,9 @@ msgid "" "one another. However, when you rotate any axis individually, the basis " "becomes sheared. Applying a sheared basis to a 3D model will make the model " "appear distorted.\n" -"A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. A " -"basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. A " -"basis is [b]uniform[/b] if all axes share the same length (see [method " +"A [Basis] is [b]orthogonal[/b] if its axes are perpendicular to each other. " +"A basis is [b]normalized[/b] if the length of every axis is [code]1[/code]. " +"A basis is [b]uniform[/b] if all axes share the same length (see [method " "get_scale]). A basis is [b]orthonormal[/b] if it is both orthogonal and " "normalized, which allows it to only represent rotations. A basis is " "[b]conformal[/b] if it is both orthogonal and uniform, which ensures it is " @@ -15572,12 +15662,13 @@ msgid "" "[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" "direction-conventions]Importing 3D Scenes[/url] tutorial.\n" "[b]Note:[/b] The basis matrices are exposed as [url=https://www.mindcontrol." -"org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is the " -"same as OpenGL. However, they are stored internally in row-major order, which " -"is the same as DirectX." +"org/~hplus/graphics/matrix-layout.html]column-major[/url] order, which is " +"the same as OpenGL. However, they are stored internally in row-major order, " +"which is the same as DirectX." msgstr "" -#: doc/classes/Basis.xml doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Basis.xml doc/classes/Transform2D.xml +#: doc/classes/Transform3D.xml msgid "Matrices and transforms" msgstr "" @@ -15605,12 +15696,12 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Constructs a [Basis] that only represents rotation, rotated around the [param " -"axis] by the given [param angle], in radians. The axis must be a normalized " -"vector.\n" +"Constructs a [Basis] that only represents rotation, rotated around the " +"[param axis] by the given [param angle], in radians. The axis must be a " +"normalized vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " -"IDENTITY] basis. With more than one angle consider using [method from_euler], " -"instead." +"IDENTITY] basis. With more than one angle consider using [method " +"from_euler], instead." msgstr "" #: doc/classes/Basis.xml @@ -15636,8 +15727,8 @@ msgid "" "(see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" -"[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " -"is always that scale by the power of 2." +"[b]Note:[/b] If the basis's scale is the same for every axis, its " +"determinant is always that scale by the power of 2." msgstr "" #: doc/classes/Basis.xml @@ -15665,8 +15756,8 @@ msgid "" "GD.Print(myBasis.Z); // Prints (0, -1, 0).\n" "[/csharp]\n" "[/codeblocks]\n" -"The order of each consecutive rotation can be changed with [param order] (see " -"[enum EulerOrder] constants). By default, the YXZ convention is used " +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." @@ -15698,22 +15789,22 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" -"wiki/Euler_angles]Euler angles[/url], in radians.\n" +"Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia." +"org/wiki/Euler_angles]Euler angles[/url], in radians.\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" -"The order of each consecutive rotation can be changed with [param order] (see " -"[enum EulerOrder] constants). By default, the YXZ convention is used " +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" -"[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " -"math. Because of this, consider using the [method get_rotation_quaternion] " -"method instead, which returns a [Quaternion].\n" +"[b]Note:[/b] Euler angles are much more intuitive but are not suitable for " +"3D math. Because of this, consider using the [method " +"get_rotation_quaternion] method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." @@ -15723,8 +15814,8 @@ msgstr "" msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quatenions are much more suitable for 3D math but are less " -"intuitive. For user interfaces, consider using the [method get_euler] method, " -"which returns Euler angles." +"intuitive. For user interfaces, consider using the [method get_euler] " +"method, which returns Euler angles." msgstr "" #: doc/classes/Basis.xml @@ -15792,15 +15883,15 @@ msgstr "" msgid "" "Creates a new [Basis] with a rotation such that the forward axis (-Z) points " "towards the [param target] position.\n" -"By default, the -Z axis (camera forward) is treated as forward (implies +X is " -"right). If [param use_model_front] is [code]true[/code], the +Z axis (asset " -"front) is treated as forward (implies +X is left) and points toward the " -"[param target] position.\n" +"By default, the -Z axis (camera forward) is treated as forward (implies +X " +"is right). If [param use_model_front] is [code]true[/code], the +Z axis " +"(asset front) is treated as forward (implies +X is left) and points toward " +"the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The returned basis is " -"orthonormalized (see [method orthonormalized]). The [param target] and [param " -"up] vectors cannot be [constant Vector3.ZERO], and cannot be parallel to each " -"other." +"orthonormalized (see [method orthonormalized]). The [param target] and " +"[param up] vectors cannot be [constant Vector3.ZERO], and cannot be parallel " +"to each other." msgstr "" #: doc/classes/Basis.xml @@ -15809,8 +15900,8 @@ msgid "" "both [i]orthogonal[/i] (the axes are perpendicular to each other) and " "[i]normalized[/i] (the axes have a length of [code]1[/code]), which also " "means it can only represent rotation.\n" -"It is often useful to call this method to avoid rounding errors on a rotating " -"basis:\n" +"It is often useful to call this method to avoid rounding errors on a " +"rotating basis:\n" "[codeblocks]\n" "[gdscript]\n" "# Rotate this Node3D every frame.\n" @@ -15834,9 +15925,9 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Returns this basis rotated around the given [param axis] by [param angle] (in " -"radians). The [param axis] must be a normalized vector (see [method Vector3." -"normalized]).\n" +"Returns this basis rotated around the given [param axis] by [param angle] " +"(in radians). The [param axis] must be a normalized vector (see [method " +"Vector3.normalized]).\n" "Positive values rotate this basis clockwise around the axis, while negative " "values rotate it counterclockwise.\n" "[codeblocks]\n" @@ -15844,8 +15935,8 @@ msgid "" "var my_basis = Basis.IDENTITY\n" "var angle = TAU / 2\n" "\n" -"my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis " -"(yaw).\n" +"my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up " +"axis (yaw).\n" "my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right " "axis (pitch).\n" "my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back " @@ -15855,8 +15946,8 @@ msgid "" "var myBasis = Basis.Identity;\n" "var angle = Mathf.Tau / 2.0f;\n" "\n" -"myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis " -"(yaw).\n" +"myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up " +"axis (yaw).\n" "myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right " "axis (pitch).\n" "myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back " @@ -15991,8 +16082,8 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The identity basis. This is a basis with no rotation, no shear, and its scale " -"being [code]1[/code]. This means that:\n" +"The identity basis. This is a basis with no rotation, no shear, and its " +"scale being [code]1[/code]. This means that:\n" "- The [member x] points right ([constant Vector3.RIGHT]);\n" "- The [member y] points up ([constant Vector3.UP]);\n" "- The [member z] points back ([constant Vector3.BACK]).\n" @@ -16009,8 +16100,8 @@ msgid "" "# | 0 | 0 | 1\n" "[/codeblock]\n" "This is identical to creating [constructor Basis] without any parameters. " -"This constant can be used to make your code clearer, and for consistency with " -"C#." +"This constant can be used to make your code clearer, and for consistency " +"with C#." msgstr "" #: doc/classes/Basis.xml @@ -16076,8 +16167,8 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"Multiplies all components of the [Basis] by the given [int]. This affects the " -"basis's scale uniformly, resizing all 3 axes by the [param right] value." +"Multiplies all components of the [Basis] by the given [int]. This affects " +"the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" #: doc/classes/Basis.xml @@ -16106,8 +16197,8 @@ msgid "" "code] is the same as [member x], index [code]1[/code] is the same as [member " "y], and index [code]2[/code] is the same as [member z].\n" "[b]Note:[/b] In C++, this operator accesses the rows of the basis matrix, " -"[i]not[/i] the columns. For the same behavior as scripting languages, use the " -"[code]set_column[/code] and [code]get_column[/code] methods." +"[i]not[/i] the columns. For the same behavior as scripting languages, use " +"the [code]set_column[/code] and [code]get_column[/code] methods." msgstr "" #: doc/classes/BitMap.xml @@ -16116,9 +16207,9 @@ msgstr "" #: doc/classes/BitMap.xml msgid "" -"A two-dimensional array of boolean values, can be used to efficiently store a " -"binary matrix (every matrix element takes only one bit) and query the values " -"using natural cartesian coordinates." +"A two-dimensional array of boolean values, can be used to efficiently store " +"a binary matrix (every matrix element takes only one bit) and query the " +"values using natural cartesian coordinates." msgstr "" #: doc/classes/BitMap.xml @@ -16138,8 +16229,8 @@ msgstr "" msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " -"that position is equal to [param threshold] or less, and [code]true[/code] in " -"other case." +"that position is equal to [param threshold] or less, and [code]true[/code] " +"in other case." msgstr "" #: doc/classes/BitMap.xml @@ -16151,30 +16242,31 @@ msgid "Returns bitmap's dimensions." msgstr "" #: doc/classes/BitMap.xml -msgid "Returns the number of bitmap elements that are set to [code]true[/code]." +msgid "" +"Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "" #: doc/classes/BitMap.xml msgid "" -"Applies morphological dilation or erosion to the bitmap. If [param pixels] is " -"positive, dilation is applied to the bitmap. If [param pixels] is negative, " -"erosion is applied to the bitmap. [param rect] defines the area where the " -"morphological operation is applied. Pixels located outside the [param rect] " -"are unaffected by [method grow_mask]." +"Applies morphological dilation or erosion to the bitmap. If [param pixels] " +"is positive, dilation is applied to the bitmap. If [param pixels] is " +"negative, erosion is applied to the bitmap. [param rect] defines the area " +"where the morphological operation is applied. Pixels located outside the " +"[param rect] are unaffected by [method grow_mask]." msgstr "" #: doc/classes/BitMap.xml msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " -"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) " -"reduction of the number of vertices. Each polygon is described as a " +"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker " +"(RDP) reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" -"[param epsilon] is passed to RDP to control how accurately the polygons cover " -"the bitmap: a lower [param epsilon] corresponds to more points in the " +"[param epsilon] is passed to RDP to control how accurately the polygons " +"cover the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" @@ -16199,8 +16291,8 @@ msgstr "" msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" -"You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with " -"the [Polygon2D] UV editor.\n" +"You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created " +"with the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " @@ -16218,16 +16310,16 @@ msgstr "" msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " -"[Bone2D] children, then it cannot autocalculate these values and will print a " -"warning." +"[Bone2D] children, then it cannot autocalculate these values and will print " +"a warning." msgstr "" #: doc/classes/Bone2D.xml msgid "" "Returns the angle of the bone in the [Bone2D].\n" -"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " -"is the rotation of the bone shown by the gizmo, which is unaffected by the " -"[Bone2D]'s [member Node2D.transform]." +"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " +"angle is the rotation of the bone shown by the gizmo, which is unaffected by " +"the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml @@ -16257,9 +16349,9 @@ msgstr "" msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" -"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " -"is the rotation of the bone shown by the gizmo, which is unaffected by the " -"[Bone2D]'s [member Node2D.transform]." +"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's " +"angle is the rotation of the bone shown by the gizmo, which is unaffected by " +"the [Bone2D]'s [member Node2D.transform]." msgstr "" #: doc/classes/Bone2D.xml @@ -16268,26 +16360,27 @@ msgstr "" #: doc/classes/Bone2D.xml msgid "" -"Rest transform of the bone. You can reset the node's transforms to this value " -"using [method apply_rest]." +"Rest transform of the bone. You can reset the node's transforms to this " +"value using [method apply_rest]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" -"А node that dynamically copies or overrides the 3D transform of a bone in its " -"parent [Skeleton3D]." +"А node that dynamically copies or overrides the 3D transform of a bone in " +"its parent [Skeleton3D]." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " -"that the [BoneAttachment3D] node will either dynamically copy or override the " -"3D transform of the selected bone." +"that the [BoneAttachment3D] node will either dynamically copy or override " +"the 3D transform of the selected bone." msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" -"Returns the [NodePath] to the external [Skeleton3D] node, if one has been set." +"Returns the [NodePath] to the external [Skeleton3D] node, if one has been " +"set." msgstr "" #: doc/classes/BoneAttachment3D.xml @@ -16313,9 +16406,9 @@ msgstr "" #: doc/classes/BoneAttachment3D.xml msgid "" -"Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node " -"rather than attempting to use its parent node as the [Skeleton3D]. When set " -"to [code]true[/code], the BoneAttachment3D node will use the external " +"Sets whether the BoneAttachment3D node will use an external [Skeleton3D] " +"node rather than attempting to use its parent node as the [Skeleton3D]. When " +"set to [code]true[/code], the BoneAttachment3D node will use the external " "[Skeleton3D] node set in [method set_external_skeleton]." msgstr "" @@ -16447,12 +16540,12 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] In modern programming languages, logical operators are evaluated " -"in order. All remaining conditions are skipped if their result would have no " -"effect on the final value. This concept is known as [url=https://en.wikipedia." -"org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be " -"useful to avoid evaluating expensive conditions in some performance-critical " -"cases.\n" +"[b]Note:[/b] In modern programming languages, logical operators are " +"evaluated in order. All remaining conditions are skipped if their result " +"would have no effect on the final value. This concept is known as " +"[url=https://en.wikipedia.org/wiki/Short-circuit_evaluation]short-circuit " +"evaluation[/url] and can be useful to avoid evaluating expensive conditions " +"in some performance-critical cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " @@ -16469,8 +16562,8 @@ msgstr "" #: doc/classes/bool.xml msgid "" -"Cast a [float] value to a boolean value. Returns [code]false[/code] if [param " -"from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " +"Cast a [float] value to a boolean value. Returns [code]false[/code] if " +"[param from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" @@ -16508,7 +16601,8 @@ msgid "" msgstr "" #: doc/classes/BoxContainer.xml -msgid "A container that arranges its child controls horizontally or vertically." +msgid "" +"A container that arranges its child controls horizontally or vertically." msgstr "" #: doc/classes/BoxContainer.xml @@ -16519,8 +16613,9 @@ msgstr "" #: doc/classes/BoxContainer.xml msgid "" -"Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/" -"code], it will insert the [Control] node in front of all other children." +"Adds a [Control] node to the box as a spacer. If [param begin] is " +"[code]true[/code], it will insert the [Control] node in front of all other " +"children." msgstr "" #: doc/classes/BoxContainer.xml doc/classes/FlowContainer.xml @@ -16569,8 +16664,8 @@ msgid "" "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" -"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may " -"stumble upon UV jittering issues depending on the camera angle. To solve " +"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " +"may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" @@ -16664,11 +16759,12 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node.\n" -"[b]Note:[/b] Buttons do not interpret touch input and therefore don't support " -"multitouch, since mouse emulation can only press one button at a given time. " -"Use [TouchScreenButton] for buttons that trigger gameplay movement or actions." +"See also [BaseButton] which contains common properties and methods " +"associated with this node.\n" +"[b]Note:[/b] Buttons do not interpret touch input and therefore don't " +"support multitouch, since mouse emulation can only press one button at a " +"given time. Use [TouchScreenButton] for buttons that trigger gameplay " +"movement or actions." msgstr "" #: doc/classes/Button.xml doc/classes/Dictionary.xml @@ -16684,10 +16780,17 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " -"clipped, when disabled the Button will always be wide enough to hold the text." +"clipped, when disabled the Button will always be wide enough to hold the " +"text." msgstr "" #: doc/classes/Button.xml @@ -16711,9 +16814,9 @@ msgstr "" #: doc/classes/Button.xml msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " -"center of a button. Uses the same [enum HorizontalAlignment] constants as the " -"text alignment. If centered horizontally and vertically, text will draw on " -"top of the icon." +"center of a button. Uses the same [enum HorizontalAlignment] constants as " +"the text alignment. If centered horizontally and vertically, text will draw " +"on top of the icon." msgstr "" #: doc/classes/Button.xml doc/classes/Label.xml doc/classes/Label3D.xml @@ -16760,9 +16863,9 @@ msgstr "" #: doc/classes/Button.xml msgid "" -"Text [Color] used when the [Button] is focused. Only replaces the normal text " -"color of the button. Disabled, hovered, and pressed states take precedence " -"over this color." +"Text [Color] used when the [Button] is focused. Only replaces the normal " +"text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." msgstr "" #: doc/classes/Button.xml @@ -16865,8 +16968,8 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended " +"for accessibility reasons." msgstr "" #: doc/classes/Button.xml @@ -16911,16 +17014,16 @@ msgstr "" #: doc/classes/ButtonGroup.xml msgid "" -"A group of buttons that doesn't allow more than one button to be pressed at a " -"time." +"A group of buttons that doesn't allow more than one button to be pressed at " +"a time." msgstr "" #: doc/classes/ButtonGroup.xml msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " -"treated like radio buttons: No more than one button can be pressed at a time. " -"Some types of buttons (such as [CheckBox]) may have a special appearance in " -"this state.\n" +"treated like radio buttons: No more than one button can be pressed at a " +"time. Some types of buttons (such as [CheckBox]) may have a special " +"appearance in this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" @@ -16952,10 +17055,10 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most commonly " -"used for signal callbacks.\n" +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " +"commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -16983,16 +17086,16 @@ msgid "" " Callable callable = new Callable(this, MethodName.PrintArgs);\n" " callable.Call(\"hello\", \"world\"); // Default parameter values are not " "supported, should have 3 arguments.\n" -" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node." -"cs)::PrintArgs\".\n" +" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 " +"Node(Node.cs)::PrintArgs\".\n" " callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"In GDScript, it's possible to create lambda functions within a method. Lambda " -"functions are custom callables that are not associated with an [Object] " -"instance. Optionally, lambda functions can also be named. The name will be " -"displayed in the debugger, or when calling [method get_method].\n" +"In GDScript, it's possible to create lambda functions within a method. " +"Lambda functions are custom callables that are not associated with an " +"[Object] instance. Optionally, lambda functions can also be named. The name " +"will be displayed in the debugger, or when calling [method get_method].\n" "[codeblock]\n" "func _init():\n" " var my_lambda = func (message):\n" @@ -17003,6 +17106,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17016,15 +17136,17 @@ msgstr "" #: doc/classes/Callable.xml msgid "" -"Creates a new [Callable] for the method named [param method] in the specified " -"[param object]." +"Creates a new [Callable] for the method named [param method] in the " +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " -"called, the bound arguments are passed [i]after[/i] the arguments supplied by " -"[method call]. See also [method unbind].\n" +"called, the bound arguments are passed [i]after[/i] the arguments supplied " +"by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" @@ -17046,8 +17168,8 @@ msgstr "" #: doc/classes/Callable.xml msgid "" -"Calls the method represented by this [Callable] in deferred mode, i.e. at the " -"end of the current frame. Arguments can be passed and should match the " +"Calls the method represented by this [Callable] in deferred mode, i.e. at " +"the end of the current frame. Arguments can be passed and should match the " "method's signature.\n" "[codeblocks]\n" "[gdscript]\n" @@ -17061,6 +17183,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17071,6 +17200,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17081,8 +17221,8 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns the total amount of arguments bound (or unbound) via successive " -"[method bind] or [method unbind] calls. If the amount of arguments unbound is " -"greater than the ones bound, this function returns a value less than zero." +"[method bind] or [method unbind] calls. If the amount of arguments unbound " +"is greater than the ones bound, this function returns a value less than zero." msgstr "" #: doc/classes/Callable.xml @@ -17115,14 +17255,18 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml msgid "" -"Returns [code]true[/code] if this [Callable] has no target to call the method " -"on." +"Returns [code]true[/code] if this [Callable] has no target to call the " +"method on." msgstr "" #: doc/classes/Callable.xml @@ -17149,12 +17293,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" -"Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer " -"documentation for reference). This is used for multiplayer and is normally " -"not available unless the function being called has been marked as [i]RPC[/i] " -"(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this " -"method on unsupported functions will result in an error. See [method Node." -"rpc_id]." +"Perform an RPC (Remote Procedure Call) on a specific peer ID (see " +"multiplayer documentation for reference). This is used for multiplayer and " +"is normally not available unless the function being called has been marked " +"as [i]RPC[/i] (using [annotation @GDScript.@rpc] or [method Node." +"rpc_config]). Calling this method on unsupported functions will result in an " +"error. See [method Node.rpc_id]." msgstr "" #: doc/classes/Callable.xml @@ -17163,9 +17307,9 @@ msgid "" "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " -"callable in a context that attempts to pass more arguments than this callable " -"can handle, e.g. a signal with a fixed number of arguments. See also [method " -"bind].\n" +"callable in a context that attempts to pass more arguments than this " +"callable can handle, e.g. a signal with a fixed number of arguments. See " +"also [method bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" @@ -17256,8 +17400,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" "Returns the specified [enum Side]'s margin. See also [member " -"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " -"[member drag_right_margin]." +"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " +"and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml @@ -17298,7 +17442,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" -"Sets the camera's position immediately to its current smoothing destination.\n" +"Sets the camera's position immediately to its current smoothing " +"destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" @@ -17306,8 +17451,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" "Sets the specified [enum Side]'s margin. See also [member " -"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " -"[member drag_right_margin]." +"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " +"and [member drag_right_margin]." msgstr "" #: doc/classes/Camera2D.xml @@ -17377,8 +17522,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" -"The relative vertical drag offset of the camera between the bottom ([code]-1[/" -"code]) and top ([code]1[/code]) drag margins.\n" +"The relative vertical drag offset of the camera between the bottom " +"([code]-1[/code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " @@ -17391,11 +17536,13 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml -msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." +msgid "" +"If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml -msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." +msgid "" +"If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "" #: doc/classes/Camera2D.xml @@ -17404,8 +17551,8 @@ msgid "" "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " -"[code]false[/code], the next enabled [Camera2D] in the scene tree will become " -"active." +"[code]false[/code], the next enabled [Camera2D] in the scene tree will " +"become active." msgstr "" #: doc/classes/Camera2D.xml @@ -17444,8 +17591,8 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" -"Top scroll limit in pixels. The camera stops moving when reaching this value, " -"but [member offset] can push the view past the limit." +"Top scroll limit in pixels. The camera stops moving when reaching this " +"value, but [member offset] can push the view past the limit." msgstr "" #: doc/classes/Camera2D.xml @@ -17490,14 +17637,14 @@ msgstr "" #: doc/classes/Camera2D.xml msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " -"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen " -"in the viewport.\n" +"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size " +"seen in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " -"zoom into account. This means that zooming in/out will cause bitmap fonts and " -"rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the " -"font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure " -"text remains crisp regardless of zoom, you can enable MSDF font rendering by " -"enabling [member ProjectSettings.gui/theme/" +"zoom into account. This means that zooming in/out will cause bitmap fonts " +"and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless " +"the font is part of a [CanvasLayer] that makes it ignore camera zoom. To " +"ensure text remains crisp regardless of zoom, you can enable MSDF font " +"rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " @@ -17563,9 +17710,9 @@ msgstr "" #: doc/classes/Camera3D.xml msgid "" -"Returns the transform of the camera plus the vertical ([member v_offset]) and " -"horizontal ([member h_offset]) offsets; and any other adjustments made to the " -"position and orientation of the camera by subclassed cameras such as " +"Returns the transform of the camera plus the vertical ([member v_offset]) " +"and horizontal ([member h_offset]) offsets; and any other adjustments made " +"to the position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" @@ -17595,8 +17742,8 @@ msgid "" "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" -"[b]Note:[/b] A position which returns [code]false[/code] may still be outside " -"the camera's field of view." +"[b]Note:[/b] A position which returns [code]false[/code] may still be " +"outside the camera's field of view." msgstr "" #: doc/classes/Camera3D.xml @@ -17662,9 +17809,9 @@ msgstr "" #: doc/classes/Camera3D.xml msgid "" "Sets the camera projection to orthogonal mode (see [constant " -"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] " -"and [param z_far] clip planes in world space units. (As a hint, 2D games " -"often use this projection, with values specified in pixels.)" +"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param " +"z_near] and [param z_far] clip planes in world space units. (As a hint, 2D " +"games often use this projection, with values specified in pixels.)" msgstr "" #: doc/classes/Camera3D.xml @@ -17679,9 +17826,9 @@ msgstr "" msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" -"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " -"[method is_position_behind] to prevent them from appearing if the 3D point is " -"behind the camera:\n" +"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " +"use [method is_position_behind] to prevent them from appearing if the 3D " +"point is behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" @@ -17707,14 +17854,14 @@ msgid "" "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " -"the engine and aren't exposed in the editor. Setting [member cull_mask] using " -"a script allows you to toggle those reserved layers, which can be useful for " -"editor plugins.\n" +"the engine and aren't exposed in the editor. Setting [member cull_mask] " +"using a script allows you to toggle those reserved layers, which can be " +"useful for editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " -"into account to determine what contributes to global illumination. If this is " -"an issue, set [member GeometryInstance3D.gi_mode] to [constant " +"into account to determine what contributes to global illumination. If this " +"is an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." @@ -17752,9 +17899,9 @@ msgstr "" #: doc/classes/Camera3D.xml msgid "" -"The camera's field of view angle (in degrees). Only applicable in perspective " -"mode. Since [member keep_aspect] locks one axis, [member fov] sets the other " -"axis' field of view angle.\n" +"The camera's field of view angle (in degrees). Only applicable in " +"perspective mode. Since [member keep_aspect] locks one axis, [member fov] " +"sets the other axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" @@ -17778,8 +17925,8 @@ msgstr "" #: doc/classes/Camera3D.xml msgid "" -"The axis to lock during [member fov]/[member size] adjustments. Can be either " -"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." +"The axis to lock during [member fov]/[member size] adjustments. Can be " +"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" #: doc/classes/Camera3D.xml @@ -17793,7 +17940,8 @@ msgstr "" #: doc/classes/Camera3D.xml msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " -"objects' Z distance from the camera's local space scales their perceived size." +"objects' Z distance from the camera's local space scales their perceived " +"size." msgstr "" #: doc/classes/Camera3D.xml @@ -17875,8 +18023,8 @@ msgid "" "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " -"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " -"settings will be used.\n" +"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " +"exposure settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." @@ -17884,20 +18032,22 @@ msgstr "" #: doc/classes/CameraAttributes.xml msgid "" -"If [code]true[/code], enables the tonemapping auto exposure mode of the scene " -"renderer. If [code]true[/code], the renderer will automatically determine the " -"exposure setting to adapt to the scene's illumination and the observed light." +"If [code]true[/code], enables the tonemapping auto exposure mode of the " +"scene renderer. If [code]true[/code], the renderer will automatically " +"determine the exposure setting to adapt to the scene's illumination and the " +"observed light." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" -"The scale of the auto exposure effect. Affects the intensity of auto exposure." +"The scale of the auto exposure effect. Affects the intensity of auto " +"exposure." msgstr "" #: doc/classes/CameraAttributes.xml msgid "" -"The speed of the auto exposure effect. Affects the time needed for the camera " -"to perform auto exposure." +"The speed of the auto exposure effect. Affects the time needed for the " +"camera to perform auto exposure." msgstr "" #: doc/classes/CameraAttributes.xml @@ -17911,9 +18061,9 @@ msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image. Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled. When [member " -"auto_exposure_enabled] this can be used as a method of exposure compensation, " -"doubling the value will increase the exposure value (measured in EV100) by 1 " -"stop." +"auto_exposure_enabled] this can be used as a method of exposure " +"compensation, doubling the value will increase the exposure value (measured " +"in EV100) by 1 stop." msgstr "" #: doc/classes/CameraAttributesPhysical.xml @@ -17933,11 +18083,11 @@ msgid "" "[member Camera3D.near], [member Camera3D.fov], and [member Camera3D." "keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" -"The default settings are intended for use in an outdoor environment, tips for " -"settings for use in an indoor environment can be found in each setting's " +"The default settings are intended for use in an outdoor environment, tips " +"for settings for use in an indoor environment can be found in each setting's " "documentation.\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " +"Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPhysical.xml @@ -17954,9 +18104,10 @@ msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at least " -"this value. This limits the auto-exposure from exposing below a certain " -"brightness, resulting in a cut off point where the scene will remain bright." +"calculating scene average luminance, color values will be clamped to at " +"least this value. This limits the auto-exposure from exposing below a " +"certain brightness, resulting in a cut off point where the scene will remain " +"bright." msgstr "" #: doc/classes/CameraAttributesPhysical.xml @@ -17964,17 +18115,17 @@ msgid "" "The minimum luminance luminance (in EV100) used when calculating auto " "exposure. When calculating scene average luminance, color values will be " "clamped to at least this value. This limits the auto-exposure from exposing " -"above a certain brightness, resulting in a cut off point where the scene will " -"remain dark." +"above a certain brightness, resulting in a cut off point where the scene " +"will remain dark." msgstr "" #: doc/classes/CameraAttributesPhysical.xml msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " -"unitless ratio between the focal length of the camera and the diameter of the " -"aperture. A high aperture setting will result in a smaller aperture which " -"leads to a dimmer image and sharper focus. A low aperture results in a wide " -"aperture which lets in more light resulting in a brighter, less-focused " +"unitless ratio between the focal length of the camera and the diameter of " +"the aperture. A high aperture setting will result in a smaller aperture " +"which leads to a dimmer image and sharper focus. A low aperture results in a " +"wide aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" @@ -18004,10 +18155,10 @@ msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " -"objects will be in focus. A smaller focal length will result in a wider field " -"of view and a larger depth of field meaning more objects will be in focus. " -"When attached to a [Camera3D] as its [member Camera3D.attributes], it will " -"override the [member Camera3D.fov] property and the [member Camera3D." +"objects will be in focus. A smaller focal length will result in a wider " +"field of view and a larger depth of field meaning more objects will be in " +"focus. When attached to a [Camera3D] as its [member Camera3D.attributes], it " +"will override the [member Camera3D.fov] property and the [member Camera3D." "keep_aspect] property." msgstr "" @@ -18037,24 +18188,26 @@ msgid "" "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " -"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " -"settings will be used." +"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the " +"exposure settings will be used." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at least " -"this value. This limits the auto-exposure from exposing below a certain " -"brightness, resulting in a cut off point where the scene will remain bright." +"calculating scene average luminance, color values will be clamped to at " +"least this value. This limits the auto-exposure from exposing below a " +"certain brightness, resulting in a cut off point where the scene will remain " +"bright." msgstr "" #: doc/classes/CameraAttributesPractical.xml msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " -"calculating scene average luminance, color values will be clamped to at least " -"this value. This limits the auto-exposure from exposing above a certain " -"brightness, resulting in a cut off point where the scene will remain dark." +"calculating scene average luminance, color values will be clamped to at " +"least this value. This limits the auto-exposure from exposing above a " +"certain brightness, resulting in a cut off point where the scene will remain " +"dark." msgstr "" #: doc/classes/CameraAttributesPractical.xml @@ -18076,8 +18229,8 @@ msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " +"Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml @@ -18101,8 +18254,8 @@ msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" -"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility." +"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and " +"Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/CameraAttributesPractical.xml @@ -18123,11 +18276,12 @@ msgstr "" #: doc/classes/CameraFeed.xml msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " -"can then be used. See also [CameraServer].\n" +"device. When enabled, Godot will start capturing frames from the camera " +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " -"for you if you set the environment to show the camera image in the background." +"for you if you set the environment to show the camera image in the " +"background." msgstr "" #: doc/classes/CameraFeed.xml @@ -18250,8 +18404,8 @@ msgstr "" #: doc/classes/CameraTexture.xml msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" -"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " -"shader." +"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " +"a shader." msgstr "" #: doc/classes/CameraTexture.xml @@ -18282,8 +18436,8 @@ msgid "" "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " -"overrides the builtin shader. To duplicate the behavior of the builtin shader " -"in a custom [Shader] use the following:\n" +"overrides the builtin shader. To duplicate the behavior of the builtin " +"shader in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" @@ -18344,24 +18498,24 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " -"a tree; children inherit and extend their parent's transform. [CanvasItem] is " -"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " +"a tree; children inherit and extend their parent's transform. [CanvasItem] " +"is extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " -"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " -"However, they can only be used inside [method _draw], its corresponding " -"[method Object._notification] or methods connected to the [signal draw] " -"signal.\n" +"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] " +"functions). However, they can only be used inside [method _draw], its " +"corresponding [method Object._notification] or methods connected to the " +"[signal draw] signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" -"A [CanvasItem] can be hidden, which will also hide its children. By adjusting " -"various other properties of a [CanvasItem], you can also modulate its color " -"(via [member modulate] or [member self_modulate]), change its Z-index, blend " -"mode, and more." +"A [CanvasItem] can be hidden, which will also hide its children. By " +"adjusting various other properties of a [CanvasItem], you can also modulate " +"its color (via [member modulate] or [member self_modulate]), change its Z-" +"index, blend mode, and more." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml @@ -18393,8 +18547,8 @@ msgstr "" msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " -"[param width]). The larger the value of [param point_count], the smoother the " -"curve. See also [method draw_circle].\n" +"[param width]). The larger the value of [param point_count], the smoother " +"the curve. See also [method draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " @@ -18424,17 +18578,18 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " -"[method draw_polygon], a single color must be specified for the whole polygon." +"[method draw_polygon], a single color must be specified for the whole " +"polygon." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a dashed line from a 2D point to another, with a given color and width. " -"See also [method draw_multiline] and [method draw_polyline].\n" +"Draws a dashed line from a 2D point to another, with a given color and " +"width. See also [method draw_multiline] and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the line parts will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code]." +"the line parts will remain thin. If this behavior is not desired, then pass " +"a positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml @@ -18465,8 +18620,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a line from a 2D point to another, with a given color and width. It can " -"be optionally antialiased. See also [method draw_multiline] and [method " +"Draws a line from a 2D point to another, with a given color and width. It " +"can be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " @@ -18484,8 +18639,8 @@ msgstr "" msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " -"FontFile.multichannel_signed_distance_field] for more information and caveats " -"about MSDF font rendering.\n" +"FontFile.multichannel_signed_distance_field] for more information and " +"caveats about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " @@ -18498,36 +18653,36 @@ msgid "" "color]. Each line is defined by two consecutive points from [param points] " "array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " -"lines, this is faster than using individual [method draw_line] calls. To draw " -"interconnected lines, use [method draw_polyline] instead.\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code]." +"lines, this is faster than using individual [method draw_line] calls. To " +"draw interconnected lines, use [method draw_polyline] instead.\n" +"If [param width] is negative, then two-point primitives will be drawn " +"instead of a four-point ones. This means that when the CanvasItem is scaled, " +"the lines will remain thin. If this behavior is not desired, then pass a " +"positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple disconnected lines with a uniform [param width] and segment-by-" -"segment coloring. Each segment is defined by two consecutive points from " +"Draws multiple disconnected lines with a uniform [param width] and segment-" +"by-segment coloring. Each segment is defined by two consecutive points from " "[param points] array and a corresponding color from [param colors] array, i." "e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " "1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code]." +"If [param width] is negative, then two-point primitives will be drawn " +"instead of a four-point ones. This means that when the CanvasItem is scaled, " +"the lines will remain thin. If this behavior is not desired, then pass a " +"positive [param width] like [code]1.0[/code]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " -"at the [param pos] (top-left corner). The text will have its color multiplied " -"by [param modulate]. If [param width] is greater than or equal to 0, the text " -"will be clipped if it exceeds the specified width." +"at the [param pos] (top-left corner). The text will have its color " +"multiplied by [param modulate]. If [param width] is greater than or equal to " +"0, the text will be clipped if it exceeds the specified width." msgstr "" #: doc/classes/CanvasItem.xml @@ -18557,9 +18712,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param color] and [param " -"width] and optional antialiasing (supported only for positive [param width]). " -"When drawing large amounts of lines, this is faster than using individual " -"[method draw_line] calls. To draw disconnected lines, use [method " +"width] and optional antialiasing (supported only for positive [param " +"width]). When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " @@ -18571,13 +18726,13 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" -"point coloring, and optional antialiasing (supported only for positive [param " -"width]). Colors assigned to line points match by index between [param points] " -"and [param colors], i.e. each line segment is filled with a gradient between " -"the colors of the endpoints. When drawing large amounts of lines, this is " -"faster than using individual [method draw_line] calls. To draw disconnected " -"lines, use [method draw_multiline_colors] instead. See also [method " -"draw_polygon].\n" +"point coloring, and optional antialiasing (supported only for positive " +"[param width]). Colors assigned to line points match by index between [param " +"points] and [param colors], i.e. each line segment is filled with a gradient " +"between the colors of the endpoints. When drawing large amounts of lines, " +"this is faster than using individual [method draw_line] calls. To draw " +"disconnected lines, use [method draw_multiline_colors] instead. See also " +"[method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " @@ -18596,14 +18751,14 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " -"be filled with the [param color] specified. If [param filled] is [code]false[/" -"code], the rectangle will be drawn as a stroke with the [param color] and " -"[param width] specified. See also [method draw_texture_rect].\n" -"If [param width] is negative, then two-point primitives will be drawn instead " -"of a four-point ones. This means that when the CanvasItem is scaled, the " -"lines will remain thin. If this behavior is not desired, then pass a positive " -"[param width] like [code]1.0[/code].\n" +"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " +"will be filled with the [param color] specified. If [param filled] is " +"[code]false[/code], the rectangle will be drawn as a stroke with the [param " +"color] and [param width] specified. See also [method draw_texture_rect].\n" +"If [param width] is negative, then two-point primitives will be drawn " +"instead of a four-point ones. This means that when the CanvasItem is scaled, " +"the lines will remain thin. If this behavior is not desired, then pass a " +"positive [param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " @@ -18613,8 +18768,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Sets a custom transform for drawing via components. Anything drawn afterwards " -"will be transformed by this.\n" +"Sets a custom transform for drawing via components. Anything drawn " +"afterwards will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " @@ -18667,8 +18822,8 @@ msgstr "" msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " -"its color multiplied by [param modulate]. If [param width] is greater than or " -"equal to 0, the text will be clipped if it exceeds the specified width." +"its color multiplied by [param modulate]. If [param width] is greater than " +"or equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" #: doc/classes/CanvasItem.xml @@ -18682,8 +18837,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its X " -"and Y coordinates swapped. See also [method draw_rect] and [method " +"color. If [param transpose] is [code]true[/code], the texture will have its " +"X and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" @@ -18698,8 +18853,8 @@ msgstr "" #: doc/classes/CanvasItem.xml doc/classes/Node3D.xml msgid "" "Forces the transform to update. Transform changes in physics are not instant " -"for performance reasons. Transforms are accumulated and then set. Use this if " -"you need an up-to-date transform when doing physics operations." +"for performance reasons. Transforms are accumulated and then set. Use this " +"if you need an up-to-date transform when doing physics operations." msgstr "" #: doc/classes/CanvasItem.xml @@ -18732,10 +18887,10 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Returns the global transform matrix of this item, i.e. the combined transform " -"up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that " -"either has no parent, has non-[CanvasItem] parent or it has [member " -"top_level] enabled." +"Returns the global transform matrix of this item, i.e. the combined " +"transform up to the topmost [CanvasItem] node. The topmost item is a " +"[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " +"has [member top_level] enabled." msgstr "" #: doc/classes/CanvasItem.xml @@ -18752,8 +18907,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " -"taking window position into account). Mostly useful for editor plugins.\n" +"Returns the transform of this [CanvasItem] in global screen coordinates (i." +"e. taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" @@ -18801,9 +18956,9 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its ancestors are also " -"visible. If any ancestor is hidden, this node will not be visible in the " -"scene tree, and is therefore not drawn (see [method _draw])." +"[member visible] property is [code]true[/code] and all its ancestors are " +"also visible. If any ancestor is hidden, this node will not be visible in " +"the scene tree, and is therefore not drawn (see [method _draw])." msgstr "" #: doc/classes/CanvasItem.xml @@ -18819,7 +18974,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -18851,15 +19006,15 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " -"[member visible] to [code]true[/code]. For controls that inherit [Popup], the " -"correct way to make them visible is to call one of the multiple [code]popup*()" -"[/code] functions instead." +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " +"[Popup], the correct way to make them visible is to call one of the multiple " +"[code]popup*()[/code] functions instead." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -18903,17 +19058,17 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform " -"from parent [CanvasItem]s. Its draw order will also be changed to make it " -"draw on top of other [CanvasItem]s that do not have [member top_level] set to " -"[code]true[/code]. The [CanvasItem] will effectively act as if it was placed " -"as a child of a bare [Node]." +"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its " +"transform from parent [CanvasItem]s. Its draw order will also be changed to " +"make it draw on top of other [CanvasItem]s that do not have [member " +"top_level] set to [code]true[/code]. The [CanvasItem] will effectively act " +"as if it was placed as a child of a bare [Node]." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]true[/code], the parent [CanvasItem]'s [member material] property is " -"used as this one's material." +"If [code]true[/code], the parent [CanvasItem]'s [member material] property " +"is used as this one's material." msgstr "" #: doc/classes/CanvasItem.xml @@ -18925,8 +19080,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if " -"all of its ancestors are visible as well (in other words, [method " +"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " +"if all of its ancestors are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " @@ -18946,27 +19101,28 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"If [code]true[/code], the node's Z index is relative to its parent's Z index. " -"If this node's Z index is 2 and its parent's effective Z index is 3, then " -"this node's effective Z index will be 2 + 3 = 5." +"If [code]true[/code], the node's Z index is relative to its parent's Z " +"index. If this node's Z index is 2 and its parent's effective Z index is 3, " +"then this node's effective Z index will be 2 + 3 = 5." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Z index. Controls the order in which the nodes render. A node with a higher Z " -"index will display in front of others. Must be between [constant " +"Z index. Controls the order in which the nodes render. A node with a higher " +"Z index will display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." "CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " -"order, not the order in which input events are handled. This can be useful to " -"implement certain UI animations, e.g. a menu where hovered items are scaled " -"and should overlap others." +"order, not the order in which input events are handled. This can be useful " +"to implement certain UI animations, e.g. a menu where hovered items are " +"scaled and should overlap others." msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " -"NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" +"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related " +"[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] " +"is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" @@ -19031,8 +19187,8 @@ msgid "" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " -"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " -"out pixels that are smaller than on-screen pixels." +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " +"smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/RenderingServer.xml @@ -19044,23 +19200,24 @@ msgid "" "code]). This makes the texture look smooth from up close, and smooth from a " "distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " -"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " -"out pixels that are smaller than on-screen pixels." +"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to " +"smooth out pixels that are smaller than on-screen pixels." msgstr "" #: doc/classes/CanvasItem.xml msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" -"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " -"angle between the surface and the camera view. This makes the texture look " -"pixelated from up close, and smooth from a distance. Anisotropic filtering " -"improves texture quality on surfaces that are almost in line with the camera, " -"but is slightly slower. The anisotropic filtering level can be changed by " -"adjusting [member ProjectSettings.rendering/textures/default_filters/" -"anisotropic_filtering_level].\n" +"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " +"the angle between the surface and the camera view. This makes the texture " +"look pixelated from up close, and smooth from a distance. Anisotropic " +"filtering improves texture quality on surfaces that are almost in line with " +"the camera, but is slightly slower. The anisotropic filtering level can be " +"changed by adjusting [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " -"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case." +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this " +"case." msgstr "" #: doc/classes/CanvasItem.xml @@ -19088,8 +19245,8 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions are " -"mirrored." +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " +"are mirrored." msgstr "" #: doc/classes/CanvasItem.xml doc/classes/VisualShaderNodeTextureParameter.xml @@ -19123,9 +19280,9 @@ msgstr "" #: doc/classes/CanvasItemMaterial.xml msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " -"with a CanvasItem. They specialize in describing blend and lighting behaviors " -"for textures. Use a [ShaderMaterial] to more fully customize a material's " -"interactions with a [CanvasItem]." +"with a CanvasItem. They specialize in describing blend and lighting " +"behaviors for textures. Use a [ShaderMaterial] to more fully customize a " +"material's interactions with a [CanvasItem]." msgstr "" #: doc/classes/CanvasItemMaterial.xml @@ -19167,8 +19324,8 @@ msgid "" "ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D." "anim_speed_max] should also be set to a positive value for the animation to " "play.\n" -"This property (and other [code]particles_anim_*[/code] properties that depend " -"on it) has no effect on other types of nodes." +"This property (and other [code]particles_anim_*[/code] properties that " +"depend on it) has no effect on other types of nodes." msgstr "" #: doc/classes/CanvasItemMaterial.xml @@ -19218,22 +19375,22 @@ msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " "[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " "defines the draw order. The default 2D scene renders with index [code]0[/" -"code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and " -"a [CanvasLayer] with index [code]1[/code] will be drawn above. This order " -"will hold regardless of the [member CanvasItem.z_index] of the nodes within " -"each layer.\n" +"code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, " +"and a [CanvasLayer] with index [code]1[/code] will be drawn above. This " +"order will hold regardless of the [member CanvasItem.z_index] of the nodes " +"within each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " -"viewport. This makes them useful for HUDs like health bar overlays (on layers " -"[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and " -"lower).\n" +"viewport. This makes them useful for HUDs like health bar overlays (on " +"layers [code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] " +"and lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " -"When using multiple [Viewport]s, for example in a split-screen game, you need " -"create an individual [CanvasLayer] for each [Viewport] you want it to be " -"drawn on." +"When using multiple [Viewport]s, for example in a split-screen game, you " +"need create an individual [CanvasLayer] for each [Viewport] you want it to " +"be drawn on." msgstr "" #: doc/classes/CanvasLayer.xml @@ -19287,9 +19444,10 @@ msgstr "" #: doc/classes/CanvasLayer.xml msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" -"[b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] " -"children of one CanvasLayer are drawn behind the [CanvasItem] children of the " -"other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic." +"[b]Note:[/b] If multiple CanvasLayers have the same layer index, " +"[CanvasItem] children of one CanvasLayer are drawn behind the [CanvasItem] " +"children of the other CanvasLayer. Which CanvasLayer is drawn in front is " +"non-deterministic." msgstr "" #: doc/classes/CanvasLayer.xml @@ -19343,8 +19501,8 @@ msgstr "" msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " -"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " -"repeat mode independently of the node's properties (or the project " +"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter " +"and repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " @@ -19367,8 +19525,8 @@ msgid "" "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" -"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " -"comparison of normal map coordinates expected by popular engines." +"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " +"a comparison of normal map coordinates expected by popular engines." msgstr "" #: doc/classes/CanvasTexture.xml @@ -19432,8 +19590,8 @@ msgstr "" msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" -"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but " -"it is slower than [RectangleShape2D] and [CircleShape2D]." +"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, " +"but it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" #: doc/classes/CapsuleShape2D.xml doc/classes/CapsuleShape3D.xml @@ -19479,13 +19637,13 @@ msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"[CharacterBody2D] is a specialized class for physics bodies that are meant to " -"be user-controlled. They are not affected by physics at all, but they affect " -"other physics bodies in their path. They are mainly used to provide high-" -"level API to move objects with wall and slope detection ([method " +"[CharacterBody2D] is a specialized class for physics bodies that are meant " +"to be user-controlled. They are not affected by physics at all, but they " +"affect other physics bodies in their path. They are mainly used to provide " +"high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " -"provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for " -"highly configurable physics bodies that must move in specific ways and " +"provided by [method PhysicsBody2D.move_and_collide]. This makes it useful " +"for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " @@ -19530,22 +19688,23 @@ msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"Returns the last motion applied to the [CharacterBody2D] during the last call " -"to [method move_and_slide]. The movement can be split into multiple motions " -"when sliding occurs, and this method return the last one, which is useful to " -"retrieve the current direction of the movement." +"Returns the last motion applied to the [CharacterBody2D] during the last " +"call to [method move_and_slide]. The movement can be split into multiple " +"motions when sliding occurs, and this method return the last one, which is " +"useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"Returns a [KinematicCollision2D], which contains information about the latest " -"collision that occurred during the last call to [method move_and_slide]." +"Returns a [KinematicCollision2D], which contains information about the " +"latest collision that occurred during the last call to [method " +"move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" -"Returns the linear velocity of the platform at the last collision point. Only " -"valid after calling [method move_and_slide]." +"Returns the linear velocity of the platform at the last collision point. " +"Only valid after calling [method move_and_slide]." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml @@ -19650,19 +19809,20 @@ msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"Moves the body based on [member velocity]. If the body collides with another, " -"it will slide along the other body (by default only on floor) rather than " -"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], " -"it will also be affected by the motion of the other body. You can use this to " -"make moving and rotating platforms, or to make nodes push other nodes.\n" +"Moves the body based on [member velocity]. If the body collides with " +"another, it will slide along the other body (by default only on floor) " +"rather than stop immediately. If the other body is a [CharacterBody2D] or " +"[RigidBody2D], it will also be affected by the motion of the other body. You " +"can use this to make moving and rotating platforms, or to make nodes push " +"other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" -"The general behavior and available properties change according to the [member " -"motion_mode].\n" +"The general behavior and available properties change according to the " +"[member motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" @@ -19735,8 +19895,8 @@ msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " -"be physically accurate, when you leave the last platform velocity is applied. " -"See [enum PlatformOnLeave] constants for available behavior." +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum PlatformOnLeave] constants for available behavior." msgstr "" #: doc/classes/CharacterBody2D.xml @@ -19762,17 +19922,17 @@ msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" -"If [code]true[/code], during a jump against the ceiling, the body will slide, " -"if [code]false[/code] it will be stopped and will fall vertically." +"If [code]true[/code], during a jump against the ceiling, the body will " +"slide, if [code]false[/code] it will be stopped and will fall vertically." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"Vector pointing upwards, used to determine what is a wall and what is a floor " -"(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " -"Vector2.UP]. As the vector will be normalized it can't be equal to [constant " -"Vector2.ZERO], if you want all collisions to be reported as walls, consider " -"using [constant MOTION_MODE_FLOATING] as [member motion_mode]." +"Vector pointing upwards, used to determine what is a wall and what is a " +"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"[constant Vector2.UP]. As the vector will be normalized it can't be equal to " +"[constant Vector2.ZERO], if you want all collisions to be reported as walls, " +"consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody2D.xml @@ -19785,13 +19945,14 @@ msgstr "" msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. This property only " -"affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]." +"affects movement when [member motion_mode] is [constant " +"MOTION_MODE_FLOATING]." msgstr "" #: doc/classes/CharacterBody2D.xml msgid "" -"Apply when notions of walls, ceiling and floor are relevant. In this mode the " -"body motion will react to slopes (acceleration/slowdown). This mode is " +"Apply when notions of walls, ceiling and floor are relevant. In this mode " +"the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" @@ -19811,8 +19972,8 @@ msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml msgid "" "Add the last platform velocity to the [member velocity] when you leave a " -"moving platform, but any downward motion is ignored. It's useful to keep full " -"jump height even when the platform is moving down." +"moving platform, but any downward motion is ignored. It's useful to keep " +"full jump height even when the platform is moving down." msgstr "" #: doc/classes/CharacterBody2D.xml doc/classes/CharacterBody3D.xml @@ -19825,13 +19986,13 @@ msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"[CharacterBody3D] is a specialized class for physics bodies that are meant to " -"be user-controlled. They are not affected by physics at all, but they affect " -"other physics bodies in their path. They are mainly used to provide high-" -"level API to move objects with wall and slope detection ([method " +"[CharacterBody3D] is a specialized class for physics bodies that are meant " +"to be user-controlled. They are not affected by physics at all, but they " +"affect other physics bodies in their path. They are mainly used to provide " +"high-level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " -"provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for " -"highly configurable physics bodies that must move in specific ways and " +"provided by [method PhysicsBody3D.move_and_collide]. This makes it useful " +"for highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " @@ -19848,16 +20009,17 @@ msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"Returns the last motion applied to the [CharacterBody3D] during the last call " -"to [method move_and_slide]. The movement can be split into multiple motions " -"when sliding occurs, and this method return the last one, which is useful to " -"retrieve the current direction of the movement." +"Returns the last motion applied to the [CharacterBody3D] during the last " +"call to [method move_and_slide]. The movement can be split into multiple " +"motions when sliding occurs, and this method return the last one, which is " +"useful to retrieve the current direction of the movement." msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"Returns a [KinematicCollision3D], which contains information about the latest " -"collision that occurred during the last call to [method move_and_slide]." +"Returns a [KinematicCollision3D], which contains information about the " +"latest collision that occurred during the last call to [method " +"move_and_slide]." msgstr "" #: doc/classes/CharacterBody3D.xml @@ -19877,11 +20039,11 @@ msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"Moves the body based on [member velocity]. If the body collides with another, " -"it will slide along the other body rather than stop immediately. If the other " -"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the " -"motion of the other body. You can use this to make moving and rotating " -"platforms, or to make nodes push other nodes.\n" +"Moves the body based on [member velocity]. If the body collides with " +"another, it will slide along the other body rather than stop immediately. If " +"the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " +"affected by the motion of the other body. You can use this to make moving " +"and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " @@ -19909,11 +20071,11 @@ msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"Vector pointing upwards, used to determine what is a wall and what is a floor " -"(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " -"Vector3.UP]. As the vector will be normalized it can't be equal to [constant " -"Vector3.ZERO], if you want all collisions to be reported as walls, consider " -"using [constant MOTION_MODE_FLOATING] as [member motion_mode]." +"Vector pointing upwards, used to determine what is a wall and what is a " +"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"[constant Vector3.UP]. As the vector will be normalized it can't be equal to " +"[constant Vector3.ZERO], if you want all collisions to be reported as walls, " +"consider using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" #: doc/classes/CharacterBody3D.xml @@ -19932,8 +20094,8 @@ msgstr "" #: doc/classes/CharacterBody3D.xml msgid "" -"Apply when notions of walls, ceiling and floor are relevant. In this mode the " -"body motion will react to slopes (acceleration/slowdown). This mode is " +"Apply when notions of walls, ceiling and floor are relevant. In this mode " +"the body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" @@ -20044,10 +20206,10 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"If [code]true[/code], the character will be drawn. If [code]false[/code], the " -"character will be hidden. Characters around hidden characters will reflow to " -"take the space of hidden characters. If this is not desired, set their " -"[member color] to [code]Color(1, 1, 1, 0)[/code] instead." +"If [code]true[/code], the character will be drawn. If [code]false[/code], " +"the character will be hidden. Characters around hidden characters will " +"reflow to take the space of hidden characters. If this is not desired, set " +"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml @@ -20057,13 +20219,13 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " -"similar to [CheckButton] in functionality, but it has a different appearance. " -"To follow established UX patterns, it's recommended to use [CheckBox] when " -"toggling it has [b]no[/b] immediate effect on something. For example, it " -"could be used when toggling it will only do something once a confirmation " -"button is pressed.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node.\n" +"similar to [CheckButton] in functionality, but it has a different " +"appearance. To follow established UX patterns, it's recommended to use " +"[CheckBox] when toggling it has [b]no[/b] immediate effect on something. For " +"example, it could be used when toggling it will only do something once a " +"confirmation button is pressed.\n" +"See also [BaseButton] which contains common properties and methods " +"associated with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." @@ -20084,8 +20246,8 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "" -"The check icon to display when the [CheckBox] is configured as a radio button " -"and is checked." +"The check icon to display when the [CheckBox] is configured as a radio " +"button and is checked." msgstr "" #: doc/classes/CheckBox.xml @@ -20096,8 +20258,8 @@ msgstr "" #: doc/classes/CheckBox.xml msgid "" -"The check icon to display when the [CheckBox] is configured as a radio button " -"and is unchecked." +"The check icon to display when the [CheckBox] is configured as a radio " +"button and is unchecked." msgstr "" #: doc/classes/CheckBox.xml @@ -20115,10 +20277,10 @@ msgid "" "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " -"when pressing it shows or hides advanced settings, without asking the user to " -"confirm this action.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node." +"when pressing it shows or hides advanced settings, without asking the user " +"to confirm this action.\n" +"See also [BaseButton] which contains common properties and methods " +"associated with this node." msgstr "" #: doc/classes/CheckButton.xml @@ -20139,8 +20301,8 @@ msgstr "" #: doc/classes/CheckButton.xml msgid "" -"The icon to display when the [CheckButton] is checked and disabled (for right-" -"to-left layouts)." +"The icon to display when the [CheckButton] is checked and disabled (for " +"right-to-left layouts)." msgstr "" #: doc/classes/CheckButton.xml @@ -20231,23 +20393,25 @@ msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns an array with the names all the integer constants of [param class] or " -"its ancestry." +"Returns an array with the names all the integer constants of [param class] " +"or its ancestry." msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the methods of [param class] or its ancestry if " -"[param no_inheritance] is [code]false[/code]. Every element of the array is a " -"[Dictionary] with the following keys: [code]args[/code], [code]default_args[/" -"code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: " -"(class_name, hint, hint_string, name, type, usage)[/code].\n" +"[param no_inheritance] is [code]false[/code]. Every element of the array is " +"a [Dictionary] with the following keys: [code]args[/code], " +"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" +"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" +"code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns the value of [param property] of [param object] or its ancestry." +msgid "" +"Returns the value of [param property] of [param object] or its ancestry." msgstr "" #: doc/classes/ClassDB.xml @@ -20268,14 +20432,14 @@ msgstr "" #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the signals of [param class] or its ancestry if " -"[param no_inheritance] is [code]false[/code]. Every element of the array is a " -"[Dictionary] as described in [method class_get_signal]." +"[param no_inheritance] is [code]false[/code]. Every element of the array is " +"a [Dictionary] as described in [method class_get_signal]." msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns whether [param class] or its ancestry has an enum called [param name] " -"or not." +"Returns whether [param class] or its ancestry has an enum called [param " +"name] or not." msgstr "" #: doc/classes/ClassDB.xml @@ -20306,8 +20470,8 @@ msgstr "" #: doc/classes/ClassDB.xml msgid "" -"Returns the names of all the classes that directly or indirectly inherit from " -"[param class]." +"Returns the names of all the classes that directly or indirectly inherit " +"from [param class]." msgstr "" #: doc/classes/ClassDB.xml @@ -20323,7 +20487,8 @@ msgid "Returns whether this [param class] is enabled or not." msgstr "" #: doc/classes/ClassDB.xml -msgid "Returns whether [param inherits] is an ancestor of [param class] or not." +msgid "" +"Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "" #: doc/classes/CodeEdit.xml @@ -20334,10 +20499,10 @@ msgstr "" msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " -"numbers, line folding, code completion, indent management, and string/comment " -"management.\n" -"[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-" -"to-right text direction to correctly display source code." +"numbers, line folding, code completion, indent management, and string/" +"comment management.\n" +"[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use " +"left-to-right text direction to correctly display source code." msgstr "" #: doc/classes/CodeEdit.xml @@ -20371,30 +20536,28 @@ msgstr "" msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" -"[param location] indicates location of the option relative to the location of " -"the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how " -"to set this value.\n" +"[param location] indicates location of the option relative to the location " +"of the code completion query. See [enum CodeEdit.CodeCompletionLocation] for " +"how to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20450,7 +20613,8 @@ msgid "" "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " -"line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])" +"line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/" +"code])" msgstr "" #: doc/classes/CodeEdit.xml @@ -20460,8 +20624,9 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Duplicates all lines currently selected with any caret. Duplicates the entire " -"line beneath the current one no matter where the caret is within the line." +"Duplicates all lines currently selected with any caret. Duplicates the " +"entire line beneath the current one no matter where the caret is within the " +"line." msgstr "" #: doc/classes/CodeEdit.xml @@ -20558,7 +20723,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Returns the full text with char [code]0xFFFF[/code] at the specified location." +"Returns the full text with char [code]0xFFFF[/code] at the specified " +"location." msgstr "" #: doc/classes/CodeEdit.xml @@ -20591,9 +20757,9 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Returns the delimiter index if [param line] [param column] is in a string. If " -"[param column] is not provided, will return the delimiter index if the entire " -"[param line] is a string. Otherwise [code]-1[/code]." +"Returns the delimiter index if [param line] [param column] is in a string. " +"If [param column] is not provided, will return the delimiter index if the " +"entire [param line] is a string. Otherwise [code]-1[/code]." msgstr "" #: doc/classes/CodeEdit.xml @@ -20614,7 +20780,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Returns whether the line at the specified index is marked as executing or not." +"Returns whether the line at the specified index is marked as executing or " +"not." msgstr "" #: doc/classes/CodeEdit.xml @@ -20633,8 +20800,8 @@ msgstr "" msgid "" "Emits [signal code_completion_requested], if [param force] is true will " "bypass all checks. Otherwise will check that the caret is in a word or in " -"front of a prefix. Will ignore the request if all current options are of type " -"file path, node path or signal." +"front of a prefix. Will ignore the request if all current options are of " +"type file path, node path or signal." msgstr "" #: doc/classes/CodeEdit.xml @@ -20733,14 +20900,14 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Sets if breakpoints should be drawn in the gutter. This gutter is shared with " -"bookmarks and executing lines." +"Sets if breakpoints should be drawn in the gutter. This gutter is shared " +"with bookmarks and executing lines." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Sets if executing lines should be marked in the gutter. This gutter is shared " -"with breakpoints and bookmarks lines." +"Sets if executing lines should be marked in the gutter. This gutter is " +"shared with breakpoints and bookmarks lines." msgstr "" #: doc/classes/CodeEdit.xml @@ -20757,8 +20924,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Sets whether automatic indent are enabled, this will add an extra indent if a " -"prefix or brace is found." +"Sets whether automatic indent are enabled, this will add an extra indent if " +"a prefix or brace is found." msgstr "" #: doc/classes/CodeEdit.xml @@ -20781,8 +20948,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Draws vertical lines at the provided columns. The first entry is considered a " -"main hard guideline and is draw more prominently." +"Draws vertical lines at the provided columns. The first entry is considered " +"a main hard guideline and is draw more prominently." msgstr "" #: doc/classes/CodeEdit.xml @@ -20854,28 +21021,30 @@ msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is local to the location of the code completion query - e.g. a " -"local variable. Subsequent value of location represent options from the outer " -"class, the exact value represent how far they are (in terms of inner classes)." +"local variable. Subsequent value of location represent options from the " +"outer class, the exact value represent how far they are (in terms of inner " +"classes)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" -"The option is from user code which is not local and not in a derived class (e." -"g. Autoload Singletons)." +"The option is from user code which is not local and not in a derived class " +"(e.g. Autoload Singletons)." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml msgid "" -"The option is from other engine code, not covered by the other enum constants " -"- e.g. built-in classes." +"The option is from other engine code, not covered by the other enum " +"constants - e.g. built-in classes." msgstr "" #: doc/classes/CodeEdit.xml @@ -20913,8 +21082,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Background highlight [Color] for the current selected option item in the code " -"completion popup." +"Background highlight [Color] for the current selected option item in the " +"code completion popup." msgstr "" #: doc/classes/CodeEdit.xml @@ -20927,8 +21096,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"[Color] of the main line length guideline, secondary guidelines will have 50% " -"alpha applied." +"[Color] of the main line length guideline, secondary guidelines will have " +"50% alpha applied." msgstr "" #: doc/classes/CodeEdit.xml @@ -20937,7 +21106,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Max number of options to display in the code completion popup at any one time." +"Max number of options to display in the code completion popup at any one " +"time." msgstr "" #: doc/classes/CodeEdit.xml @@ -20952,7 +21122,8 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." +"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked " +"lines." msgstr "" #: doc/classes/CodeEdit.xml @@ -21010,12 +21181,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -21126,9 +21296,10 @@ msgstr "" #: doc/classes/CollisionObject2D.xml msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " -"number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape " -"owner[/i]. Shape owners are not nodes and do not appear in the editor, but " -"are accessible through code using the [code]shape_owner_*[/code] methods.\n" +"number of [Shape2D]s for collision. Each shape must be assigned to a " +"[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " +"editor, but are accessible through code using the [code]shape_owner_*[/code] " +"methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." @@ -21177,16 +21348,16 @@ msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml msgid "" -"Creates a new shape owner for the given object. Returns [code]owner_id[/code] " -"of the new owner for future reference." +"Creates a new shape owner for the given object. Returns [code]owner_id[/" +"code] of the new owner for future reference." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml #: modules/csg/doc_classes/CSGShape3D.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/SoftBody3D.xml msgid "" -"Returns whether or not the specified layer of the [member collision_layer] is " -"enabled, given a [param layer_number] between 1 and 32." +"Returns whether or not the specified layer of the [member collision_layer] " +"is enabled, given a [param layer_number] between 1 and 32." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml @@ -21313,8 +21484,8 @@ msgid "" "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21323,8 +21494,8 @@ msgid "" "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject2D.xml doc/classes/CollisionObject3D.xml @@ -21405,8 +21576,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" -"Automatically re-added to the physics simulation when the [Node] is processed " -"again." +"Automatically re-added to the physics simulation when the [Node] is " +"processed again." msgstr "" #: doc/classes/CollisionObject2D.xml @@ -21432,12 +21603,13 @@ msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " -"number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape " -"owner[/i]. Shape owners are not nodes and do not appear in the editor, but " -"are accessible through code using the [code]shape_owner_*[/code] methods.\n" -"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as " -"expected. It is advised to keep its scale the same on all axes and adjust its " -"collision shape(s) instead." +"number of [Shape3D]s for collision. Each shape must be assigned to a " +"[i]shape owner[/i]. Shape owners are not nodes and do not appear in the " +"editor, but are accessible through code using the [code]shape_owner_*[/code] " +"methods.\n" +"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave " +"as expected. It is advised to keep its scale the same on all axes and adjust " +"its collision shape(s) instead." msgstr "" #: doc/classes/CollisionObject3D.xml @@ -21447,8 +21619,8 @@ msgid "" "shape_idx] and [param normal] is the normal vector of the surface at that " "point. Connect to the [signal input_event] signal to easily pick up these " "events.\n" -"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be " -"[code]true[/code] and at least one [member collision_layer] bit to be set." +"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to " +"be [code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" #: doc/classes/CollisionObject3D.xml @@ -21491,23 +21663,24 @@ msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" -"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can " -"exist in one or more of 32 different layers. See also [member " +"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects " +"can exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml msgid "" -"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can " -"scan one or more of 32 different layers. See also [member collision_layer].\n" +"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects " +"can scan one or more of 32 different layers. See also [member " +"collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/CollisionObject3D.xml @@ -21520,8 +21693,8 @@ msgstr "" msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param position] " "is the location in world space of the mouse pointer on the surface of the " -"shape with index [param shape_idx] and [param normal] is the normal vector of " -"the surface at that point." +"shape with index [param shape_idx] and [param normal] is the normal vector " +"of the surface at that point." msgstr "" #: doc/classes/CollisionObject3D.xml @@ -21553,8 +21726,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" -"Automatically re-added to the physics simulation when the [Node] is processed " -"again." +"Automatically re-added to the physics simulation when the [Node] is " +"processed again." msgstr "" #: doc/classes/CollisionObject3D.xml @@ -21606,8 +21779,8 @@ msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" -"The polygon's list of vertices. Each point will be connected to the next, and " -"the final point will be connected to the first.\n" +"The polygon's list of vertices. Each point will be connected to the next, " +"and the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D].\n" "[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " @@ -21618,17 +21791,17 @@ msgstr "" msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " -"each convex shape in the convex decomposition of the polygon (but without the " -"overhead of multiple nodes)." +"each convex shape in the convex decomposition of the polygon (but without " +"the overhead of multiple nodes)." msgstr "" #: doc/classes/CollisionPolygon2D.xml msgid "" -"Collisions will only include the polygon edges. In this mode the node has the " -"same effect as a single [ConcavePolygonShape2D] made of segments, with the " -"restriction that each segment (after the first one) starts where the previous " -"one ends, and the last one ends where the first one starts (forming a closed " -"but hollow polygon)." +"Collisions will only include the polygon edges. In this mode the node has " +"the same effect as a single [ConcavePolygonShape2D] made of segments, with " +"the restriction that each segment (after the first one) starts where the " +"previous one ends, and the last one ends where the first one starts (forming " +"a closed but hollow polygon)." msgstr "" #: doc/classes/CollisionPolygon3D.xml @@ -21650,8 +21823,8 @@ msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" -"Length that the resulting collision extends in either direction perpendicular " -"to its 2D polygon." +"Length that the resulting collision extends in either direction " +"perpendicular to its 2D polygon." msgstr "" #: doc/classes/CollisionPolygon3D.xml @@ -21660,8 +21833,8 @@ msgstr "" #: doc/classes/CollisionPolygon3D.xml msgid "" -"The collision margin for the generated [Shape3D]. See [member Shape3D.margin] " -"for more details." +"The collision margin for the generated [Shape3D]. See [member Shape3D." +"margin] for more details." msgstr "" #: doc/classes/CollisionPolygon3D.xml @@ -21768,15 +21941,15 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"A color represented in RGBA format by a red ([member r]), green ([member g]), " -"blue ([member b]), and alpha ([member a]) component. Each component is a 32-" -"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" -"code]. Some properties (such as [member CanvasItem.modulate]) may support " -"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " -"Range) colors.\n" +"A color represented in RGBA format by a red ([member r]), green ([member " +"g]), blue ([member b]), and alpha ([member a]) component. Each component is " +"a 32-bit floating-point value, usually ranging from [code]0.0[/code] to " +"[code]1.0[/code]. Some properties (such as [member CanvasItem.modulate]) may " +"support values greater than [code]1.0[/code], for overbright or HDR (High " +"Dynamic Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " -"by static methods such as [method from_hsv], and by using a name from the set " -"of standardized colors based on [url=https://en.wikipedia.org/wiki/" +"by static methods such as [method from_hsv], and by using a name from the " +"set of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " @@ -21802,8 +21975,8 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"Constructs a default [Color] from opaque black. This is the same as [constant " -"BLACK].\n" +"Constructs a default [Color] from opaque black. This is the same as " +"[constant BLACK].\n" "[b]Note:[/b] in C#, constructs an empty color with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" @@ -21848,8 +22021,8 @@ msgid "" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" -"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " -"178, 255)`\n" +"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, " +"255, 178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" @@ -21913,9 +22086,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " -"profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param " -"v]) are typically between 0.0 and 1.0.\n" +"Constructs a color from an [url=https://en.wikipedia.org/wiki/" +"HSL_and_HSV]HSV profile[/url]. The hue ([param h]), saturation ([param s]), " +"and value ([param v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" @@ -21957,8 +22130,8 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " -"(inclusive). This is useful when determining light or dark color. Colors with " -"a luminance smaller than 0.5 can be generally considered dark.\n" +"(inclusive). This is useful when determining light or dark color. Colors " +"with a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " @@ -22009,7 +22182,8 @@ msgid "" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" -"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n" +"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, " +"1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" @@ -22053,7 +22227,8 @@ msgid "" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" -"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n" +"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, " +"0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" @@ -22097,9 +22272,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"Returns a new color resulting from making this color lighter by the specified " -"[param amount], which should be a ratio from 0.0 to 1.0. See also [method " -"darkened].\n" +"Returns a new color resulting from making this color lighter by the " +"specified [param amount], which should be a ratio from 0.0 to 1.0. See also " +"[method darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" @@ -22115,8 +22290,8 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" -"SRGB]sRGB[/url] color space. This method assumes the original color is in the " -"linear color space. See also [method srgb_to_linear] which performs the " +"SRGB]sRGB[/url] color space. This method assumes the original color is in " +"the linear color space. See also [method srgb_to_linear] which performs the " "opposite operation." msgstr "" @@ -22931,8 +23106,9 @@ msgstr "" #: doc/classes/Color.xml msgid "" "Access color components using their index. [code][0][/code] is equivalent to " -"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is " -"equivalent to [member b], and [code][3][/code] is equivalent to [member a]." +"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] " +"is equivalent to [member b], and [code][3][/code] is equivalent to [member " +"a]." msgstr "" #: doc/classes/Color.xml doc/classes/float.xml doc/classes/int.xml @@ -22940,8 +23116,9 @@ msgstr "" #: doc/classes/Vector2i.xml doc/classes/Vector3.xml doc/classes/Vector3i.xml #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" -"Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/" -"code] does nothing, but sometimes it can make your code more readable." +"Returns the same value as if the [code]+[/code] was not there. Unary " +"[code]+[/code] does nothing, but sometimes it can make your code more " +"readable." msgstr "" #: doc/classes/Color.xml @@ -22967,8 +23144,8 @@ msgstr "" #: doc/classes/ColorPicker.xml msgid "" -"Adds the given color to a list of color presets. The presets are displayed in " -"the color picker and the user will be able to select them.\n" +"Adds the given color to a list of color presets. The presets are displayed " +"in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" @@ -23072,17 +23249,17 @@ msgstr "" #: doc/classes/ColorPicker.xml msgid "" -"Allows the color R, G, B component values to go beyond 1.0, which can be used " -"for certain special operations that require it (like tinting without " +"Allows the color R, G, B component values to go beyond 1.0, which can be " +"used for certain special operations that require it (like tinting without " "darkening or rendering sprites in HDR)." msgstr "" #: doc/classes/ColorPicker.xml msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" -"OKHSL is a new color space similar to HSL but that better match perception by " -"leveraging the Oklab color space which is designed to be simple to use, while " -"doing a good job at predicting perceived lightness, chroma and hue.\n" +"OKHSL is a new color space similar to HSL but that better match perception " +"by leveraging the Oklab color space which is designed to be simple to use, " +"while doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" @@ -23161,7 +23338,8 @@ msgstr "" #: doc/classes/ColorPicker.xml msgid "" -"The indicator used to signalize that the color value is outside the 0-1 range." +"The indicator used to signalize that the color value is outside the 0-1 " +"range." msgstr "" #: doc/classes/ColorPicker.xml @@ -23208,8 +23386,8 @@ msgstr "" msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node.\n" +"See also [BaseButton] which contains common properties and methods " +"associated with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "custom_minimum_size] to a big enough value to give the button enough space." @@ -23218,8 +23396,8 @@ msgstr "" #: doc/classes/ColorPickerButton.xml msgid "" "Returns the [ColorPicker] that this node toggles.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -23228,8 +23406,8 @@ msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -23271,28 +23449,31 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The custom [CompositorEffect]s that are applied during rendering of " +"viewports using this compositor." msgstr "" -#: doc/classes/Compositor.xml +#: doc/classes/CompositorEffect.xml msgid "" -"The custom [CompositorEffect]s that are applied during rendering of viewports " -"using this compositor." +"The implementation may change as more of the rendering internals are exposed " +"over time." msgstr "" #: doc/classes/CompositorEffect.xml @@ -23305,9 +23486,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -23349,8 +23528,8 @@ msgstr "" #: doc/classes/CompositorEffect.xml msgid "" -"The type of effect that is implemented, determines at what stage of rendering " -"the callback is called." +"The type of effect that is implemented, determines at what stage of " +"rendering the callback is called." msgstr "" #: doc/classes/CompositorEffect.xml @@ -23361,10 +23540,10 @@ msgstr "" #: doc/classes/CompositorEffect.xml msgid "" -"If [code]true[/code] this triggers motion vectors being calculated during the " -"opaque render state.\n" -"[b]Note:[/b] In [method _render_callback], to access the motion vector buffer " -"use:\n" +"If [code]true[/code] this triggers motion vectors being calculated during " +"the opaque render state.\n" +"[b]Note:[/b] In [method _render_callback], to access the motion vector " +"buffer use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" @@ -23388,9 +23567,9 @@ msgstr "" #: doc/classes/CompositorEffect.xml msgid "" -"If [code]true[/code] this triggers specular data being rendered to a separate " -"buffer and combined after effects have been applied, only applicable for the " -"Forward+ renderer." +"If [code]true[/code] this triggers specular data being rendered to a " +"separate buffer and combined after effects have been applied, only " +"applicable for the Forward+ renderer." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml @@ -23401,15 +23580,15 @@ msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" -"The callback is called after our opaque rendering pass, but before our sky is " -"rendered." +"The callback is called after our opaque rendering pass, but before our sky " +"is rendered." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" -"The callback is called after our sky is rendered, but before our back buffers " -"are created (and if enabled, before subsurface scattering and/or screen space " -"reflections)." +"The callback is called after our sky is rendered, but before our back " +"buffers are created (and if enabled, before subsurface scattering and/or " +"screen space reflections)." msgstr "" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml @@ -23434,19 +23613,20 @@ msgstr "" #: doc/classes/CompressedCubemap.xml msgid "" -"A cubemap that is loaded from a [code].ccube[/code] file. This file format is " -"internal to Godot; it is created by importing other image formats with the " -"import system. [CompressedCubemap] can use one of 4 compression methods:\n" +"A cubemap that is loaded from a [code].ccube[/code] file. This file format " +"is internal to Godot; it is created by importing other image formats with " +"the import system. [CompressedCubemap] can use one of 4 compression " +"methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23470,10 +23650,10 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23497,10 +23677,10 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23521,9 +23701,9 @@ msgstr "" #: doc/classes/CompressedTexture2DArray.xml msgid "" -"A texture array that is loaded from a [code].ctexarray[/code] file. This file " -"format is internal to Godot; it is created by importing other image formats " -"with the import system. [CompressedTexture2DArray] can use one of 4 " +"A texture array that is loaded from a [code].ctexarray[/code] file. This " +"file format is internal to Godot; it is created by importing other image " +"formats with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" @@ -23531,10 +23711,10 @@ msgid "" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" -"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " -"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " -"storage on disk, but they will not reduce memory usage on the GPU as the " -"texture is sent to the GPU uncompressed.\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " @@ -23548,15 +23728,15 @@ msgstr "" #: doc/classes/CompressedTexture3D.xml msgid "" -"[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " -"The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " -"This file format is internal to Godot; it is created by importing other image " -"formats with the import system.\n" +"[CompressedTexture3D] is the VRAM-compressed counterpart of " +"[ImageTexture3D]. The file extension for [CompressedTexture3D] files is " +"[code].ctex3d[/code]. This file format is internal to Godot; it is created " +"by importing other image formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " -"using lossless compression. VRAM compression can exhibit noticeable artifacts " -"and is intended to be used for 3D rendering, not 2D.\n" +"using lossless compression. VRAM compression can exhibit noticeable " +"artifacts and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" @@ -23594,14 +23774,14 @@ msgid "" "BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " -"can be used to form polygons of any nature, or even shapes that don't enclose " -"an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if the " -"interconnected line segments do enclose an area, which often makes it " +"can be used to form polygons of any nature, or even shapes that don't " +"enclose an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if " +"the interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " -"work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely " -"not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than " -"Static.\n" +"work with static [CollisionShape2D] nodes like [StaticBody2D] and will " +"likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode " +"other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " @@ -23610,17 +23790,17 @@ msgid "" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " -"[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be " -"used, which decomposes the polygon into convex ones; see " +"[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can " +"be used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" #: doc/classes/ConcavePolygonShape2D.xml msgid "" -"The array of points that make up the [ConcavePolygonShape2D]'s line segments. " -"The array (of length divisible by two) is naturally divided into pairs (one " -"pair for each segment); each pair consists of the starting point of a segment " -"and the endpoint of a segment." +"The array of points that make up the [ConcavePolygonShape2D]'s line " +"segments. The array (of length divisible by two) is naturally divided into " +"pairs (one pair for each segment); each pair consists of the starting point " +"of a segment and the endpoint of a segment." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml @@ -23633,14 +23813,14 @@ msgid "" "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " -"polyhedra of any nature, or even shapes that don't enclose a volume. However, " -"[ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected triangles " -"do enclose a volume, which often makes it unsuitable for physics or " -"detection.\n" +"polyhedra of any nature, or even shapes that don't enclose a volume. " +"However, [ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected " +"triangles do enclose a volume, which often makes it unsuitable for physics " +"or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " -"work with static [CollisionShape3D] nodes like [StaticBody3D] and will likely " -"not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode other than " -"Static.\n" +"work with static [CollisionShape3D] nodes like [StaticBody3D] and will " +"likely not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode " +"other than Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " @@ -23657,9 +23837,9 @@ msgstr "" #: doc/classes/ConcavePolygonShape3D.xml msgid "" -"Returns the faces of the trimesh shape as an array of vertices. The array (of " -"length divisible by three) is naturally divided into triples; each triple of " -"vertices defines a triangle." +"Returns the faces of the trimesh shape as an array of vertices. The array " +"(of length divisible by three) is naturally divided into triples; each " +"triple of vertices defines a triangle." msgstr "" #: doc/classes/ConcavePolygonShape3D.xml @@ -23677,18 +23857,18 @@ msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" -"A physics joint that connects two 3D physics bodies in a way that simulates a " -"ball-and-socket joint." +"A physics joint that connects two 3D physics bodies in a way that simulates " +"a ball-and-socket joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" -"A physics joint that connects two 3D physics bodies in a way that simulates a " -"ball-and-socket joint. The twist axis is initiated as the X axis of the " +"A physics joint that connects two 3D physics bodies in a way that simulates " +"a ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " -"calculated as the middle of the X axes of the joint in the local space of the " -"two physics bodies. Useful for limbs like shoulders and hips, lamps hanging " -"off a ceiling, etc." +"calculated as the middle of the X axes of the joint in the local space of " +"the two physics bodies. Useful for limbs like shoulders and hips, lamps " +"hanging off a ceiling, etc." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/HingeJoint3D.xml @@ -23715,8 +23895,8 @@ msgstr "" #: doc/classes/ConeTwistJoint3D.xml msgid "" -"The ease with which the joint starts to twist. If it's too low, it takes more " -"force to start twisting the joint." +"The ease with which the joint starts to twist. If it's too low, it takes " +"more force to start twisting the joint." msgstr "" #: doc/classes/ConeTwistJoint3D.xml doc/classes/PhysicsServer3D.xml @@ -23749,8 +23929,8 @@ msgstr "" #: doc/classes/ConfigFile.xml msgid "" "This helper class can be used to store [Variant] values on the filesystem " -"using INI-style formatting. The stored values are identified by a section and " -"a key:\n" +"using INI-style formatting. The stored values are identified by a section " +"and a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" @@ -23832,17 +24012,18 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"Any operation that mutates the ConfigFile such as [method set_value], [method " -"clear], or [method erase_section], only changes what is loaded in memory. If " -"you want to write the change to a file, you have to save the changes with " -"[method save], [method save_encrypted], or [method save_encrypted_pass].\n" +"Any operation that mutates the ConfigFile such as [method set_value], " +"[method clear], or [method erase_section], only changes what is loaded in " +"memory. If you want to write the change to a file, you have to save the " +"changes with [method save], [method save_encrypted], or [method " +"save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " -"still be useful for dedicated server configuration files, which are typically " -"never overwritten without explicit user action.\n" +"still be useful for dedicated server configuration files, which are " +"typically never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " @@ -23869,8 +24050,8 @@ msgstr "" #: doc/classes/ConfigFile.xml msgid "" -"Deletes the specified key in a section. Raises an error if either the section " -"or the key do not exist." +"Deletes the specified key in a section. Raises an error if either the " +"section or the key do not exist." msgstr "" #: doc/classes/ConfigFile.xml @@ -23902,7 +24083,8 @@ msgstr "" #: doc/classes/ConfigFile.xml msgid "" "Loads the config file specified as a parameter. The file's contents are " -"parsed and loaded in the [ConfigFile] object which the method was called on.\n" +"parsed and loaded in the [ConfigFile] object which the method was called " +"on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" @@ -23975,8 +24157,8 @@ msgstr "" msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " -"from pressing the OK button. The order of the two buttons varies depending on " -"the host OS.\n" +"from pressing the OK button. The order of the two buttons varies depending " +"on the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" @@ -23991,8 +24173,8 @@ msgstr "" #: doc/classes/ConfirmationDialog.xml msgid "" "Returns the cancel button.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -24014,10 +24196,10 @@ msgstr "" #: doc/classes/Container.xml msgid "" -"Implement to return a list of allowed horizontal [enum Control.SizeFlags] for " -"child nodes. This doesn't technically prevent the usages of any other size " -"flags, if your implementation requires that. This only limits the options " -"available to the user in the Inspector dock.\n" +"Implement to return a list of allowed horizontal [enum Control.SizeFlags] " +"for child nodes. This doesn't technically prevent the usages of any other " +"size flags, if your implementation requires that. This only limits the " +"options available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" @@ -24077,19 +24259,19 @@ msgid "" "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " -"see the related tutorials in the manual. To build flexible UIs, you'll need a " -"mix of UI elements that inherit from [Control] and [Container] nodes.\n" +"see the related tutorials in the manual. To build flexible UIs, you'll need " +"a mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member SceneTree." "root] is a [Window], this already happens automatically for all UI elements " "in your game.\n" -"Input events are propagated through the [SceneTree] from the root node to all " -"child nodes by calling [method Node._input]. For UI elements specifically, it " -"makes more sense to override the virtual method [method _gui_input], which " -"filters out unrelated input events, such as by checking z-order, [member " -"mouse_filter], focus, or if the event was inside of the control's bounding " -"box.\n" +"Input events are propagated through the [SceneTree] from the root node to " +"all child nodes by calling [method Node._input]. For UI elements " +"specifically, it makes more sense to override the virtual method [method " +"_gui_input], which filters out unrelated input events, such as by checking z-" +"order, [member mouse_filter], focus, or if the event was inside of the " +"control's bounding box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" @@ -24129,10 +24311,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to test if [param data] from a control's [method " -"_get_drag_data] can be dropped at [param at_position]. [param at_position] is " -"local to this control.\n" -"This method should only be used to test the data. Process the data in [method " -"_drop_data].\n" +"_get_drag_data] can be dropped at [param at_position]. [param at_position] " +"is local to this control.\n" +"This method should only be used to test the data. Process the data in " +"[method _drop_data].\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" @@ -24154,9 +24336,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " -"[param data] is allowed to drop at [param at_position] where [param " +"Godot calls this method to pass you the [param data] from a control's " +"[method _get_drag_data] result. Godot first calls [method _can_drop_data] to " +"test if [param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" "[gdscript]\n" @@ -24184,18 +24366,18 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Godot calls this method to get data that can be dragged and dropped onto " -"controls that expect drop data. Returns [code]null[/code] if there is no data " -"to drag. Controls that want to receive drop data should implement [method " -"_can_drop_data] and [method _drop_data]. [param at_position] is local to this " -"control. Drag may be forced with [method force_drag].\n" +"controls that expect drop data. Returns [code]null[/code] if there is no " +"data to drag. Controls that want to receive drop data should implement " +"[method _can_drop_data] and [method _drop_data]. [param at_position] is " +"local to this control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " -"set with [method set_drag_preview]. A good time to set the preview is in this " -"method.\n" +"set with [method set_drag_preview]. A good time to set the preview is in " +"this method.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" -" var mydata = make_data() # This is your custom method generating the drag " -"data.\n" +" var mydata = make_data() # This is your custom method generating the " +"drag data.\n" " set_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" " return mydata\n" @@ -24217,8 +24399,8 @@ msgstr "" msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " -"minimum size via code. The actual minimum size will be the max value of these " -"two (in each axis separately).\n" +"minimum size via code. The actual minimum size will be the max value of " +"these two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " @@ -24264,12 +24446,12 @@ msgid "" "The event won't trigger if:\n" "* clicking outside the control (see [method _has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" -"* control is obstructed by another [Control] on top of it, which doesn't have " -"[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" +"* control is obstructed by another [Control] on top of it, which doesn't " +"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" -"* it happens outside the parent's rectangle and the parent has either [member " -"clip_contents] enabled.\n" +"* it happens outside the parent's rectangle and the parent has either " +"[member clip_contents] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" @@ -24299,8 +24481,8 @@ msgid "" "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " -"it's fully visible, you might want to set its [member custom_minimum_size] to " -"some non-zero value.\n" +"it's fully visible, you might want to set its [member custom_minimum_size] " +"to some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should be [member " "CanvasItem.visible] when returned, otherwise, the viewport that instantiates " "it will not be able to calculate its minimum size reliably.\n" @@ -24344,9 +24526,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "User defined BiDi algorithm override function.\n" -"Returns an [Array] of [Vector3i] text ranges and text base directions, in the " -"left-to-right order. Ranges should cover full source [param text] without " -"overlaps. BiDi algorithm will be used on each range separately." +"Returns an [Array] of [Vector3i] text ranges and text base directions, in " +"the left-to-right order. Ranges should cover full source [param text] " +"without overlaps. BiDi algorithm will be used on each range separately." msgstr "" #: doc/classes/Control.xml @@ -24354,15 +24536,15 @@ msgid "" "Marks an input event as handled. Once you accept an input event, it stops " "propagating, even to nodes listening to [method Node._unhandled_input] or " "[method Node._unhandled_key_input].\n" -"[b]Note:[/b] This does not affect the methods in [Input], only the way events " -"are propagated." +"[b]Note:[/b] This does not affect the methods in [Input], only the way " +"events are propagated." msgstr "" #: doc/classes/Control.xml msgid "" -"Creates a local override for a theme [Color] with the specified [param name]. " -"Local overrides always take precedence when fetching theme items for the " -"control. An override can be removed with [method " +"Creates a local override for a theme [Color] with the specified [param " +"name]. Local overrides always take precedence when fetching theme items for " +"the control. An override can be removed with [method " "remove_theme_color_override].\n" "See also [method get_theme_color].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" @@ -24480,7 +24662,8 @@ msgid "" msgstr "" #: doc/classes/Control.xml -msgid "Finds the next (below in the tree) [Control] that can receive the focus." +msgid "" +"Finds the next (below in the tree) [Control] that can receive the focus." msgstr "" #: doc/classes/Control.xml @@ -24507,9 +24690,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns the anchor for the specified [enum Side]. A getter method for [member " -"anchor_bottom], [member anchor_left], [member anchor_right] and [member " -"anchor_top]." +"Returns the anchor for the specified [enum Side]. A getter method for " +"[member anchor_bottom], [member anchor_left], [member anchor_right] and " +"[member anchor_top]." msgstr "" #: doc/classes/Control.xml @@ -24526,8 +24709,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns the mouse cursor shape the control displays on mouse hover. See [enum " -"CursorShape]." +"Returns the mouse cursor shape the control displays on mouse hover. See " +"[enum CursorShape]." msgstr "" #: doc/classes/Control.xml @@ -24536,8 +24719,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns the focus neighbor for the specified [enum Side]. A getter method for " -"[member focus_neighbor_bottom], [member focus_neighbor_left], [member " +"Returns the focus neighbor for the specified [enum Side]. A getter method " +"for [member focus_neighbor_bottom], [member focus_neighbor_left], [member " "focus_neighbor_right] and [member focus_neighbor_top].\n" "[b]Note:[/b] To find the next [Control] on the specific [enum Side], even if " "a neighbor is not assigned, use [method find_valid_focus_neighbor]." @@ -24562,9 +24745,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns the offset for the specified [enum Side]. A getter method for [member " -"offset_bottom], [member offset_left], [member offset_right] and [member " -"offset_top]." +"Returns the offset for the specified [enum Side]. A getter method for " +"[member offset_bottom], [member offset_left], [member offset_right] and " +"[member offset_top]." msgstr "" #: doc/classes/Control.xml @@ -24602,17 +24785,17 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " -"has a color item with the specified [param name] and [param theme_type]. If " -"[param theme_type] is omitted the class name of the current control is used " -"as the type, or [member theme_type_variation] if it is defined. If the type " -"is a class name its parent classes are also checked, in order of inheritance. " -"If the type is a variation its base types are checked, in order of " -"dependency, then the control's class name and its parent classes are " -"checked.\n" -"For the current control its local overrides are considered first (see [method " -"add_theme_color_override]), then its assigned [member theme]. After the " -"current control, each parent control and its assigned [member theme] are " +"Returns a [Color] from the first matching [Theme] in the tree if that " +"[Theme] has a color item with the specified [param name] and [param " +"theme_type]. If [param theme_type] is omitted the class name of the current " +"control is used as the type, or [member theme_type_variation] if it is " +"defined. If the type is a class name its parent classes are also checked, in " +"order of inheritance. If the type is a variation its base types are checked, " +"in order of dependency, then the control's class name and its parent classes " +"are checked.\n" +"For the current control its local overrides are considered first (see " +"[method add_theme_color_override]), then its assigned [member theme]. After " +"the current control, each parent control and its assigned [member theme] are " "considered; controls without a [member theme] assigned are skipped. If no " "matching [Theme] is found in the tree, the custom project [Theme] (see " "[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used " @@ -24711,8 +24894,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Creates an [InputEventMouseButton] that attempts to click the control. If the " -"event is received, the control acquires focus.\n" +"Creates an [InputEventMouseButton] that attempts to click the control. If " +"the event is received, the control acquires focus.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" @@ -24739,14 +24922,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if this is the current focused control. See [member " -"focus_mode]." +"Returns [code]true[/code] if this is the current focused control. See " +"[member focus_mode]." msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a color item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a color item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" @@ -24759,8 +24942,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a constant item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a constant item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" @@ -24773,8 +24956,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a font item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" @@ -24787,8 +24970,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a font size item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font size item with the specified [param name] and [param " +"theme_type].\n" "See [method get_theme_color] for details." msgstr "" @@ -24801,8 +24985,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"an icon item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has an icon item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" @@ -24815,15 +24999,15 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a stylebox item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a stylebox item with the specified [param name] and [param theme_type].\n" "See [method get_theme_color] for details." msgstr "" #: doc/classes/Control.xml doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a local override for a theme [StyleBox] " -"with the specified [param name] in this [Control] node.\n" +"Returns [code]true[/code] if there is a local override for a theme " +"[StyleBox] with the specified [param name] in this [Control] node.\n" "See [method add_theme_stylebox_override]." msgstr "" @@ -24851,9 +25035,9 @@ msgstr "" #: doc/classes/Control.xml doc/classes/Window.xml msgid "" -"Removes a local override for a theme constant with the specified [param name] " -"previously added by [method add_theme_constant_override] or via the Inspector " -"dock." +"Removes a local override for a theme constant with the specified [param " +"name] previously added by [method add_theme_constant_override] or via the " +"Inspector dock." msgstr "" #: doc/classes/Control.xml doc/classes/Window.xml @@ -24899,9 +25083,10 @@ msgid "" "this operation.\n" "If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor " "overlaps this anchor, the opposite one will have its value overridden. For " -"example, when setting left anchor to 1 and the right anchor has value of 0.5, " -"the right anchor will also get value of 1. If [param push_opposite_anchor] " -"was [code]false[/code], the left anchor would get value 0.5." +"example, when setting left anchor to 1 and the right anchor has value of " +"0.5, the right anchor will also get value of 1. If [param " +"push_opposite_anchor] was [code]false[/code], the left anchor would get " +"value 0.5." msgstr "" #: doc/classes/Control.xml @@ -24921,8 +25106,8 @@ msgstr "" msgid "" "Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. " "This is the code equivalent to using the Layout menu in the 2D editor.\n" -"If [param keep_offsets] is [code]true[/code], control's position will also be " -"updated." +"If [param keep_offsets] is [code]true[/code], control's position will also " +"be updated." msgstr "" #: doc/classes/Control.xml @@ -24936,19 +25121,19 @@ msgid "" "Forwards the handling of this control's [method _get_drag_data], [method " "_can_drop_data] and [method _drop_data] virtual functions to delegate " "callables.\n" -"For each argument, if not empty, the delegate callable is used, otherwise the " -"local (virtual) function is used.\n" +"For each argument, if not empty, the delegate callable is used, otherwise " +"the local (virtual) function is used.\n" "The function format for each callable should be exactly the same as the " "virtual functions described above." msgstr "" #: doc/classes/Control.xml msgid "" -"Shows the given control at the mouse pointer. A good time to call this method " -"is in [method _get_drag_data]. The control must not be in the scene tree. You " -"should not free the control, and you should not keep a reference to the " -"control beyond the duration of the drag. It will be deleted automatically " -"after the drag has ended.\n" +"Shows the given control at the mouse pointer. A good time to call this " +"method is in [method _get_drag_data]. The control must not be in the scene " +"tree. You should not free the control, and you should not keep a reference " +"to the control beyond the duration of the drag. It will be deleted " +"automatically after the drag has ended.\n" "[codeblocks]\n" "[gdscript]\n" "@export var color = Color(1, 0, 0, 1)\n" @@ -25056,9 +25241,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Anchors the left edge of the node to the origin, the center or the end of its " -"parent control. It changes how the left offset updates when the node moves or " -"changes size. You can use one of the [enum Anchor] constants for convenience." +"Anchors the left edge of the node to the origin, the center or the end of " +"its parent control. It changes how the left offset updates when the node " +"moves or changes size. You can use one of the [enum Anchor] constants for " +"convenience." msgstr "" #: doc/classes/Control.xml @@ -25088,10 +25274,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Enables whether rendering of [CanvasItem] based children should be clipped to " -"this control's rectangle. If [code]true[/code], parts of a child which would " -"be visibly outside of this control's rectangle will not be rendered and won't " -"receive input." +"Enables whether rendering of [CanvasItem] based children should be clipped " +"to this control's rectangle. If [code]true[/code], parts of a child which " +"would be visibly outside of this control's rectangle will not be rendered " +"and won't receive input." msgstr "" #: doc/classes/Control.xml @@ -25112,19 +25298,19 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give focus to if the user presses the down " -"arrow on the keyboard or down on a gamepad by default. You can change the key " -"by editing the [member ProjectSettings.input/ui_down] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " -"the closest [Control] to the bottom of this one." +"arrow on the keyboard or down on a gamepad by default. You can change the " +"key by editing the [member ProjectSettings.input/ui_down] input action. The " +"node must be a [Control]. If this property is not set, Godot will give focus " +"to the closest [Control] to the bottom of this one." msgstr "" #: doc/classes/Control.xml msgid "" "Tells Godot which node it should give focus to if the user presses the left " -"arrow on the keyboard or left on a gamepad by default. You can change the key " -"by editing the [member ProjectSettings.input/ui_left] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " -"the closest [Control] to the left of this one." +"arrow on the keyboard or left on a gamepad by default. You can change the " +"key by editing the [member ProjectSettings.input/ui_left] input action. The " +"node must be a [Control]. If this property is not set, Godot will give focus " +"to the closest [Control] to the left of this one." msgstr "" #: doc/classes/Control.xml @@ -25156,9 +25342,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Shift " -"+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " -"[member ProjectSettings.input/ui_focus_prev] input action.\n" +"Tells Godot which node it should give focus to if the user presses " +"[kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by " +"editing the [member ProjectSettings.input/ui_focus_prev] input action.\n" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" @@ -25172,8 +25358,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Controls the direction on the horizontal axis in which the control should " -"grow if its horizontal minimum size is changed to be greater than its current " -"size, as the control always has to be at least the minimum size." +"grow if its horizontal minimum size is changed to be greater than its " +"current size, as the control always has to be at least the minimum size." msgstr "" #: doc/classes/Control.xml @@ -25191,9 +25377,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"If [code]true[/code], automatically converts code line numbers, list indices, " -"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the " -"numeral systems used in current locale.\n" +"If [code]true[/code], automatically converts code line numbers, list " +"indices, [SpinBox] and [ProgressBar] values from the Western Arabic (0..9) " +"to the numeral systems used in current locale.\n" "[b]Note:[/b] Numbers within the text are not automatically converted, it can " "be done manually, using [method TextServer.format_number]." msgstr "" @@ -25210,8 +25396,8 @@ msgstr "" msgid "" "Controls whether the control will be able to receive mouse button input " "events through [method _gui_input] and how these events should be handled. " -"Also controls whether the control can receive the [signal mouse_entered], and " -"[signal mouse_exited] signals. See the constants to learn what each does." +"Also controls whether the control can receive the [signal mouse_entered], " +"and [signal mouse_exited] signals. See the constants to learn what each does." msgstr "" #: doc/classes/Control.xml @@ -25220,8 +25406,8 @@ msgid "" "passed to the parent control even if [member mouse_filter] is set to " "[constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested " "scrollable containers to work out of the box.\n" -"You should disable it on the root of your UI if you do not want scroll events " -"to go to the [method Node._unhandled_input] processing." +"You should disable it on the root of your UI if you do not want scroll " +"events to go to the [method Node._unhandled_input] processing." msgstr "" #: doc/classes/Control.xml @@ -25253,8 +25439,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Distance between the node's top edge and its parent control, based on [member " -"anchor_top].\n" +"Distance between the node's top edge and its parent control, based on " +"[member anchor_top].\n" "Offsets are often controlled by one or multiple parent [Container] nodes, so " "you should not modify them manually if your node is a direct child of a " "[Container]. Offsets update automatically when you move or resize the node." @@ -25279,8 +25465,8 @@ msgstr "" msgid "" "The node's rotation around its pivot, in radians. See [member pivot_offset] " "to change the pivot's position.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " -"to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you " +"want to use degrees in a script, use [member rotation_degrees]." msgstr "" #: doc/classes/Control.xml doc/classes/Node2D.xml doc/classes/Node3D.xml @@ -25294,10 +25480,10 @@ msgid "" "scale the node around its [member pivot_offset]. The Control's [member " "tooltip_text] will also scale according to this value.\n" "[b]Note:[/b] This property is mainly intended to be used for animation " -"purposes. To support multiple resolutions in your project, use an appropriate " -"viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/" -"multiple_resolutions.html]documentation[/url] instead of scaling Controls " -"individually.\n" +"purposes. To support multiple resolutions in your project, use an " +"appropriate viewport stretch mode as described in the [url=$DOCS_URL/" +"tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of " +"scaling Controls individually.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] " "[member scale] into account. This means that scaling up/down will cause " "bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or " @@ -25318,9 +25504,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "The [Node] which must be a parent of the focused [Control] for the shortcut " -"to be activated. If [code]null[/code], the shortcut can be activated when any " -"control is focused (a global shortcut). This allows shortcuts to be accepted " -"only when the user has a certain area of the GUI focused." +"to be activated. If [code]null[/code], the shortcut can be activated when " +"any control is focused (a global shortcut). This allows shortcuts to be " +"accepted only when the user has a certain area of the GUI focused." msgstr "" #: doc/classes/Control.xml @@ -25338,10 +25524,11 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] " -"size flag, the parent [Container] will let it take more or less space " -"depending on this property. If this node has a stretch ratio of 2 and its " -"neighbor a ratio of 1, this node will take two thirds of the available space." +"If the node and at least one of its neighbors uses the [constant " +"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less " +"space depending on this property. If this node has a stretch ratio of 2 and " +"its neighbor a ratio of 1, this node will take two thirds of the available " +"space." msgstr "" #: doc/classes/Control.xml @@ -25354,8 +25541,8 @@ msgstr "" #: doc/classes/Control.xml doc/classes/Window.xml msgid "" "The [Theme] resource this node and all its [Control] and [Window] children " -"use. If a child node has its own [Theme] resource set, theme items are merged " -"with child's definitions having higher priority.\n" +"use. If a child node has its own [Theme] resource set, theme items are " +"merged with child's definitions having higher priority.\n" "[b]Note:[/b] [Window] styles will have no effect unless the window is " "embedded." msgstr "" @@ -25375,8 +25562,8 @@ msgid "" "code] methods without specifying [code]theme_type[/code].\n" "[b]Note:[/b] Theme items are looked for in the tree order, from branch to " "root, where each [Control] node is checked for its [member theme] property. " -"The earliest match against any type/class name is returned. The project-level " -"Theme and the default Theme are checked last." +"The earliest match against any type/class name is returned. The project-" +"level Theme and the default Theme are checked last." msgstr "" #: doc/classes/Control.xml @@ -25388,10 +25575,10 @@ msgid "" "ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method " "get_tooltip].\n" "The tooltip popup will use either a default implementation, or a custom one " -"that you can provide by overriding [method _make_custom_tooltip]. The default " -"tooltip includes a [PopupPanel] and [Label] whose theme properties can be " -"customized using [Theme] methods with the [code]\"TooltipPanel\"[/code] and " -"[code]\"TooltipLabel\"[/code] respectively. For example:\n" +"that you can provide by overriding [method _make_custom_tooltip]. The " +"default tooltip includes a [PopupPanel] and [Label] whose theme properties " +"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/" +"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n" "[codeblocks]\n" "[gdscript]\n" "var style_box = StyleBoxFlat.new()\n" @@ -25433,9 +25620,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Emitted when the mouse cursor enters the control's (or any child control's) " -"visible area, that is not occluded behind other Controls or Windows, provided " -"its [member mouse_filter] lets the event reach it and regardless if it's " -"currently focused or not.\n" +"visible area, that is not occluded behind other Controls or Windows, " +"provided its [member mouse_filter] lets the event reach it and regardless if " +"it's currently focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control " "receives the signal." msgstr "" @@ -25443,9 +25630,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Emitted when the mouse cursor leaves the control's (and all child control's) " -"visible area, that is not occluded behind other Controls or Windows, provided " -"its [member mouse_filter] lets the event reach it and regardless if it's " -"currently focused or not.\n" +"visible area, that is not occluded behind other Controls or Windows, " +"provided its [member mouse_filter] lets the event reach it and regardless if " +"it's currently focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control " "receives the signal.\n" "[b]Note:[/b] If you want to check whether the mouse truly left the area, " @@ -25495,9 +25682,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the mouse cursor enters the control's (or any child control's) " -"visible area, that is not occluded behind other Controls or Windows, provided " -"its [member mouse_filter] lets the event reach it and regardless if it's " -"currently focused or not.\n" +"visible area, that is not occluded behind other Controls or Windows, " +"provided its [member mouse_filter] lets the event reach it and regardless if " +"it's currently focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control " "receives the notification.\n" "See also [constant NOTIFICATION_MOUSE_ENTER_SELF]." @@ -25506,9 +25693,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the mouse cursor leaves the control's (and all child control's) " -"visible area, that is not occluded behind other Controls or Windows, provided " -"its [member mouse_filter] lets the event reach it and regardless if it's " -"currently focused or not.\n" +"visible area, that is not occluded behind other Controls or Windows, " +"provided its [member mouse_filter] lets the event reach it and regardless if " +"it's currently focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control " "receives the notification.\n" "See also [constant NOTIFICATION_MOUSE_EXIT_SELF]." @@ -25521,8 +25708,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the mouse cursor enters the control's visible area, that is not " -"occluded behind other Controls or Windows, provided its [member mouse_filter] " -"lets the event reach it and regardless if it's currently focused or not.\n" +"occluded behind other Controls or Windows, provided its [member " +"mouse_filter] lets the event reach it and regardless if it's currently " +"focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control " "receives the notification.\n" "See also [constant NOTIFICATION_MOUSE_ENTER]." @@ -25531,8 +25719,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Sent when the mouse cursor leaves the control's visible area, that is not " -"occluded behind other Controls or Windows, provided its [member mouse_filter] " -"lets the event reach it and regardless if it's currently focused or not.\n" +"occluded behind other Controls or Windows, provided its [member " +"mouse_filter] lets the event reach it and regardless if it's currently " +"focused or not.\n" "[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control " "receives the notification.\n" "See also [constant NOTIFICATION_MOUSE_EXIT]." @@ -25555,9 +25744,10 @@ msgid "" "- The [member theme_type_variation] property is changed on this node.\n" "- One of the node's theme property overrides is changed.\n" "- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from changes " -"that occur while this node is outside of the scene tree. Instead, all of the " -"theme item updates can be applied at once when the node enters the scene tree." +"[b]Note:[/b] As an optimization, this notification won't be sent from " +"changes that occur while this node is outside of the scene tree. Instead, " +"all of the theme item updates can be applied at once when the node enters " +"the scene tree." msgstr "" #: doc/classes/Control.xml @@ -25566,8 +25756,8 @@ msgid "" "scrolled when dragging the scrollable area [i]with a touch event[/i]. This " "notification is [i]not[/i] sent when scrolling by dragging the scrollbar, " "scrolling with the mouse wheel or scrolling with keyboard/gamepad events.\n" -"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web " -"platforms when [member ProjectSettings.input_devices/pointing/" +"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/" +"web platforms when [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse] is enabled." msgstr "" @@ -25577,8 +25767,8 @@ msgid "" "scrolled when dragging the scrollable area [i]with a touch event[/i]. This " "notification is [i]not[/i] sent when scrolling by dragging the scrollbar, " "scrolling with the mouse wheel or scrolling with keyboard/gamepad events.\n" -"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web " -"platforms when [member ProjectSettings.input_devices/pointing/" +"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/" +"web platforms when [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse] is enabled." msgstr "" @@ -25636,45 +25826,45 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's forbidden mouse cursor when the user hovers the node. Often " -"a crossed circle." +"Show the system's forbidden mouse cursor when the user hovers the node. " +"Often a crossed circle." msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's vertical resize mouse cursor when the user hovers the node. " -"A double-headed vertical arrow. It tells the user they can resize the window " -"or the panel vertically." +"Show the system's vertical resize mouse cursor when the user hovers the " +"node. A double-headed vertical arrow. It tells the user they can resize the " +"window or the panel vertically." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's horizontal resize mouse cursor when the user hovers the " -"node. A double-headed horizontal arrow. It tells the user they can resize the " -"window or the panel horizontally." +"node. A double-headed horizontal arrow. It tells the user they can resize " +"the window or the panel horizontally." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the bottom left to the top " -"right. It tells the user they can resize the window or the panel both " +"The cursor is a double-headed arrow that goes from the bottom left to the " +"top right. It tells the user they can resize the window or the panel both " "horizontally and vertically." msgstr "" #: doc/classes/Control.xml msgid "" "Show the system's window resize mouse cursor when the user hovers the node. " -"The cursor is a double-headed arrow that goes from the top left to the bottom " -"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they " -"can resize the window or the panel both horizontally and vertically." +"The cursor is a double-headed arrow that goes from the top left to the " +"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user " +"they can resize the window or the panel both horizontally and vertically." msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's move mouse cursor when the user hovers the node. It shows 2 " -"double-headed arrows at a 90 degree angle. It tells the user they can move a " -"UI element freely." +"Show the system's move mouse cursor when the user hovers the node. It shows " +"2 double-headed arrows at a 90 degree angle. It tells the user they can move " +"a UI element freely." msgstr "" #: doc/classes/Control.xml @@ -25691,8 +25881,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Show the system's help mouse cursor when the user hovers the node, a question " -"mark." +"Show the system's help mouse cursor when the user hovers the node, a " +"question mark." msgstr "" #: doc/classes/Control.xml @@ -25752,8 +25942,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the left edge of the parent control. The left offset " -"becomes relative to the left edge and the top offset relative to the top left " -"corner of the node's parent. Use with [method set_anchors_preset]." +"becomes relative to the left edge and the top offset relative to the top " +"left corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml @@ -25774,9 +25964,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom edge of the parent control. The left offset " -"becomes relative to the bottom left corner, the bottom offset relative to the " -"bottom edge, and the right offset relative to the bottom right corner of the " -"node's parent. Use with [method set_anchors_preset]." +"becomes relative to the bottom left corner, the bottom offset relative to " +"the bottom edge, and the right offset relative to the bottom right corner of " +"the node's parent. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml @@ -25787,14 +25977,14 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Snap all 4 anchors to a horizontal line that cuts the parent control in half. " -"Use with [method set_anchors_preset]." +"Snap all 4 anchors to a horizontal line that cuts the parent control in " +"half. Use with [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml msgid "" -"Snap all 4 anchors to the respective corners of the parent control. Set all 4 " -"offsets to 0 after you applied this preset and the [Control] will fit its " +"Snap all 4 anchors to the respective corners of the parent control. Set all " +"4 offsets to 0 after you applied this preset and the [Control] will fit its " "parent control. Use with [method set_anchors_preset]." msgstr "" @@ -25816,8 +26006,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells the parent [Container] to align the node with its start, either the top " -"or the left edge. It is mutually exclusive with [constant SIZE_FILL] and " +"Tells the parent [Container] to align the node with its start, either the " +"top or the left edge. It is mutually exclusive with [constant SIZE_FILL] and " "other shrink size flags, but can be used with [constant SIZE_EXPAND] in some " "containers. Use with [member size_flags_horizontal] and [member " "size_flags_vertical].\n" @@ -25834,9 +26024,9 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells the parent [Container] to let this node take all the available space on " -"the axis you flag. If multiple neighboring nodes are set to expand, they'll " -"share the space based on their stretch ratio. See [member " +"Tells the parent [Container] to let this node take all the available space " +"on the axis you flag. If multiple neighboring nodes are set to expand, " +"they'll share the space based on their stretch ratio. See [member " "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" @@ -25849,10 +26039,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Tells the parent [Container] to center the node in the available space. It is " -"mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but " -"can be used with [constant SIZE_EXPAND] in some containers. Use with [member " -"size_flags_horizontal] and [member size_flags_vertical]." +"Tells the parent [Container] to center the node in the available space. It " +"is mutually exclusive with [constant SIZE_FILL] and other shrink size flags, " +"but can be used with [constant SIZE_EXPAND] in some containers. Use with " +"[member size_flags_horizontal] and [member size_flags_vertical]." msgstr "" #: doc/classes/Control.xml @@ -25878,8 +26068,8 @@ msgstr "" msgid "" "The control will receive mouse movement input events and mouse button input " "events if clicked on through [method _gui_input]. And the control will " -"receive the [signal mouse_entered] and [signal mouse_exited] signals. If this " -"control does not handle the event, the parent control (if any) will be " +"receive the [signal mouse_entered] and [signal mouse_exited] signals. If " +"this control does not handle the event, the parent control (if any) will be " "considered, and so on until there is no more parent control to potentially " "handle it. This also allows signals to fire in other controls. If no control " "handled it, the event will be passed to [method Node._shortcut_input] for " @@ -25889,10 +26079,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" "The control will not receive mouse movement input events and mouse button " -"input events if clicked on through [method _gui_input]. The control will also " -"not receive the [signal mouse_entered] nor [signal mouse_exited] signals. " -"This will not block other controls from receiving these events or firing the " -"signals. Ignored events will not be handled automatically.\n" +"input events if clicked on through [method _gui_input]. The control will " +"also not receive the [signal mouse_entered] nor [signal mouse_exited] " +"signals. This will not block other controls from receiving these events or " +"firing the signals. Ignored events will not be handled automatically.\n" "[b]Note:[/b] If the control has received [signal mouse_entered] but not " "[signal mouse_exited], changing the [member mouse_filter] to [constant " "MOUSE_FILTER_IGNORE] will cause [signal mouse_exited] to be emitted." @@ -25926,10 +26116,10 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], " -"in the bottom right. Use it with one of the [code]anchor_*[/code] member " -"variables, like [member anchor_left]. To change all 4 anchors at once, use " -"[method set_anchors_preset]." +"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/" +"code], in the bottom right. Use it with one of the [code]anchor_*[/code] " +"member variables, like [member anchor_left]. To change all 4 anchors at " +"once, use [method set_anchors_preset]." msgstr "" #: doc/classes/Control.xml @@ -25956,8 +26146,8 @@ msgstr "" #: doc/classes/Control.xml msgid "" -"Automatic text writing direction, determined from the current locale and text " -"content." +"Automatic text writing direction, determined from the current locale and " +"text content." msgstr "" #: doc/classes/Control.xml @@ -25986,8 +26176,8 @@ msgid "" "[ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in " "[constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision " "polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] " -"menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/" -"b].\n" +"menu that appears above the viewport, and choose [b]Create Polygon2D " +"Sibling[/b].\n" "[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions " "against compared to [ConcavePolygonShape2D], but it is slower than primitive " "collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use " @@ -26006,9 +26196,9 @@ msgstr "" msgid "" "The polygon's list of vertices that form a convex hull. Can be in either " "clockwise or counterclockwise order.\n" -"[b]Warning:[/b] Only set this property to a list of points that actually form " -"a convex hull. Use [method set_point_cloud] to generate the convex hull of an " -"arbitrary set of points." +"[b]Warning:[/b] Only set this property to a list of points that actually " +"form a convex hull. Use [method set_point_cloud] to generate the convex hull " +"of an arbitrary set of points." msgstr "" #: doc/classes/ConvexPolygonShape3D.xml @@ -26025,17 +26215,17 @@ msgid "" "[b]Convex decomposition:[/b] A concave polyhedron can be split up into " "several convex polyhedra. This allows dynamic physics bodies to have complex " "concave collisions (at a performance cost) and can be achieved by using " -"several [ConvexPolygonShape3D] nodes. To generate a convex decomposition from " -"a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu that " -"appears above the viewport, and choose [b]Create Multiple Convex Collision " -"Siblings[/b]. Alternatively, [method MeshInstance3D." +"several [ConvexPolygonShape3D] nodes. To generate a convex decomposition " +"from a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu " +"that appears above the viewport, and choose [b]Create Multiple Convex " +"Collision Siblings[/b]. Alternatively, [method MeshInstance3D." "create_multiple_convex_collisions] can be called in a script to perform this " "decomposition at run-time.\n" "[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions " "against compared to [ConcavePolygonShape3D], but it is slower than primitive " "collision shapes such as [SphereShape3D] and [BoxShape3D]. Its use should " -"generally be limited to medium-sized objects that cannot have their collision " -"accurately represented by primitive shapes." +"generally be limited to medium-sized objects that cannot have their " +"collision accurately represented by primitive shapes." msgstr "" #: doc/classes/ConvexPolygonShape3D.xml @@ -26127,8 +26317,8 @@ msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/CPUParticles3D.xml msgid "" -"Maximum initial angular velocity (rotation speed) applied to each particle in " -"[i]degrees[/i] per second." +"Maximum initial angular velocity (rotation speed) applied to each particle " +"in [i]degrees[/i] per second." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/ParticleProcessMaterial.xml @@ -26160,8 +26350,8 @@ msgid "" "that the particles will make full [code]0[/code] to [code]1[/code] offset " "cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.\n" "With animation speed greater than [code]1[/code], remember to enable [member " -"CanvasItemMaterial.particles_anim_loop] property if you want the animation to " -"repeat." +"CanvasItemMaterial.particles_anim_loop] property if you want the animation " +"to repeat." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/ParticleProcessMaterial.xml @@ -26251,18 +26441,19 @@ msgstr "" #: doc/classes/GPUParticles2D.xml doc/classes/GPUParticles3D.xml msgid "" "If [code]true[/code], particles are being emitted. [member emitting] can be " -"used to start and stop particles from emitting. However, if [member one_shot] " -"is [code]true[/code] setting [member emitting] to [code]true[/code] will not " -"restart the emission cycle until after all active particles finish " -"processing. You can use the [signal finished] signal to be notified once all " -"active particles finish processing." +"used to start and stop particles from emitting. However, if [member " +"one_shot] is [code]true[/code] setting [member emitting] to [code]true[/" +"code] will not restart the emission cycle until after all active particles " +"finish processing. You can use the [signal finished] signal to be notified " +"once all active particles finish processing." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/CPUParticles3D.xml #: doc/classes/GPUParticles2D.xml msgid "" "How rapidly particles in an emission cycle are emitted. If greater than " -"[code]0[/code], there will be a gap in emissions before the next cycle begins." +"[code]0[/code], there will be a gap in emissions before the next cycle " +"begins." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/GPUParticles2D.xml @@ -26333,12 +26524,12 @@ msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" -"If [code]true[/code], particles use the parent node's coordinate space (known " -"as local coordinates). This will cause particles to move and rotate along the " -"[CPUParticles2D] node (and its parents) when it is moved or rotated. If " -"[code]false[/code], particles use global coordinates; they will not move or " -"rotate along the [CPUParticles2D] node (and its parents) when it is moved or " -"rotated." +"If [code]true[/code], particles use the parent node's coordinate space " +"(known as local coordinates). This will cause particles to move and rotate " +"along the [CPUParticles2D] node (and its parents) when it is moved or " +"rotated. If [code]false[/code], particles use global coordinates; they will " +"not move or rotate along the [CPUParticles2D] node (and its parents) when it " +"is moved or rotated." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/CPUParticles3D.xml @@ -26354,8 +26545,9 @@ msgstr "" #: doc/classes/CPUParticles2D.xml msgid "" -"Maximum orbital velocity applied to each particle. Makes the particles circle " -"around origin. Specified in number of full rotations around origin per second." +"Maximum orbital velocity applied to each particle. Makes the particles " +"circle around origin. Specified in number of full rotations around origin " +"per second." msgstr "" #: doc/classes/CPUParticles2D.xml @@ -26441,8 +26633,8 @@ msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/ParticleProcessMaterial.xml msgid "" "Maximum tangential acceleration applied to each particle. Tangential " -"acceleration is perpendicular to the particle's velocity giving the particles " -"a swirling motion." +"acceleration is perpendicular to the particle's velocity giving the " +"particles a swirling motion." msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/ParticleProcessMaterial.xml @@ -26595,8 +26787,8 @@ msgstr "" #: doc/classes/CPUParticles2D.xml doc/classes/CPUParticles3D.xml msgid "" "Particles will be emitted at a position chosen randomly among [member " -"emission_points]. Particle velocity and rotation will be set based on [member " -"emission_normals]. Particle color will be modulated by [member " +"emission_points]. Particle velocity and rotation will be set based on " +"[member emission_normals]. Particle color will be modulated by [member " "emission_colors]." msgstr "" @@ -26656,8 +26848,8 @@ msgstr "" #: doc/classes/CPUParticles3D.xml msgid "" -"Minimum initial angular velocity (rotation speed) applied to each particle in " -"[i]degrees[/i] per second." +"Minimum initial angular velocity (rotation speed) applied to each particle " +"in [i]degrees[/i] per second." msgstr "" #: doc/classes/CPUParticles3D.xml @@ -26694,8 +26886,8 @@ msgid "" "[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's " "vertex colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " -"the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " +"in the shader's [code]fragment()[/code] function. Otherwise, [member " "color_initial_ramp] will have no visible effect." msgstr "" @@ -26706,9 +26898,9 @@ msgid "" "[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex " "colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " -"the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] " -"will have no visible effect." +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " +"in the shader's [code]fragment()[/code] function. Otherwise, [member " +"color_ramp] will have no visible effect." msgstr "" #: doc/classes/CPUParticles3D.xml @@ -26732,8 +26924,8 @@ msgid "" "[b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex " "colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " -"the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " +"in the shader's [code]fragment()[/code] function. Otherwise, [member " "emission_colors] will have no visible effect." msgstr "" @@ -26803,12 +26995,12 @@ msgstr "" #: doc/classes/CPUParticles3D.xml msgid "" -"If [code]true[/code], particles use the parent node's coordinate space (known " -"as local coordinates). This will cause particles to move and rotate along the " -"[CPUParticles3D] node (and its parents) when it is moved or rotated. If " -"[code]false[/code], particles use global coordinates; they will not move or " -"rotate along the [CPUParticles3D] node (and its parents) when it is moved or " -"rotated." +"If [code]true[/code], particles use the parent node's coordinate space " +"(known as local coordinates). This will cause particles to move and rotate " +"along the [CPUParticles3D] node (and its parents) when it is moved or " +"rotated. If [code]false[/code], particles use global coordinates; they will " +"not move or rotate along the [CPUParticles3D] node (and its parents) when it " +"is moved or rotated." msgstr "" #: doc/classes/CPUParticles3D.xml @@ -26887,8 +27079,8 @@ msgid "" "The [AABB] that determines the node's region which needs to be visible on " "screen for the particle system to be active.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" -"exits the screen. The [AABB] can be grown via code or with the [b]Particles → " -"Generate AABB[/b] editor tool." +"exits the screen. The [AABB] can be grown via code or with the [b]Particles " +"→ Generate AABB[/b] editor tool." msgstr "" #: doc/classes/CPUParticles3D.xml doc/classes/GPUParticles3D.xml @@ -26929,8 +27121,8 @@ msgstr "" msgid "" "The Crypto class provides access to advanced cryptographic functionalities.\n" "Currently, this includes asymmetric key encryption/decryption, signing/" -"verification, and generating cryptographically secure random bytes, RSA keys, " -"HMAC digests, and self-signed [X509Certificate]s.\n" +"verification, and generating cryptographically secure random bytes, RSA " +"keys, HMAC digests, and self-signed [X509Certificate]s.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" @@ -26978,8 +27170,8 @@ msgid "" " // Generate new RSA key.\n" " _key = _crypto.GenerateRsa(4096);\n" " // Generate new self-signed certificate with the given key.\n" -" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com," -"O=My Game Company,C=IT\");\n" +" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain." +"com,O=My Game Company,C=IT\");\n" " // Save key and certificate in the user folder.\n" " _key.Save(\"user://generated.key\");\n" " _cert.Save(\"user://generated.crt\");\n" @@ -27042,10 +27234,11 @@ msgstr "" msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[param issuer_name]. The certificate validity will be defined by [param " -"not_before] and [param not_after] (first valid date and last valid date). The " -"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the " -"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, " -"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n" +"not_before] and [param not_after] (first valid date and last valid date). " +"The [param issuer_name] must contain at least \"CN=\" (common name, i.e. the " +"domain name), \"O=\" (organization, i.e. your company name), " +"\"C=\" (country, i.e. 2 lettered ISO-3166 code of the country the " +"organization is based in).\n" "A small example to generate an RSA key and a X509 self-signed certificate.\n" "[codeblocks]\n" "[gdscript]\n" @@ -27070,16 +27263,16 @@ msgstr "" #: doc/classes/Crypto.xml msgid "" "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " -"[param msg] using [param key]. The [param hash_type] parameter is the hashing " -"algorithm that is used for the inner and outer hashes.\n" +"[param msg] using [param key]. The [param hash_type] parameter is the " +"hashing algorithm that is used for the inner and outer hashes.\n" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" #: doc/classes/Crypto.xml msgid "" -"Sign a given [param hash] of type [param hash_type] with the provided private " -"[param key]." +"Sign a given [param hash] of type [param hash_type] with the provided " +"private [param key]." msgstr "" #: doc/classes/Crypto.xml @@ -27107,8 +27300,8 @@ msgstr "" #: doc/classes/CryptoKey.xml msgid "" -"Returns [code]true[/code] if this CryptoKey only has the public part, and not " -"the private one." +"Returns [code]true[/code] if this CryptoKey only has the public part, and " +"not the private one." msgstr "" #: doc/classes/CryptoKey.xml @@ -27148,8 +27341,9 @@ msgid "" "This node allows you to create a box for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGBox3D.xml @@ -27178,14 +27372,15 @@ msgid "" "to your CSG nodes. The CSGCombiner3D node allows you to create this " "structure. The node encapsulates the result of the CSG operations of its " "children. In this way, it is possible to do operations on one set of shapes " -"that are children of one CSGCombiner3D node, and a set of separate operations " -"on a second set of shapes that are children of a second CSGCombiner3D node, " -"and then do an operation that takes the two end results as its input to " -"create the final shape.\n" +"that are children of one CSGCombiner3D node, and a set of separate " +"operations on a second set of shapes that are children of a second " +"CSGCombiner3D node, and then do an operation that takes the two end results " +"as its input to create the final shape.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml @@ -27198,8 +27393,9 @@ msgid "" "system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGCylinder3D.xml @@ -27239,14 +27435,15 @@ msgstr "" #: modules/csg/doc_classes/CSGMesh3D.xml msgid "" -"This CSG node allows you to use any mesh resource as a CSG shape, provided it " -"is closed, does not self-intersect, does not contain internal faces and has " -"no edges that connect to more than two faces. See also [CSGPolygon3D] for " -"drawing 2D extruded polygons to be used as CSG nodes.\n" +"This CSG node allows you to use any mesh resource as a CSG shape, provided " +"it is closed, does not self-intersect, does not contain internal faces and " +"has no edges that connect to more than two faces. See also [CSGPolygon3D] " +"for drawing 2D extruded polygons to be used as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGMesh3D.xml @@ -27257,14 +27454,14 @@ msgstr "" msgid "" "The [Mesh] resource to use as a CSG shape.\n" "[b]Note:[/b] When using an [ArrayMesh], all vertex attributes except " -"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant Mesh." -"ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and " +"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant " +"Mesh.ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and " "[constant Mesh.ARRAY_TEX_UV] will be passed to the GPU.\n" "[constant Mesh.ARRAY_NORMAL] is only used to determine which faces require " "the use of flat shading. By default, CSGMesh will ignore the mesh's vertex " "normals, recalculate them for each vertex and use a smooth shader. If a flat " -"shader is required for a face, ensure that all vertex normals of the face are " -"approximately equal." +"shader is required for a face, ensure that all vertex normals of the face " +"are approximately equal." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27277,12 +27474,14 @@ msgid "" "3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml -msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." +msgid "" +"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27300,9 +27499,9 @@ msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml msgid "" "When [member mode] is [constant MODE_PATH], by default, the top half of the " -"[member material] is stretched along the entire length of the extruded shape. " -"If [code]false[/code] the top half of the material is repeated every step of " -"the extrusion." +"[member material] is stretched along the entire length of the extruded " +"shape. If [code]false[/code] the top half of the material is repeated every " +"step of the extrusion." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27321,8 +27520,8 @@ msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml msgid "" "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of " -"the path are joined, by adding an extrusion between the last and first points " -"of the path." +"the path are joined, by adding an extrusion between the last and first " +"points of the path." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27387,7 +27586,8 @@ msgid "The [member polygon] shape is extruded along the negative Z axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml -msgid "The [member polygon] shape is extruded by rotating it around the Y axis." +msgid "" +"The [member polygon] shape is extruded by rotating it around the Y axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27413,8 +27613,8 @@ msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml msgid "" -"The [member polygon] shape follows the path and its rotations around the path " -"axis." +"The [member polygon] shape follows the path and its rotations around the " +"path axis." msgstr "" #: modules/csg/doc_classes/CSGPolygon3D.xml @@ -27441,8 +27641,9 @@ msgid "" "the various classes that inherit from it.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGPrimitive3D.xml @@ -27457,12 +27658,13 @@ msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml msgid "" -"This is the CSG base class that provides CSG operation support to the various " -"CSG nodes in Godot.\n" +"This is the CSG base class that provides CSG operation support to the " +"various CSG nodes in Godot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml @@ -27474,8 +27676,8 @@ msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml msgid "" -"Returns [code]true[/code] if this is a root shape and is thus the object that " -"is rendered." +"Returns [code]true[/code] if this is a root shape and is thus the object " +"that is rendered." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml @@ -27487,9 +27689,9 @@ msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml msgid "" "The physics layers this area is in.\n" -"Collidable objects can exist in any of 32 different layers. These layers work " -"like a tagging system, and are not visual. A collidable can use these layers " -"to select with which objects it can collide, using the collision_mask " +"Collidable objects can exist in any of 32 different layers. These layers " +"work like a tagging system, and are not visual. A collidable can use these " +"layers to select with which objects it can collide, using the collision_mask " "property.\n" "A contact is detected if object A is in any of the layers that object B " "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/" @@ -27502,8 +27704,8 @@ msgstr "" msgid "" "The physics layers this CSG shape scans for collisions. Only effective if " "[member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml @@ -27511,8 +27713,8 @@ msgid "" "The priority used to solve colliding when occurring penetration. Only " "effective if [member use_collision] is [code]true[/code]. The higher the " "priority is, the lower the penetration into the object will be. This can for " -"example be used to prevent the player from breaking through the boundaries of " -"a level." +"example be used to prevent the player from breaking through the boundaries " +"of a level." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml @@ -27538,7 +27740,8 @@ msgid "" msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml -msgid "Geometry of both primitives is merged, intersecting geometry is removed." +msgid "" +"Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" #: modules/csg/doc_classes/CSGShape3D.xml @@ -27559,8 +27762,9 @@ msgid "" "This node allows you to create a sphere for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGSphere3D.xml @@ -27595,8 +27799,9 @@ msgid "" "This node allows you to create a torus for use with the CSG system.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " -"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " -"node also has a significant CPU cost, so it should be avoided during gameplay." +"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another " +"CSG node also has a significant CPU cost, so it should be avoided during " +"gameplay." msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml doc/classes/TorusMesh.xml @@ -27621,9 +27826,9 @@ msgstr "" #: modules/csg/doc_classes/CSGTorus3D.xml msgid "" -"If [code]true[/code] the normals of the torus are set to give a smooth effect " -"making the torus seem rounded. If [code]false[/code] the torus will have a " -"flat shaded look." +"If [code]true[/code] the normals of the torus are set to give a smooth " +"effect making the torus seem rounded. If [code]false[/code] the torus will " +"have a flat shaded look." msgstr "" #: modules/mono/doc_classes/CSharpScript.xml @@ -27663,10 +27868,10 @@ msgid "" "Godot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " "Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " -"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" -"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " -"equirectangular sky map." +"[b]Note:[/b] Godot doesn't support using cubemaps in a " +"[PanoramaSkyMaterial]. You can use [url=https://danilw.github.io/GLSL-howto/" +"cubemap_to_panorama_js/cubemap_to_panorama.html]this tool[/url] to convert a " +"cubemap to an equirectangular sky map." msgstr "" #: doc/classes/Cubemap.xml @@ -27679,19 +27884,19 @@ msgstr "" #: doc/classes/CubemapArray.xml msgid "" -"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are " -"made of multiple textures, the amount of which must be divisible by 6 (one " -"for each face of the cube). The primary benefit of [CubemapArray]s is that " -"they can be accessed in shader code using a single texture reference. In " -"other words, you can pass multiple [Cubemap]s into a shader using a single " -"[CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This " -"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " +"are made of multiple textures, the amount of which must be divisible by 6 " +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -27718,10 +27923,10 @@ msgstr "" #: doc/classes/Curve.xml msgid "" "Adds a point to the curve. For each side, if the [code]*_mode[/code] is " -"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses " -"the slope of the curve halfway to the adjacent point. Allows custom " -"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set " -"to [constant TANGENT_FREE]." +"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) " +"uses the slope of the curve halfway to the adjacent point. Allows custom " +"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " +"set to [constant TANGENT_FREE]." msgstr "" #: doc/classes/Curve.xml @@ -27785,7 +27990,8 @@ msgstr "" #: doc/classes/Curve.xml msgid "" -"Sets the left tangent angle for the point at [param index] to [param tangent]." +"Sets the left tangent angle for the point at [param index] to [param " +"tangent]." msgstr "" #: doc/classes/Curve.xml @@ -27850,8 +28056,8 @@ msgstr "" msgid "" "This class describes a Bézier curve in 2D space. It is mainly used to give a " "shape to a [Path2D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up further " -"calculations." +"It keeps a cache of precalculated points along the curve, to speed up " +"further calculations." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml @@ -27909,8 +28115,8 @@ msgstr "" #: doc/classes/Curve2D.xml msgid "" "Returns the position of the vertex [param idx]. If the index is out of " -"bounds, the function sends an error to the console, and returns [code](0, 0)[/" -"code]." +"bounds, the function sends an error to the console, and returns [code](0, 0)" +"[/code]." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml @@ -27947,8 +28153,8 @@ msgid "" "Similar to [method sample_baked], but returns [Transform2D] that includes a " "rotation along the curve, with [member Transform2D.origin] as the point " "position and the [member Transform2D.x] vector pointing in the direction of " -"the path at that point. Returns an empty transform if the length of the curve " -"is [code]0[/code].\n" +"the path at that point. Returns an empty transform if the length of the " +"curve is [code]0[/code].\n" "[codeblock]\n" "var baked = curve.sample_baked_with_rotation(offset)\n" "# The returned Transform2D can be set directly.\n" @@ -27976,9 +28182,9 @@ msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" -"Sets the position of the control point leading out of the vertex [param idx]. " -"If the index is out of bounds, the function sends an error to the console. " -"The position is relative to the vertex." +"Sets the position of the control point leading out of the vertex [param " +"idx]. If the index is out of bounds, the function sends an error to the " +"console. The position is relative to the vertex." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml @@ -27990,36 +28196,37 @@ msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" "Returns a list of points along the curve, with a curvature controlled point " -"density. That is, the curvier parts will have more points than the straighter " -"parts.\n" +"density. That is, the curvier parts will have more points than the " +"straighter parts.\n" "This approximation makes straight segments between each point, then " "subdivides those segments until the resulting shape is similar enough.\n" "[param max_stages] controls how many subdivisions a curve segment may face " "before it is considered approximate enough. Each subdivision splits the " "segment in half, so the default 5 stages may mean up to 32 subdivisions per " "curve segment. Increase with care!\n" -"[param tolerance_degrees] controls how many degrees the midpoint of a segment " -"may deviate from the real curve, before the segment has to be subdivided." +"[param tolerance_degrees] controls how many degrees the midpoint of a " +"segment may deviate from the real curve, before the segment has to be " +"subdivided." msgstr "" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" -"Returns a list of points along the curve, with almost uniform density. [param " -"max_stages] controls how many subdivisions a curve segment may face before it " -"is considered approximate enough. Each subdivision splits the segment in " -"half, so the default 5 stages may mean up to 32 subdivisions per curve " -"segment. Increase with care!\n" +"Returns a list of points along the curve, with almost uniform density. " +"[param max_stages] controls how many subdivisions a curve segment may face " +"before it is considered approximate enough. Each subdivision splits the " +"segment in half, so the default 5 stages may mean up to 32 subdivisions per " +"curve segment. Increase with care!\n" "[param tolerance_length] controls the maximal distance between two " "neighboring points, before the segment has to be subdivided." msgstr "" #: doc/classes/Curve2D.xml msgid "" -"The distance in pixels between two adjacent cached points. Changing it forces " -"the cache to be recomputed the next time the [method get_baked_points] or " -"[method get_baked_length] function is called. The smaller the distance, the " -"more points in the cache and the more memory it will consume, so use with " -"care." +"The distance in pixels between two adjacent cached points. Changing it " +"forces the cache to be recomputed the next time the [method " +"get_baked_points] or [method get_baked_length] function is called. The " +"smaller the distance, the more points in the cache and the more memory it " +"will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml @@ -28030,8 +28237,8 @@ msgstr "" msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path3D], but can be manually sampled for other purposes.\n" -"It keeps a cache of precalculated points along the curve, to speed up further " -"calculations." +"It keeps a cache of precalculated points along the curve, to speed up " +"further calculations." msgstr "" #: doc/classes/Curve3D.xml @@ -28100,8 +28307,8 @@ msgstr "" #: doc/classes/Curve3D.xml msgid "" "Returns a point within the curve at position [param offset], where [param " -"offset] is measured as a distance in 3D units along the curve. To do that, it " -"finds the two cached points where the [param offset] lies between, then " +"offset] is measured as a distance in 3D units along the curve. To do that, " +"it finds the two cached points where the [param offset] lies between, then " "interpolates the values. This interpolation is cubic if [param cubic] is set " "to [code]true[/code], or linear if set to [code]false[/code].\n" "Cubic interpolation tends to follow the curves better, but linear is faster " @@ -28130,20 +28337,20 @@ msgstr "" #: doc/classes/Curve3D.xml msgid "" -"Sets the tilt angle in radians for the point [param idx]. If the index is out " -"of bounds, the function sends an error to the console.\n" -"The tilt controls the rotation along the look-at axis an object traveling the " -"path would have. In the case of a curve controlling a [PathFollow3D], this " -"tilt is an offset over the natural tilt the [PathFollow3D] calculates." +"Sets the tilt angle in radians for the point [param idx]. If the index is " +"out of bounds, the function sends an error to the console.\n" +"The tilt controls the rotation along the look-at axis an object traveling " +"the path would have. In the case of a curve controlling a [PathFollow3D], " +"this tilt is an offset over the natural tilt the [PathFollow3D] calculates." msgstr "" #: doc/classes/Curve3D.xml msgid "" -"The distance in meters between two adjacent cached points. Changing it forces " -"the cache to be recomputed the next time the [method get_baked_points] or " -"[method get_baked_length] function is called. The smaller the distance, the " -"more points in the cache and the more memory it will consume, so use with " -"care." +"The distance in meters between two adjacent cached points. Changing it " +"forces the cache to be recomputed the next time the [method " +"get_baked_points] or [method get_baked_length] function is called. The " +"smaller the distance, the more points in the cache and the more memory it " +"will consume, so use with care." msgstr "" #: doc/classes/Curve3D.xml @@ -28245,18 +28452,18 @@ msgstr "" #: doc/classes/CylinderMesh.xml msgid "" -"If [code]true[/code], generates a cap at the bottom of the cylinder. This can " -"be set to [code]false[/code] to speed up generation and rendering when the " -"cap is never seen by the camera. See also [member bottom_radius].\n" -"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is " -"always skipped even if [member cap_bottom] is [code]true[/code]." +"If [code]true[/code], generates a cap at the bottom of the cylinder. This " +"can be set to [code]false[/code] to speed up generation and rendering when " +"the cap is never seen by the camera. See also [member bottom_radius].\n" +"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation " +"is always skipped even if [member cap_bottom] is [code]true[/code]." msgstr "" #: doc/classes/CylinderMesh.xml msgid "" -"If [code]true[/code], generates a cap at the top of the cylinder. This can be " -"set to [code]false[/code] to speed up generation and rendering when the cap " -"is never seen by the camera. See also [member top_radius].\n" +"If [code]true[/code], generates a cap at the top of the cylinder. This can " +"be set to [code]false[/code] to speed up generation and rendering when the " +"cap is never seen by the camera. See also [member top_radius].\n" "[b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is " "always skipped even if [member cap_top] is [code]true[/code]." msgstr "" @@ -28317,16 +28524,17 @@ msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" -"A physics joint that connects two 2D physics bodies with a spring-like force. " -"This resembles a spring that always wants to stretch to a given length." +"A physics joint that connects two 2D physics bodies with a spring-like " +"force. This resembles a spring that always wants to stretch to a given " +"length." msgstr "" #: doc/classes/DampedSpringJoint2D.xml msgid "" -"The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/" -"code]. When the two bodies move into different directions the system tries to " -"align them to the spring axis again. A high [member damping] value forces the " -"attached bodies to align faster." +"The spring joint's damping ratio. A value between [code]0[/code] and " +"[code]1[/code]. When the two bodies move into different directions the " +"system tries to align them to the spring axis again. A high [member damping] " +"value forces the attached bodies to align faster." msgstr "" #: doc/classes/DampedSpringJoint2D.xml @@ -28354,21 +28562,21 @@ msgstr "" #: doc/classes/Decal.xml msgid "" -"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals " -"to add detail to a scene without affecting the underlying [Mesh]. They are " -"often used to add weathering to building, add dirt or mud to the ground, or " -"add variety to props. Decals can be moved at any time, making them suitable " -"for things like blob shadows or laser sight dots.\n" +"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " +"Decals to add detail to a scene without affecting the underlying [Mesh]. " +"They are often used to add weathering to building, add dirt or mud to the " +"ground, or add variety to props. Decals can be moved at any time, making " +"them suitable for things like blob shadows or laser sight dots.\n" "They are made of an [AABB] and a group of [Texture2D]s specifying [Color], " "normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals " "are projected within their [AABB] so altering the orientation of the Decal " "affects the direction in which they are projected. By default, Decals are " "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " -"texture atlas which is used for drawing the decals so all decals can be drawn " -"at once. Godot uses clustered decals, meaning they are stored in cluster data " -"and drawn when the mesh is drawn, they are not drawn as a post-processing " -"effect after.\n" +"texture atlas which is used for drawing the decals so all decals can be " +"drawn at once. Godot uses clustered decals, meaning they are stored in " +"cluster data and drawn when the mesh is drawn, they are not drawn as a post-" +"processing effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " "regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, " "opaque pre-pass). This means translucent or transparent areas of a material " @@ -28392,9 +28600,10 @@ msgid "" "This is a convenience method, in most cases you should access the texture " "directly.\n" "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." -"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].\n" -"One case where this is better than accessing the texture directly is when you " -"want to copy one Decal's textures to another. For example:\n" +"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" +"code].\n" +"One case where this is better than accessing the texture directly is when " +"you want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -28417,8 +28626,8 @@ msgid "" "directly.\n" "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" -"One case where this is better than accessing the texture directly is when you " -"want to copy one Decal's textures to another. For example:\n" +"One case where this is better than accessing the texture directly is when " +"you want to copy one Decal's textures to another. For example:\n" "[codeblocks]\n" "[gdscript]\n" "for i in Decal.TEXTURE_MAX:\n" @@ -28437,10 +28646,10 @@ msgstr "" #: doc/classes/Decal.xml msgid "" "Blends the albedo [Color] of the decal with albedo [Color] of the underlying " -"mesh. This can be set to [code]0.0[/code] to create a decal that only affects " -"normal or ORM. In this case, an albedo texture is still required as its alpha " -"channel will determine where the normal and ORM will be overridden. See also " -"[member modulate]." +"mesh. This can be set to [code]0.0[/code] to create a decal that only " +"affects normal or ORM. In this case, an albedo texture is still required as " +"its alpha channel will determine where the normal and ORM will be " +"overridden. See also [member modulate]." msgstr "" #: doc/classes/Decal.xml @@ -28460,19 +28669,19 @@ msgstr "" #: doc/classes/Decal.xml msgid "" -"If [code]true[/code], decals will smoothly fade away when far from the active " -"[Camera3D] starting at [member distance_fade_begin]. The Decal will fade out " -"over [member distance_fade_begin] + [member distance_fade_length], after " -"which it will be culled and not sent to the shader at all. Use this to reduce " -"the number of active Decals in a scene and thus improve performance." +"If [code]true[/code], decals will smoothly fade away when far from the " +"active [Camera3D] starting at [member distance_fade_begin]. The Decal will " +"fade out over [member distance_fade_begin] + [member distance_fade_length], " +"after which it will be culled and not sent to the shader at all. Use this to " +"reduce the number of active Decals in a scene and thus improve performance." msgstr "" #: doc/classes/Decal.xml msgid "" "The distance over which the Decal fades (in 3D units). The Decal becomes " -"slowly more transparent over this distance and is completely invisible at the " -"end. Higher values result in a smoother fade-out transition, which is more " -"suited when the camera moves fast." +"slowly more transparent over this distance and is completely invisible at " +"the end. Higher values result in a smoother fade-out transition, which is " +"more suited when the camera moves fast." msgstr "" #: doc/classes/Decal.xml @@ -28505,19 +28714,20 @@ msgid "" "regardless of angle, a value of [code]1[/code] limits the Decal to surfaces " "that are nearly perpendicular.\n" "[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/" -"code] has a small performance cost due to the added normal angle computations." +"code] has a small performance cost due to the added normal angle " +"computations." msgstr "" #: doc/classes/Decal.xml msgid "" "Sets the size of the [AABB] used by the decal. All dimensions must be set to " -"a value greater than zero (they will be clamped to [code]0.001[/code] if this " -"is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/" -"code].\n" +"a value greater than zero (they will be clamped to [code]0.001[/code] if " +"this is not the case). The AABB goes from [code]-size/2[/code] to " +"[code]size/2[/code].\n" "[b]Note:[/b] To improve culling efficiency of \"hard surface\" decals, set " -"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set " -"the Y component of the [member size] as low as possible. This will reduce the " -"decals' AABB size without affecting their appearance." +"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and " +"set the Y component of the [member size] as low as possible. This will " +"reduce the decals' AABB size without affecting their appearance." msgstr "" #: doc/classes/Decal.xml @@ -28527,8 +28737,8 @@ msgid "" "channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally with " -"[member ProjectSettings.rendering/textures/decals/filter]." +"per-material basis, the filter mode for [Decal] textures is set globally " +"with [member ProjectSettings.rendering/textures/decals/filter]." msgstr "" #: doc/classes/Decal.xml @@ -28538,8 +28748,8 @@ msgid "" "alpha channel like a mask to smoothly blend the edges of the decal with the " "underlying object.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally with " -"[member ProjectSettings.rendering/textures/decals/filter]." +"per-material basis, the filter mode for [Decal] textures is set globally " +"with [member ProjectSettings.rendering/textures/decals/filter]." msgstr "" #: doc/classes/Decal.xml @@ -28547,8 +28757,8 @@ msgid "" "[Texture2D] with the per-pixel normal map for the decal. Use this to add " "extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally with " -"[member ProjectSettings.rendering/textures/decals/filter].\n" +"per-material basis, the filter mode for [Decal] textures is set globally " +"with [member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create a normal-only decal, " "load an albedo texture into [member texture_albedo] and set [member " @@ -28559,17 +28769,17 @@ msgstr "" #: doc/classes/Decal.xml msgid "" -"[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. " -"Use this to add extra detail to decals.\n" +"[Texture2D] storing ambient occlusion, roughness, and metallic for the " +"decal. Use this to add extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally with " -"[member ProjectSettings.rendering/textures/decals/filter].\n" +"per-material basis, the filter mode for [Decal] textures is set globally " +"with [member ProjectSettings.rendering/textures/decals/filter].\n" "[b]Note:[/b] Setting this texture alone will not result in a visible decal, " "as [member texture_albedo] must also be set. To create an ORM-only decal, " "load an albedo texture into [member texture_albedo] and set [member " "albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be " -"used to determine where the underlying surface's ORM map should be overridden " -"(and its intensity)." +"used to determine where the underlying surface's ORM map should be " +"overridden (and its intensity)." msgstr "" #: doc/classes/Decal.xml @@ -28716,8 +28926,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "# This is a valid dictionary.\n" -"# To access the string \"Nested value\" below, use `my_dict.sub_dict.sub_key` " -"or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" +"# To access the string \"Nested value\" below, use `my_dict.sub_dict." +"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n" "# Indexing styles can be mixed and matched depending on your needs.\n" "var my_dict = {\n" " \"String Key\": 5,\n" @@ -28758,8 +28968,8 @@ msgid "" "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a " "dictionary which can be modified independently of the original dictionary, " "use [method duplicate].\n" -"[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] " -"supported and will result in unpredictable behavior." +"[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/" +"b] supported and will result in unpredictable behavior." msgstr "" #: doc/classes/Dictionary.xml @@ -28800,8 +29010,8 @@ msgstr "" msgid "" "Finds and returns the first key whose associated value is equal to [param " "value], or [code]null[/code] if it is not found.\n" -"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, " -"[method find_key] may give misleading results." +"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the " +"dictionary, [method find_key] may give misleading results." msgstr "" #: doc/classes/Dictionary.xml @@ -28850,8 +29060,8 @@ msgid "" "if \"Godot\" in {\"Godot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" -"[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " -"exists, even if its corresponding value is [code]null[/code]." +"[b]Note:[/b] This method returns [code]true[/code] as long as the [param " +"key] exists, even if its corresponding value is [code]null[/code]." msgstr "" #: doc/classes/Dictionary.xml @@ -28878,15 +29088,16 @@ msgid "" "var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() " +"instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] Dictionaries with the same entries but in a different order will " -"not have the same hash.\n" -"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to " -"be the same, because of hash collisions. On the contrary, dictionaries with " -"different hash values are guaranteed to be different." +"[b]Note:[/b] Dictionaries with the same entries but in a different order " +"will not have the same hash.\n" +"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed " +"to be the same, because of hash collisions. On the contrary, dictionaries " +"with different hash values are guaranteed to be different." msgstr "" #: doc/classes/Dictionary.xml @@ -28964,8 +29175,8 @@ msgstr "" #: doc/classes/Dictionary.xml msgid "" -"Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }" -"[/code]) always return [code]0[/code]. See also [method is_empty]." +"Returns the number of entries in the dictionary. Empty dictionaries ([code]" +"{ }[/code]) always return [code]0[/code]. See also [method is_empty]." msgstr "" #: doc/classes/Dictionary.xml @@ -29004,8 +29215,8 @@ msgid "" "[DirAccess] can't be instantiated directly. Instead it is created with a " "static method that takes a path for which it will be opened.\n" "Most of the methods have a static alternative that can be used without " -"creating a [DirAccess]. Static methods only support absolute paths (including " -"[code]res://[/code] and [code]user://[/code]).\n" +"creating a [DirAccess]. Static methods only support absolute paths " +"(including [code]res://[/code] and [code]user://[/code]).\n" "[codeblock]\n" "# Standard\n" "var dir = DirAccess.open(\"user://levels\")\n" @@ -29122,8 +29333,8 @@ msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Returns the absolute path to the currently opened directory (e.g. [code]res://" -"folder[/code] or [code]C:\\tmp\\folder[/code])." +"Returns the absolute path to the currently opened directory (e.g. " +"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])." msgstr "" #: doc/classes/DirAccess.xml @@ -29134,15 +29345,15 @@ msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Returns a [PackedStringArray] containing filenames of the directory contents, " -"excluding files. The array is sorted alphabetically.\n" +"Returns a [PackedStringArray] containing filenames of the directory " +"contents, excluding files. The array is sorted alphabetically.\n" "Affected by [member include_hidden] and [member include_navigational]." msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Returns a [PackedStringArray] containing filenames of the directory contents, " -"excluding files, at the given [param path]. The array is sorted " +"Returns a [PackedStringArray] containing filenames of the directory " +"contents, excluding files, at the given [param path]. The array is sorted " "alphabetically.\n" "Use [method get_directories] if you want more control of what gets included." msgstr "" @@ -29169,14 +29380,14 @@ msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Returns a [PackedStringArray] containing filenames of the directory contents, " -"excluding directories. The array is sorted alphabetically.\n" +"Returns a [PackedStringArray] containing filenames of the directory " +"contents, excluding directories. The array is sorted alphabetically.\n" "Affected by [member include_hidden].\n" "[b]Note:[/b] When used on a [code]res://[/code] path in an exported project, " "only the files actually included in the PCK at the given folder level are " -"returned. In practice, this means that since imported resources are stored in " -"a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and " -"[code]*.import[/code] files are returned (plus a few files such as " +"returned. In practice, this means that since imported resources are stored " +"in a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] " +"and [code]*.import[/code] files are returned (plus a few files such as " "[code]project.godot[/code] or [code]project.binary[/code] and the project " "icon). In an exported project, the list of returned files will also vary " "depending on whether [member ProjectSettings.editor/export/" @@ -29185,9 +29396,9 @@ msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Returns a [PackedStringArray] containing filenames of the directory contents, " -"excluding directories, at the given [param path]. The array is sorted " -"alphabetically.\n" +"Returns a [PackedStringArray] containing filenames of the directory " +"contents, excluding directories, at the given [param path]. The array is " +"sorted alphabetically.\n" "Use [method get_files] if you want more control of what gets included." msgstr "" @@ -29195,20 +29406,21 @@ msgstr "" msgid "" "Returns the next element (file or directory) in the current directory.\n" "The name of the file or directory is returned (and not its full path). Once " -"the stream has been fully processed, the method returns an empty [String] and " -"closes the stream automatically (i.e. [method list_dir_end] would not be " +"the stream has been fully processed, the method returns an empty [String] " +"and closes the stream automatically (i.e. [method list_dir_end] would not be " "mandatory in such a case)." msgstr "" #: doc/classes/DirAccess.xml doc/classes/FileAccess.xml -msgid "Returns the result of the last [method open] call in the current thread." +msgid "" +"Returns the result of the last [method open] call in the current thread." msgstr "" #: doc/classes/DirAccess.xml msgid "" "Returns the available space on the current directory's disk, in bytes. " -"Returns [code]0[/code] if the platform-specific method to query the available " -"space fails." +"Returns [code]0[/code] if the platform-specific method to query the " +"available space fails." msgstr "" #: doc/classes/DirAccess.xml @@ -29228,15 +29440,15 @@ msgid "" "[method list_dir_end].\n" "Affected by [member include_hidden] and [member include_navigational].\n" "[b]Note:[/b] The order of files and directories returned by this method is " -"not deterministic, and can vary between operating systems. If you want a list " -"of all files or folders sorted alphabetically, use [method get_files] or " -"[method get_directories]." +"not deterministic, and can vary between operating systems. If you want a " +"list of all files or folders sorted alphabetically, use [method get_files] " +"or [method get_directories]." msgstr "" #: doc/classes/DirAccess.xml msgid "" -"Closes the current stream opened with [method list_dir_begin] (whether it has " -"been fully processed with [method get_next] does not matter)." +"Closes the current stream opened with [method list_dir_begin] (whether it " +"has been fully processed with [method get_next] does not matter)." msgstr "" #: doc/classes/DirAccess.xml @@ -29325,9 +29537,9 @@ msgstr "" #: doc/classes/DirectionalLight2D.xml msgid "" "A directional light is a type of [Light2D] node that models an infinite " -"number of parallel rays covering the entire scene. It is used for lights with " -"strong intensity that are located far away from the scene (for example: to " -"model sunlight or moonlight).\n" +"number of parallel rays covering the entire scene. It is used for lights " +"with strong intensity that are located far away from the scene (for example: " +"to model sunlight or moonlight).\n" "[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it " "supports shadow cull masks). It will always light up 2D nodes, regardless of " "the 2D node's [member CanvasItem.light_mask]." @@ -29340,8 +29552,8 @@ msgstr "" #: doc/classes/DirectionalLight2D.xml msgid "" -"The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel " -"to the plane) to 1 (perpendicular to the plane)." +"The height of the light. Used with 2D normal mapping. Ranges from 0 " +"(parallel to the plane) to 1 (perpendicular to the plane)." msgstr "" #: doc/classes/DirectionalLight2D.xml @@ -29350,8 +29562,8 @@ msgid "" "shadows are culled (in pixels). Decreasing this value can prevent objects " "located outside the camera from casting shadows (while also improving " "performance). [member Camera2D.zoom] is not taken into account by [member " -"max_distance], which means that at higher zoom values, shadows will appear to " -"fade out sooner when zooming onto a given point." +"max_distance], which means that at higher zoom values, shadows will appear " +"to fade out sooner when zooming onto a given point." msgstr "" #: doc/classes/DirectionalLight3D.xml @@ -29361,10 +29573,11 @@ msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" "A directional light is a type of [Light3D] node that models an infinite " -"number of parallel rays covering the entire scene. It is used for lights with " -"strong intensity that are located far away from the scene to model sunlight " -"or moonlight. The worldspace location of the DirectionalLight3D transform " -"(origin) is ignored. Only the basis is used to determine light direction." +"number of parallel rays covering the entire scene. It is used for lights " +"with strong intensity that are located far away from the scene to model " +"sunlight or moonlight. The worldspace location of the DirectionalLight3D " +"transform (origin) is ignored. Only the basis is used to determine light " +"direction." msgstr "" #: doc/classes/DirectionalLight3D.xml doc/classes/Light3D.xml @@ -29445,8 +29658,8 @@ msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" -"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or " -"both in the sky and in the scene. See [enum SkyMode] for options." +"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, " +"or both in the sky and in the scene. See [enum SkyMode] for options." msgstr "" #: doc/classes/DirectionalLight3D.xml @@ -29458,15 +29671,15 @@ msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" -"Splits the view frustum in 2 areas, each with its own shadow map. This shadow " -"mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant " -"SHADOW_PARALLEL_4_SPLITS] in terms of performance." +"Splits the view frustum in 2 areas, each with its own shadow map. This " +"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and " +"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance." msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" -"Splits the view frustum in 4 areas, each with its own shadow map. This is the " -"slowest directional shadow mode." +"Splits the view frustum in 4 areas, each with its own shadow map. This is " +"the slowest directional shadow mode." msgstr "" #: doc/classes/DirectionalLight3D.xml @@ -29475,17 +29688,17 @@ msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" -"Makes the light visible in scene lighting only (including direct lighting and " -"global illumination). When using this mode, the light will not be visible " -"from sky shaders." +"Makes the light visible in scene lighting only (including direct lighting " +"and global illumination). When using this mode, the light will not be " +"visible from sky shaders." msgstr "" #: doc/classes/DirectionalLight3D.xml msgid "" "Makes the light visible to sky shaders only. When using this mode the light " -"will not cast light into the scene (either through direct lighting or through " -"global illumination), but can be accessed through sky shaders. This can be " -"useful, for example, when you want to control sky effects without " +"will not cast light into the scene (either through direct lighting or " +"through global illumination), but can be accessed through sky shaders. This " +"can be useful, for example, when you want to control sky effects without " "illuminating the scene (during a night cycle, for example)." msgstr "" @@ -29496,8 +29709,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "[DisplayServer] handles everything related to window management. It is " -"separated from [OS] as a single operating system may support multiple display " -"servers.\n" +"separated from [OS] as a single operating system may support multiple " +"display servers.\n" "[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] " "[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " "argument[/url] disables all rendering and window management functions. Most " @@ -29514,12 +29727,13 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-" -"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard as a string if possible. This is the clipboard that is set when the " -"user selects text in any application, rather than when pressing [kbd]Ctrl + " -"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" +"Returns the user's [url=https://unix.stackexchange.com/questions/139191/" +"whats-the-difference-between-primary-selection-and-clipboard-buffer]primary[/" +"url] clipboard as a string if possible. This is the clipboard that is set " +"when the user selects text in any application, rather than when pressing " +"[kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the " +"middle mouse button in any application that supports the primary clipboard " +"mechanism.\n" "[b]Note:[/b] This method is only implemented on Linux (X11/Wayland)." msgstr "" @@ -29542,10 +29756,11 @@ msgstr "" msgid "" "Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-" "the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] " -"clipboard content to the given string. This is the clipboard that is set when " -"the user selects text in any application, rather than when pressing [kbd]Ctrl " -"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse " -"button in any application that supports the primary clipboard mechanism.\n" +"clipboard content to the given string. This is the clipboard that is set " +"when the user selects text in any application, rather than when pressing " +"[kbd]Ctrl + C[/kbd]. The clipboard data can then be pasted by clicking the " +"middle mouse button in any application that supports the primary clipboard " +"mechanism.\n" "[b]Note:[/b] This method is only implemented on Linux (X11/Wayland)." msgstr "" @@ -29556,18 +29771,20 @@ msgid "" msgstr "" #: doc/classes/DisplayServer.xml -msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]." +msgid "" +"Returns the default mouse cursor shape set by [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. " -"See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -29599,8 +29816,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Allows the [param process_id] PID to steal focus from this window. In other " -"words, this disables the operating system's focus stealing protection for the " -"specified PID.\n" +"words, this disables the operating system's focus stealing protection for " +"the specified PID.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" @@ -29629,8 +29846,8 @@ msgid "" "- [code]\"name\"[/code] - option's name [String].\n" "- [code]\"values\"[/code] - [PackedStringArray] of values. If empty, boolean " "option (check box) is used.\n" -"- [code]\"default\"[/code] - default selected option index ([int]) or default " -"boolean value ([bool]).\n" +"- [code]\"default\"[/code] - default selected option index ([int]) or " +"default boolean value ([bool]).\n" "Callbacks have the following arguments: [code]status: bool, selected_paths: " "PackedStringArray, selected_filter_index: int, selected_option: Dictionary[/" "code].\n" @@ -29691,13 +29908,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Returns the name of the [DisplayServer] currently in use. Most operating " -"systems only have a single [DisplayServer], but Linux has access to more than " -"one [DisplayServer] (currently X11 and Wayland).\n" +"systems only have a single [DisplayServer], but Linux has access to more " +"than one [DisplayServer] (currently X11 and Wayland).\n" "The names of built-in display servers are [code]Windows[/code], [code]macOS[/" -"code], [code]X11[/code] (Linux), [code]Wayland[/code] (Linux), [code]Android[/" -"code], [code]iOS[/code], [code]web[/code] (HTML5), and [code]headless[/code] " -"(when started with the [code]--headless[/code] [url=$DOCS_URL/tutorials/" -"editor/command_line_tutorial.html]command line argument[/url])." +"code], [code]X11[/code] (Linux), [code]Wayland[/code] (Linux), " +"[code]Android[/code], [code]iOS[/code], [code]web[/code] (HTML5), and " +"[code]headless[/code] (when started with the [code]--headless[/code] " +"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " +"argument[/url])." msgstr "" #: doc/classes/DisplayServer.xml @@ -29714,10 +29932,10 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons " -"are swapped in dialogs. This is enabled by default on Windows to follow " -"interface conventions, and be toggled by changing [member ProjectSettings.gui/" -"common/swap_cancel_ok].\n" +"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] " +"buttons are swapped in dialogs. This is enabled by default on Windows to " +"follow interface conventions, and be toggled by changing [member " +"ProjectSettings.gui/common/swap_cancel_ok].\n" "[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " "[method DisplayServer.dialog_show]." msgstr "" @@ -29825,8 +30043,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Adds a new radio-checkable item with text [param label] and icon [param icon] " -"to the global menu with ID [param menu_root].\n" +"Adds a new radio-checkable item with text [param label] and icon [param " +"icon] to the global menu with ID [param menu_root].\n" "Returns index of the inserted item, it's not guaranteed to be the same as " "[param index] value.\n" "An [param accelerator] can optionally be defined, which is a keyboard " @@ -29959,9 +30177,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Adds an item that will act as a submenu of the global menu [param menu_root]. " -"The [param submenu] argument is the ID of the global menu root that will be " -"shown when the item is clicked.\n" +"Adds an item that will act as a submenu of the global menu [param " +"menu_root]. The [param submenu] argument is the ID of the global menu root " +"that will be shown when the item is clicked.\n" "Returns index of the inserted item, it's not guaranteed to be the same as " "[param index] value.\n" "[b]Note:[/b] This method is implemented only on macOS.\n" @@ -30109,8 +30327,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if the item at index [param idx] is disabled. When " "it is disabled it can't be selected, or its action invoked.\n" -"See [method global_menu_set_item_disabled] for more info on how to disable an " -"item.\n" +"See [method global_menu_set_item_disabled] for more info on how to disable " +"an item.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30142,10 +30360,10 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets the accelerator of the item at index [param idx]. [param keycode] can be " -"a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum " -"Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl " -"+ A[/kbd]).\n" +"Sets the accelerator of the item at index [param idx]. [param keycode] can " +"be a single [enum Key], or a combination of [enum KeyModifierMask]s and " +"[enum Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] " +"([kbd]Ctrl + A[/kbd]).\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30174,8 +30392,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Enables/disables the item at index [param idx]. When it is disabled, it can't " -"be selected and its action can't be invoked.\n" +"Enables/disables the item at index [param idx]. When it is disabled, it " +"can't be selected and its action can't be invoked.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30228,8 +30446,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets the type of the item at the specified index [param idx] to radio button. " -"If [code]false[/code], sets the type of the item to plain text.\n" +"Sets the type of the item at the specified index [param idx] to radio " +"button. If [code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" "unchecking items in radio groups.\n" "[b]Note:[/b] This method is implemented only on macOS." @@ -30244,8 +30462,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets the submenu of the item at index [param idx]. The submenu is the ID of a " -"global menu root that would be shown when the item is clicked.\n" +"Sets the submenu of the item at index [param idx]. The submenu is the ID of " +"a global menu root that would be shown when the item is clicked.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30288,8 +30506,9 @@ msgid "" "search_string, int result_limit[/code] and return a [Dictionary] with \"key, " "display name\" pairs for the search results. Called when the user enters " "search terms in the [code]Help[/code] menu.\n" -"[param action_callback] has the following arguments: [code]String key[/code]. " -"Called when the user selects a search result in the [code]Help[/code] menu.\n" +"[param action_callback] has the following arguments: [code]String key[/" +"code]. Called when the user selects a search result in the [code]Help[/code] " +"menu.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30304,8 +30523,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns the composition string contained within the [url=https://en.wikipedia." -"org/wiki/Input_method]Input Method Editor[/url] window.\n" +"Returns the composition string contained within the [url=https://en." +"wikipedia.org/wiki/Input_method]Input Method Editor[/url] window.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30325,8 +30544,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns [code]true[/code] if touch events are available (Android or iOS), the " -"capability is detected on the Web platform or if [member ProjectSettings." +"Returns [code]true[/code] if touch events are available (Android or iOS), " +"the capability is detected on the Web platform or if [member ProjectSettings." "input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]." msgstr "" @@ -30339,16 +30558,16 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard " -"layout.\n" +"Converts a physical (US QWERTY) [param keycode] to one in the active " +"keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " "Windows." msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Converts a physical (US QWERTY) [param keycode] to localized label printed on " -"the key in the active keyboard layout.\n" +"Converts a physical (US QWERTY) [param keycode] to localized label printed " +"on the key in the active keyboard layout.\n" "[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " "Windows." msgstr "" @@ -30370,7 +30589,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns the localized name of the keyboard layout at position [param index].\n" +"Returns the localized name of the keyboard layout at position [param " +"index].\n" "[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " "Windows." msgstr "" @@ -30403,9 +30623,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Perform window manager processing, including input flushing. See also [method " -"force_process_and_drop_events], [method Input.flush_buffered_events] and " -"[member Input.use_accumulated_input]." +"Perform window manager processing, including input flushing. See also " +"[method force_process_and_drop_events], [method Input.flush_buffered_events] " +"and [member Input.use_accumulated_input]." msgstr "" #: doc/classes/DisplayServer.xml @@ -30415,8 +30635,8 @@ msgid "" "main window will be used.\n" "[b]Note:[/b] On macOS, returned value is inaccurate if fractional display " "scaling mode is used.\n" -"[b]Note:[/b] On Android devices, the actual screen densities are grouped into " -"six generalized densities:\n" +"[b]Note:[/b] On Android devices, the actual screen densities are grouped " +"into six generalized densities:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" @@ -30440,9 +30660,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Returns the greatest scale factor of all screens.\n" -"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least " -"one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other " -"cases.\n" +"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at " +"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all " +"other cases.\n" "[b]Note:[/b] This method is implemented only on macOS." msgstr "" @@ -30464,9 +30684,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Returns the screen's top-left corner position in pixels. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" +"setups, the screen position is relative to the virtual desktop area. On " +"multi-monitor setups with different screen resolutions or orientations, the " +"origin may be located outside any display like this:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -30485,8 +30705,8 @@ msgid "" "Returns the current refresh rate of the specified screen. If [param screen] " "is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the " "main window will be used.\n" -"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the " -"refresh rate for the specified screen. On Web, [method " +"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find " +"the refresh rate for the specified screen. On Web, [method " "screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no " "way to retrieve the refresh rate on that platform.\n" "To fallback to a default refresh rate if the method fails, try:\n" @@ -30548,8 +30768,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Sets the window icon (usually displayed in the top-left corner) in the " -"operating system's [i]native[/i] format. The file at [param filename] must be " -"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " +"operating system's [i]native[/i] format. The file at [param filename] must " +"be in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By " "using specially crafted [code].ico[/code] or [code].icns[/code] icons, " "[method set_native_icon] allows specifying different icons depending on the " "size the icon is displayed at. This size is determined by the operating " @@ -30600,7 +30820,8 @@ msgid "" "Set active tablet driver name.\n" "Supported drivers:\n" "- [code]winink[/code]: Windows Ink API, default (Windows 8.1+ required).\n" -"- [code]wintab[/code]: Wacom Wintab API (compatible device driver required).\n" +"- [code]wintab[/code]: Wacom Wintab API (compatible device driver " +"required).\n" "- [code]dummy[/code]: Dummy driver, tablet input is disabled.\n" "[b]Note:[/b] This method is implemented only on Windows." msgstr "" @@ -30611,15 +30832,15 @@ msgid "" "Each [Dictionary] contains two [String] entries:\n" "- [code]name[/code] is voice name.\n" "- [code]id[/code] is voice identifier.\n" -"- [code]language[/code] is language code in [code]lang_Variant[/code] format. " -"The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " -"standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" -"dependent string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech functionality. " -"These libraries are installed by default on Windows and macOS, but not on all " -"Linux distributions. If they are not present, this method will return an " -"empty list. This applies to both Godot users on Linux, as well as end-users " -"on Linux running Godot games that use text-to-speech.\n" +"- [code]language[/code] is language code in [code]lang_Variant[/code] " +"format. The [code]lang[/code] part is a 2 or 3-letter code based on the " +"ISO-639 standard, in lowercase. The [code skip-lint]Variant[/code] part is " +"an engine-dependent string describing country, region or/and dialect.\n" +"Note that Godot depends on system libraries for text-to-speech " +"functionality. These libraries are installed by default on Windows and " +"macOS, but not on all Linux distributions. If they are not present, this " +"method will return an empty list. This applies to both Godot users on Linux, " +"as well as end-users on Linux running Godot games that use text-to-speech.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" "Wayland), macOS, and Windows.\n" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " @@ -30749,8 +30970,8 @@ msgid "" "different from [code]-1[/code].\n" "[param cursor_start] can optionally define the current text cursor position " "if [param cursor_end] is not set.\n" -"[param cursor_start] and [param cursor_end] can optionally define the current " -"text selection.\n" +"[param cursor_start] and [param cursor_end] can optionally define the " +"current text selection.\n" "[b]Note:[/b] This method is implemented on Android, iOS and Web." msgstr "" @@ -30765,10 +30986,10 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Returns [code]true[/code] if anything can be drawn in the window specified by " -"[param window_id], [code]false[/code] otherwise. Using the [code]--disable-" -"render-loop[/code] command line argument or a headless build will return " -"[code]false[/code]." +"Returns [code]true[/code] if anything can be drawn in the window specified " +"by [param window_id], [code]false[/code] otherwise. Using the [code]--" +"disable-render-loop[/code] command line argument or a headless build will " +"return [code]false[/code]." msgstr "" #: doc/classes/DisplayServer.xml @@ -30786,8 +31007,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Returns the screen the window specified by [param window_id] is currently " -"positioned on. If the screen overlaps multiple displays, the screen where the " -"window's center is located is returned. See also [method " +"positioned on. If the screen overlaps multiple displays, the screen where " +"the window's center is located is returned. See also [method " "window_set_current_screen]." msgstr "" @@ -30898,8 +31119,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Moves the window specified by [param window_id] to the foreground, so that it " -"is visible over other windows." +"Moves the window specified by [param window_id] to the foreground, so that " +"it is visible over other windows." msgstr "" #: doc/classes/DisplayServer.xml @@ -30945,8 +31166,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method " -"Editor[/url] should be enabled for the window specified by [param window_id]. " -"See also [method window_set_ime_position]." +"Editor[/url] should be enabled for the window specified by [param " +"window_id]. See also [method window_set_ime_position]." msgstr "" #: doc/classes/DisplayServer.xml @@ -30959,8 +31180,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets the [param callback] that should be called when any [InputEvent] is sent " -"to the window specified by [param window_id].\n" +"Sets the [param callback] that should be called when any [InputEvent] is " +"sent to the window specified by [param window_id].\n" "[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] " "node will override its default implementation, which can introduce bugs." msgstr "" @@ -30975,9 +31196,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets the maximum size of the window specified by [param window_id] in pixels. " -"Normally, the user will not be able to drag the window to make it smaller " -"than the specified size. See also [method window_get_max_size].\n" +"Sets the maximum size of the window specified by [param window_id] in " +"pixels. Normally, the user will not be able to drag the window to make it " +"smaller than the specified size. See also [method window_get_max_size].\n" "[b]Note:[/b] It's recommended to change this value using [member Window." "max_size] instead.\n" "[b]Note:[/b] Using third-party tools, it is possible for users to disable " @@ -30987,8 +31208,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Sets the minimum size for the given window to [param min_size] (in pixels). " -"Normally, the user will not be able to drag the window to make it larger than " -"the specified size. See also [method window_get_min_size].\n" +"Normally, the user will not be able to drag the window to make it larger " +"than the specified size. See also [method window_get_min_size].\n" "[b]Note:[/b] It's recommended to change this value using [member Window." "min_size] instead.\n" "[b]Note:[/b] By default, the main window has a minimum size of " @@ -31016,7 +31237,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "# Set region, using Path2D node.\n" -"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n" +"DisplayServer.window_set_mouse_passthrough($Path2D.curve." +"get_baked_points())\n" "\n" "# Set region, using Polygon2D node.\n" "DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n" @@ -31037,8 +31259,8 @@ msgid "" "DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] On Windows, the portion of a window that lies outside the region " -"is not drawn, while on Linux (X11) and macOS it is.\n" +"[b]Note:[/b] On Windows, the portion of a window that lies outside the " +"region is not drawn, while on Linux (X11) and macOS it is.\n" "[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows." msgstr "" @@ -31052,9 +31274,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Sets the position of the given window to [param position]. On multi-monitor " -"setups, the screen position is relative to the virtual desktop area. On multi-" -"monitor setups with different screen resolutions or orientations, the origin " -"may be located outside any display like this:\n" +"setups, the screen position is relative to the virtual desktop area. On " +"multi-monitor setups with different screen resolutions or orientations, the " +"origin may be located outside any display like this:\n" "[codeblock]\n" "* (0, 0) +-------+\n" " | |\n" @@ -31081,8 +31303,8 @@ msgstr "" msgid "" "Sets the size of the given window to [param size] (in pixels). See also " "[method window_get_size] and [method window_get_position].\n" -"[b]Note:[/b] It's recommended to change this value using [member Window.size] " -"instead." +"[b]Note:[/b] It's recommended to change this value using [member Window." +"size] instead." msgstr "" #: doc/classes/DisplayServer.xml @@ -31091,8 +31313,8 @@ msgid "" "[b]Note:[/b] It's recommended to change this value using [member Window." "title] instead.\n" "[b]Note:[/b] Avoid changing the window title every frame, as this can cause " -"performance issues on certain window managers. Try to change the window title " -"only a few times per second at most." +"performance issues on certain window managers. Try to change the window " +"title only a few times per second at most." msgstr "" #: doc/classes/DisplayServer.xml @@ -31167,14 +31389,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports setting and getting clipboard data. See also " -"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11/Wayland), " -"Android, iOS, Web[/b]" +"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11/" +"Wayland), Android, iOS, Web[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Display server supports popping up a virtual keyboard when requested to input " -"text without a physical keyboard. [b]Android, iOS, Web[/b]" +"Display server supports popping up a virtual keyboard when requested to " +"input text without a physical keyboard. [b]Android, iOS, Web[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -31197,26 +31419,26 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " -"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" -"Korean text. This is handled by the operating system, rather than by Godot. " -"[b]Windows, macOS, Linux (X11)[/b]" +"Display server supports [url=https://en.wikipedia.org/wiki/" +"Input_method]Input Method Editor[/url], which is commonly used for inputting " +"Chinese/Japanese/Korean text. This is handled by the operating system, " +"rather than by Godot. [b]Windows, macOS, Linux (X11)[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" "Display server supports windows can use per-pixel transparency to make " -"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11/" -"Wayland)[/b]" +"windows behind them partially or fully visible. [b]Windows, macOS, Linux " +"(X11/Wayland)[/b]" msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Display server supports querying the operating system's display scale factor. " -"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed " -"to guessing based on the screen resolution and reported display DPI (which " -"can be unreliable due to broken monitor EDID). [b]Windows, Linux (Wayland), " -"macOS[/b]" +"Display server supports querying the operating system's display scale " +"factor. This allows for [i]reliable[/i] automatic hiDPI display detection, " +"as opposed to guessing based on the screen resolution and reported display " +"DPI (which can be unreliable due to broken monitor EDID). [b]Windows, Linux " +"(Wayland), macOS[/b]" msgstr "" #: doc/classes/DisplayServer.xml @@ -31367,7 +31589,8 @@ msgid "" msgstr "" #: doc/classes/DisplayServer.xml -msgid "Automatic portrait orientation (default or reverse depending on sensor)." +msgid "" +"Automatic portrait orientation (default or reverse depending on sensor)." msgstr "" #: doc/classes/DisplayServer.xml @@ -31440,9 +31663,10 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/" -"i] the arrow. Intended to be used for non-blocking operations (when the user " -"can do something else at the moment). See also [constant CURSOR_BUSY]." +"Wait cursor. On most cursor themes, this displays a spinning icon " +"[i]besides[/i] the arrow. Intended to be used for non-blocking operations " +"(when the user can do something else at the moment). See also [constant " +"CURSOR_BUSY]." msgstr "" #: doc/classes/DisplayServer.xml @@ -31462,8 +31686,8 @@ msgstr "" msgid "" "\"Can drop\" cursor. This is displayed during drag-and-drop operations if " "hovering over a [Control] that can accept the drag-and-drop event. On most " -"cursor themes, this displays a dragging hand with an arrow symbol besides it. " -"See also [constant CURSOR_DRAG]." +"cursor themes, this displays a dragging hand with an arrow symbol besides " +"it. See also [constant CURSOR_DRAG]." msgstr "" #: doc/classes/DisplayServer.xml @@ -31480,8 +31704,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Horizontal resize cursor. Intended to be displayed when the hovered [Control] " -"can be horizontally resized using the mouse. See also [constant " +"Horizontal resize cursor. Intended to be displayed when the hovered " +"[Control] can be horizontally resized using the mouse. See also [constant " "CURSOR_HSPLIT]." msgstr "" @@ -31494,15 +31718,15 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed " -"when the hovered [Control] can be resized on both axes at once using the " -"mouse." +"Main diagonal resize cursor (top-left/bottom-right). Intended to be " +"displayed when the hovered [Control] can be resized on both axes at once " +"using the mouse." msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Move cursor. Intended to be displayed when the hovered [Control] can be moved " -"using the mouse." +"Move cursor. Intended to be displayed when the hovered [Control] can be " +"moved using the mouse." msgstr "" #: doc/classes/DisplayServer.xml @@ -31582,9 +31806,9 @@ msgid "" "[member ProjectSettings.rendering/environment/defaults/default_clear_color] " "color.\n" "[b]On macOS:[/b] A new desktop is used to display the running project.\n" -"[b]Note:[/b] Regardless of the platform, enabling full screen will change the " -"window size to match the monitor's size. Therefore, make sure your project " -"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." +"[b]Note:[/b] Regardless of the platform, enabling full screen will change " +"the window size to match the monitor's size. Therefore, make sure your " +"project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." "html]multiple resolutions[/url] when enabling full screen mode." msgstr "" @@ -31601,17 +31825,17 @@ msgid "" "Exclusive full screen mode prevents Dock and Menu from showing up when the " "mouse pointer is hovering the edge of the screen.\n" "[b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor.\n" -"[b]Note:[/b] Regardless of the platform, enabling full screen will change the " -"window size to match the monitor's size. Therefore, make sure your project " -"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." +"[b]Note:[/b] Regardless of the platform, enabling full screen will change " +"the window size to match the monitor's size. Therefore, make sure your " +"project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions." "html]multiple resolutions[/url] when enabling full screen mode." msgstr "" #: doc/classes/DisplayServer.xml msgid "" "The window can't be resized by dragging its resize grip. It's still possible " -"to resize the window using [method window_set_size]. This flag is ignored for " -"full screen windows." +"to resize the window using [method window_set_size]. This flag is ignored " +"for full screen windows." msgstr "" #: doc/classes/DisplayServer.xml @@ -31644,9 +31868,9 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be changed " -"when the window is visible. An active popup window will exclusively receive " -"all input, without stealing focus from its parent. Popup windows are " +"Window is part of menu or [OptionButton] dropdown. This flag can't be " +"changed when the window is visible. An active popup window will exclusively " +"receive all input, without stealing focus from its parent. Popup windows are " "automatically closed when uses click outside it, or when an application is " "switched. Popup window must have transient parent set (see [method " "window_set_transient])." @@ -31719,8 +31943,8 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" "No vertical synchronization, which means the engine will display frames as " -"fast as possible (tearing may be visible). Framerate is unlimited (regardless " -"of [member Engine.max_fps])." +"fast as possible (tearing may be visible). Framerate is unlimited " +"(regardless of [member Engine.max_fps])." msgstr "" #: doc/classes/DisplayServer.xml @@ -31734,10 +31958,10 @@ msgstr "" msgid "" "Behaves like [constant VSYNC_DISABLED] when the framerate drops below the " "screen's refresh rate to reduce stuttering (tearing may be visible). " -"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is " -"limited by the monitor refresh rate (regardless of [member Engine.max_fps]). " -"Behaves like [constant VSYNC_ENABLED] when using the Compatibility rendering " -"method." +"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate " +"is limited by the monitor refresh rate (regardless of [member Engine." +"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the " +"Compatibility rendering method." msgstr "" #: doc/classes/DisplayServer.xml @@ -31913,8 +32137,8 @@ msgid "" "\n" "func _ready():\n" " udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for certificate " -"validation!\n" +" dtls.connect_to_peer(udp, false) # Use true in production for " +"certificate validation!\n" "\n" "func _process(delta):\n" " dtls.poll()\n" @@ -31976,11 +32200,11 @@ msgstr "" #: doc/classes/DTLSServer.xml msgid "" -"Try to initiate the DTLS handshake with the given [param udp_peer] which must " -"be already connected (see [method PacketPeerUDP.connect_to_host]).\n" +"Try to initiate the DTLS handshake with the given [param udp_peer] which " +"must be already connected (see [method PacketPeerUDP.connect_to_host]).\n" "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is " -"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the " -"new connections will be invalid due to cookie exchange." +"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " +"the new connections will be invalid due to cookie exchange." msgstr "" #: doc/classes/EditorCommandPalette.xml @@ -32043,8 +32267,8 @@ msgstr "" msgid "" "[EditorDebuggerPlugin] provides functions related to the editor side of the " "debugger.\n" -"To interact with the debugger, an instance of this class must be added to the " -"editor via [method EditorPlugin.add_debugger_plugin].\n" +"To interact with the debugger, an instance of this class must be added to " +"the editor via [method EditorPlugin.add_debugger_plugin].\n" "Once added, the [method _setup_session] callback will be called for every " "[EditorDebuggerSession] available to the plugin, and when new ones are " "created (the sessions may be inactive during this stage).\n" @@ -32097,14 +32321,14 @@ msgstr "" #: doc/classes/EditorDebuggerPlugin.xml msgid "" "Override this method to enable receiving messages from the debugger. If " -"[param capture] is \"my_message\" then messages starting with \"my_message:\" " -"will be passes to the [method _capture] method." +"[param capture] is \"my_message\" then messages starting with \"my_message:" +"\" will be passes to the [method _capture] method." msgstr "" #: doc/classes/EditorDebuggerPlugin.xml msgid "" -"Override this method to be notified whenever a new [EditorDebuggerSession] is " -"created (the session may be inactive during this stage)." +"Override this method to be notified whenever a new [EditorDebuggerSession] " +"is created (the session may be inactive during this stage)." msgstr "" #: doc/classes/EditorDebuggerPlugin.xml @@ -32134,8 +32358,8 @@ msgstr "" #: doc/classes/EditorDebuggerSession.xml msgid "" -"Adds the given [param control] to the debug session UI in the debugger bottom " -"panel." +"Adds the given [param control] to the debug session UI in the debugger " +"bottom panel." msgstr "" #: doc/classes/EditorDebuggerSession.xml @@ -32146,8 +32370,8 @@ msgstr "" #: doc/classes/EditorDebuggerSession.xml msgid "" -"Returns [code]true[/code] if the attached remote instance is currently in the " -"debug loop." +"Returns [code]true[/code] if the attached remote instance is currently in " +"the debug loop." msgstr "" #: doc/classes/EditorDebuggerSession.xml @@ -32170,8 +32394,9 @@ msgstr "" #: doc/classes/EditorDebuggerSession.xml msgid "" -"Toggle the given [param profiler] on the attached remote instance, optionally " -"passing additionally [param data]. See [EngineProfiler] for more details." +"Toggle the given [param profiler] on the attached remote instance, " +"optionally passing additionally [param data]. See [EngineProfiler] for more " +"details." msgstr "" #: doc/classes/EditorDebuggerSession.xml @@ -32205,11 +32430,11 @@ msgstr "" #: doc/classes/EditorExportPlatform.xml msgid "" -"Base resource that provides the functionality of exporting a release build of " -"a project to a platform, from the editor. Stores platform-specific metadata " -"such as the name and supported features of the platform, and performs the " -"exporting of projects, PCK files, and ZIP files. Uses an export template for " -"the platform provided at the time of project exporting.\n" +"Base resource that provides the functionality of exporting a release build " +"of a project to a platform, from the editor. Stores platform-specific " +"metadata such as the name and supported features of the platform, and " +"performs the exporting of projects, PCK files, and ZIP files. Uses an export " +"template for the platform provided at the time of project exporting.\n" "Used in scripting by [EditorExportPlugin] to configure platform-specific " "customization of scenes and resources. See [method EditorExportPlugin." "_begin_customize_scenes] and [method EditorExportPlugin." @@ -32279,14 +32504,14 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"If [code]true[/code], [code]x86_32[/code] binaries are included into exported " -"project." +"If [code]true[/code], [code]x86_32[/code] binaries are included into " +"exported project." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"If [code]true[/code], [code]x86_64[/code] binaries are included into exported " -"project." +"If [code]true[/code], [code]x86_64[/code] binaries are included into " +"exported project." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32458,14 +32683,15 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Unique application identifier in a reverse-DNS format. The reverse DNS format " -"should preferably match a domain name you control, but this is not strictly " -"required. For instance, if you own [code]example.com[/code], your package " -"unique name should preferably be of the form [code]com.example.mygame[/code]. " -"This identifier can only contain lowercase alphanumeric characters ([code]a-" -"z[/code], and [code]0-9[/code]), underscores ([code]_[/code]), and periods " -"([code].[/code]). Each component of the reverse DNS format must start with a " -"letter: for instance, [code]com.example.8game[/code] is not valid.\n" +"Unique application identifier in a reverse-DNS format. The reverse DNS " +"format should preferably match a domain name you control, but this is not " +"strictly required. For instance, if you own [code]example.com[/code], your " +"package unique name should preferably be of the form [code]com.example." +"mygame[/code]. This identifier can only contain lowercase alphanumeric " +"characters ([code]a-z[/code], and [code]0-9[/code]), underscores ([code]_[/" +"code]), and periods ([code].[/code]). Each component of the reverse DNS " +"format must start with a letter: for instance, [code]com.example.8game[/" +"code] is not valid.\n" "If [code]$genname[/code] is present in the value, it will be replaced by the " "project name converted to lowercase. If there are invalid characters in the " "project name, they will be stripped. If all characters in the project name " @@ -32481,8 +32707,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows read/write access to the \"properties\" table in the checkin database. " -"See [url=https://developer.android.com/reference/android/Manifest." +"Allows read/write access to the \"properties\" table in the checkin " +"database. See [url=https://developer.android.com/reference/android/Manifest." "permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]." msgstr "" @@ -32495,8 +32721,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows access to the precise location information. See [url=https://developer." -"android.com/reference/android/Manifest." +"Allows access to the precise location information. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]." msgstr "" @@ -32575,22 +32801,24 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Must be required by device administration receiver, to ensure that only the " -"system can interact with it. See [url=https://developer.android.com/reference/" -"android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]." +"system can interact with it. See [url=https://developer.android.com/" +"reference/android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/" +"url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Must be required by an InputMethodService, to ensure that only the system can " -"bind to it. See [url=https://developer.android.com/reference/android/Manifest." -"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]." +"Must be required by an InputMethodService, to ensure that only the system " +"can bind to it. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Must be required by a HostApduService or OffHostApduService to ensure that " "only the system can bind to it. See [url=https://developer.android.com/" -"reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]." +"reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/" +"url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32612,8 +32840,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Must be required by a RemoteViewsService, to ensure that only the system can " -"bind to it. See [url=https://developer.android.com/reference/android/Manifest." -"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]." +"bind to it. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32634,8 +32862,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Must be required by a WallpaperService, to ensure that only the system can " -"bind to it. See [url=https://developer.android.com/reference/android/Manifest." -"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]." +"bind to it. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32666,9 +32894,10 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to broadcast a notification that an application package " -"has been removed. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]." +"Allows an application to broadcast a notification that an application " +"package has been removed. See [url=https://developer.android.com/reference/" +"android/Manifest." +"permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32680,8 +32909,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to broadcast sticky intents. See [url=https://developer." -"android.com/reference/android/Manifest." +"Allows an application to broadcast sticky intents. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]." msgstr "" @@ -32753,8 +32982,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows applications to enter Wi-Fi Multicast mode. See [url=https://developer." -"android.com/reference/android/Manifest." +"Allows applications to enter Wi-Fi Multicast mode. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]." msgstr "" @@ -32768,8 +32997,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to clear the caches of all installed applications on " -"the device. See [url=https://developer.android.com/reference/android/Manifest." -"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]." +"the device. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32787,10 +33016,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -32804,8 +33029,9 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows applications to RW to diagnostic resources. See [url=https://developer." -"android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]." +"Allows applications to RW to diagnostic resources. See [url=https://" +"developer.android.com/reference/android/Manifest." +"permission#DIAGNOSTIC]DIAGNOSTIC[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32883,8 +33109,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to inject user events (keys, touch, trackball) into the " -"event stream and deliver them to ANY window." +"Allows an application to inject user events (keys, touch, trackball) into " +"the event stream and deliver them to ANY window." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32896,9 +33122,9 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to install packages. See [url=https://developer.android." -"com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/" -"url]." +"Allows an application to install packages. See [url=https://developer." +"android.com/reference/android/Manifest." +"permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32910,8 +33136,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to open windows that are for use by parts of the system " -"user interface." +"Allows an application to open windows that are for use by parts of the " +"system user interface." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -32942,8 +33168,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to manage (create, destroy, Z-order) application tokens " -"in the window manager." +"Allows an application to manage (create, destroy, Z-order) application " +"tokens in the window manager." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33008,18 +33234,23 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " -"altogether. See [url=https://developer.android.com/reference/android/Manifest." -"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"altogether. See [url=https://developer.android.com/reference/android/" +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33031,8 +33262,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to read the user's call log. See [url=https://developer." -"android.com/reference/android/Manifest." +"Allows an application to read the user's call log. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#READ_CALL_LOG]READ_CALL_LOG[/url]." msgstr "" @@ -33043,12 +33274,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33059,8 +33293,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to read (but not write) the user's browsing history and " -"bookmarks." +"Allows an application to read (but not write) the user's browsing history " +"and bookmarks." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33150,8 +33384,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to record audio. See [url=https://developer.android.com/" -"reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]." +"Allows an application to record audio. See [url=https://developer.android." +"com/reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33161,15 +33395,11 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " -"handle the respond-via-message action during incoming calls. See [url=https://" -"developer.android.com/reference/android/Manifest." +"handle the respond-via-message action during incoming calls. See " +"[url=https://developer.android.com/reference/android/Manifest." "permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]." msgstr "" @@ -33214,8 +33444,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows low-level access to setting the orientation (actually rotation) of the " -"screen." +"Allows low-level access to setting the orientation (actually rotation) of " +"the screen." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33293,8 +33523,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to update device statistics. See [url=https://developer." -"android.com/reference/android/Manifest." +"Allows an application to update device statistics. See [url=https://" +"developer.android.com/reference/android/Manifest." "permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]." msgstr "" @@ -33316,15 +33546,15 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows using PowerManager WakeLocks to keep processor from sleeping or screen " -"from dimming. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]." +"Allows using PowerManager WakeLocks to keep processor from sleeping or " +"screen from dimming. See [url=https://developer.android.com/reference/" +"android/Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows applications to write the apn settings and read sensitive fields of an " -"existing apn settings like user and password. See [url=https://developer." +"Allows applications to write the apn settings and read sensitive fields of " +"an existing apn settings like user and password. See [url=https://developer." "android.com/reference/android/Manifest." "permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]." msgstr "" @@ -33366,8 +33596,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"Allows an application to write (but not read) the user's browsing history and " -"bookmarks." +"Allows an application to write (but not read) the user's browsing history " +"and bookmarks." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33434,8 +33664,8 @@ msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" -"If [code]true[/code], allows the application to participate in the backup and " -"restore infrastructure." +"If [code]true[/code], allows the application to participate in the backup " +"and restore infrastructure." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33495,14 +33725,14 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " -"for debug export." +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity " +"used for debug export." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " -"for release export." +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity " +"used for release export." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -33515,11 +33745,11 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"If [code]true[/code], exports iOS project files without building an XCArchive " -"or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " -"and builds an XCArchive and [code].ipa[/code] file at the same time. When " -"combining Godot with Fastlane or other build pipelines, you may want to set " -"this to [code]true[/code]." +"If [code]true[/code], exports iOS project files without building an " +"XCArchive or [code].ipa[/code] file. If [code]false[/code], exports iOS " +"project files and builds an XCArchive and [code].ipa[/code] file at the same " +"time. When combining Godot with Fastlane or other build pipelines, you may " +"want to set this to [code]true[/code]." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -33538,9 +33768,9 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" "UUID of the provisioning profile. If left empty, Xcode will download or " -"create a provisioning profile automatically. See [url=https://developer.apple." -"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, " -"download, or delete provisioning profiles[/url].\n" +"create a provisioning profile automatically. See [url=https://developer." +"apple.com/help/account/manage-profiles/edit-download-or-delete-" +"profiles]Edit, download, or delete provisioning profiles[/url].\n" "Can be overridden with the environment variable " "[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code]." msgstr "" @@ -33548,9 +33778,9 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" "UUID of the provisioning profile. If left empty, Xcode will download or " -"create a provisioning profile automatically. See [url=https://developer.apple." -"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, " -"download, or delete provisioning profiles[/url].\n" +"create a provisioning profile automatically. See [url=https://developer." +"apple.com/help/account/manage-profiles/edit-download-or-delete-" +"profiles]Edit, download, or delete provisioning profiles[/url].\n" "Can be overridden with the environment variable " "[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code]." msgstr "" @@ -33577,8 +33807,8 @@ msgstr "" msgid "" "Machine-readable application version, in the [code]major.minor.patch[/code] " "format, can only contain numeric characters ([code]0-9[/code]) and periods " -"([code].[/code]). This must be incremented on every new release pushed to the " -"App Store." +"([code].[/code]). This must be incremented on every new release pushed to " +"the App Store." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -33675,16 +33905,16 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"Notification icon file on iPhone (3x DPI). If left empty, it will fallback to " -"[member ProjectSettings.application/config/icon]. See [url=https://developer." -"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/" -"url]." +"Notification icon file on iPhone (3x DPI). If left empty, it will fallback " +"to [member ProjectSettings.application/config/icon]. See [url=https://" +"developer.apple.com/design/human-interface-guidelines/foundations/app-" +"icons]App icons[/url]." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"Application settings icon file on iPad and iPhone (2x DPI). If left empty, it " -"will fallback to [member ProjectSettings.application/config/icon]. See " +"Application settings icon file on iPad and iPhone (2x DPI). If left empty, " +"it will fallback to [member ProjectSettings.application/config/icon]. See " "[url=https://developer.apple.com/design/human-interface-guidelines/" "foundations/app-icons]App icons[/url]." msgstr "" @@ -33723,7 +33953,8 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the device's camera (localized)." +"A message displayed when requesting access to the device's camera " +"(localized)." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -33776,9 +34007,9 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch " -"screen background color, otherwise [code]application/boot_splash/bg_color[/" -"code] project setting is used." +"If [code]true[/code], [member storyboard/custom_bg_color] is used as a " +"launch screen background color, otherwise [code]application/boot_splash/" +"bg_color[/code] project setting is used." msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -33791,8 +34022,8 @@ msgstr "" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" -"If [code]true[/code], the app \"Documents\" folder can be accessed via iTunes " -"file sharing. See [url=https://developer.apple.com/documentation/" +"If [code]true[/code], the app \"Documents\" folder can be accessed via " +"iTunes file sharing. See [url=https://developer.apple.com/documentation/" "bundleresources/information_property_list/" "uifilesharingenabled]UIFileSharingEnabled[/url]." msgstr "" @@ -33811,8 +34042,8 @@ msgid "" "Supported architectures: [code]x86_32[/code], [code]x86_64[/code], " "[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]ppc64[/" "code], and [code]ppc32[/code].\n" -"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] " -"binaries only." +"Official export templates include [code]x86_32[/code] and [code]x86_64[/" +"code] binaries only." msgstr "" #: platform/linuxbsd/doc_classes/EditorExportPlatformLinuxBSD.xml @@ -33991,29 +34222,29 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"Allows app to use dynamic linker environment variables to inject code. If you " -"are using add-ons with dynamic or self-modifying native code, enable them " -"according to the add-on documentation. See [url=https://developer.apple.com/" -"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-" -"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/" -"url]." +"Allows app to use dynamic linker environment variables to inject code. If " +"you are using add-ons with dynamic or self-modifying native code, enable " +"them according to the add-on documentation. See [url=https://developer.apple." +"com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"dyld-environment-variables]com.apple.security.cs.allow-dyld-environment-" +"variables[/url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"Allows creating writable and executable memory for JIT code. If you are using " -"add-ons with dynamic or self-modifying native code, enable them according to " -"the add-on documentation. See [url=https://developer.apple.com/documentation/" -"bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple." -"security.cs.allow-jit[/url]." +"Allows creating writable and executable memory for JIT code. If you are " +"using add-ons with dynamic or self-modifying native code, enable them " +"according to the add-on documentation. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"jit]com.apple.security.cs.allow-jit[/url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" "Allows creating writable and executable memory without JIT restrictions. If " -"you are using add-ons with dynamic or self-modifying native code, enable them " -"according to the add-on documentation. See [url=https://developer.apple.com/" -"documentation/bundleresources/entitlements/com_apple_security_cs_allow-" +"you are using add-ons with dynamic or self-modifying native code, enable " +"them according to the add-on documentation. See [url=https://developer.apple." +"com/documentation/bundleresources/entitlements/com_apple_security_cs_allow-" "unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-" "memory[/url]." msgstr "" @@ -34023,7 +34254,8 @@ msgid "" "Enable to allow app to interact with Bluetooth devices. This entitlement is " "required to use wireless controllers. See [url=https://developer.apple.com/" "documentation/bundleresources/entitlements/" -"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url]." +"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/" +"url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34037,10 +34269,10 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" "Enables App Sandbox. The App Sandbox restricts access to user data, " -"networking, and devices. Sandboxed apps can't access most of the file system, " -"can't use custom file dialogs and execute binaries outside the .app bundle. " -"See [url=https://developer.apple.com/documentation/security/app_sandbox]App " -"Sandbox[/url].\n" +"networking, and devices. Sandboxed apps can't access most of the file " +"system, can't use custom file dialogs and execute binaries outside the .app " +"bundle. See [url=https://developer.apple.com/documentation/security/" +"app_sandbox]App Sandbox[/url].\n" "[b]Note:[/b] To distribute an app through the App Store, you must enable the " "App Sandbox." msgstr "" @@ -34055,8 +34287,8 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"Allows read or write access to the user's \"Movies\" folder. See [url=https://" -"developer.apple.com/documentation/bundleresources/entitlements/" +"Allows read or write access to the user's \"Movies\" folder. See " +"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" "com_apple_security_assets_movies_read-write]com.apple.security.files.movies." "read-write[/url]." msgstr "" @@ -34127,18 +34359,20 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" "Enable to allow access to the user's calendar, if it's enabled you should " -"also provide usage message in the [member privacy/calendar_usage_description] " -"option. See [url=https://developer.apple.com/documentation/bundleresources/" -"entitlements/com_apple_security_personal-information_calendars]com.apple." -"security.personal-information.calendars[/url]." +"also provide usage message in the [member privacy/" +"calendar_usage_description] option. See [url=https://developer.apple.com/" +"documentation/bundleresources/entitlements/com_apple_security_personal-" +"information_calendars]com.apple.security.personal-information.calendars[/" +"url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"Enable if you need to use the camera, if it's enabled you should also provide " -"usage message in the [member privacy/camera_usage_description] option. See " -"[url=https://developer.apple.com/documentation/bundleresources/entitlements/" -"com_apple_security_device_camera]com.apple.security.device.camera[/url]." +"Enable if you need to use the camera, if it's enabled you should also " +"provide usage message in the [member privacy/camera_usage_description] " +"option. See [url=https://developer.apple.com/documentation/bundleresources/" +"entitlements/com_apple_security_device_camera]com.apple.security.device." +"camera[/url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34152,8 +34386,8 @@ msgid "" "You can temporarily enable this entitlement to use native debugger (GDB, " "LLDB) with the exported app. This entitlement should be disabled for " "production export. See [url=https://developer.apple.com/documentation/xcode/" -"embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a " -"sandboxed app[/url]." +"embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in " +"a sandboxed app[/url]." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34187,15 +34421,15 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " -"to sign [code].app[/code] bundle." +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity " +"used to sign [code].app[/code] bundle." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used " -"to sign [code].pkg[/code] installer package for App Store distribution, use " -"[code]3rd Party Mac Developer Installer: Name.[/code] identity." +"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity " +"used to sign [code].pkg[/code] installer package for App Store distribution, " +"use [code]3rd Party Mac Developer Installer: Name.[/code] identity." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34272,7 +34506,8 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's contacts (localized)." +"A message displayed when requesting access to the user's contacts " +"(localized)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34301,38 +34536,38 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's \"Documents\" folder " -"(in English)." +"A message displayed when requesting access to the user's \"Documents\" " +"folder (in English)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's \"Documents\" folder " -"(localized)." +"A message displayed when requesting access to the user's \"Documents\" " +"folder (localized)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's \"Downloads\" folder " -"(in English)." +"A message displayed when requesting access to the user's \"Downloads\" " +"folder (in English)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's \"Downloads\" folder " -"(localized)." +"A message displayed when requesting access to the user's \"Downloads\" " +"folder (localized)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's location information " -"(in English)." +"A message displayed when requesting access to the user's location " +"information (in English)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's location information " -"(localized)." +"A message displayed when requesting access to the user's location " +"information (localized)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34349,8 +34584,8 @@ msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml msgid "" -"A message displayed when requesting access to the user's removable drives (in " -"English)." +"A message displayed when requesting access to the user's removable drives " +"(in English)." msgstr "" #: platform/macos/doc_classes/EditorExportPlatformMacOS.xml @@ -34412,8 +34647,8 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"File path to the custom export template used for debug builds. If left empty, " -"the default template is used." +"File path to the custom export template used for debug builds. If left " +"empty, the default template is used." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34443,9 +34678,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34481,8 +34714,8 @@ msgid "" "browser's UI elements.\n" "- [b]Standalone:[/b] Displays the app in a separate window and hides all of " "the browser's UI elements.\n" -"- [b]Minimal UI:[/b] Displays the app in a separate window and only shows the " -"browser's UI elements for navigation.\n" +"- [b]Minimal UI:[/b] Displays the app in a separate window and only shows " +"the browser's UI elements for navigation.\n" "- [b]Browser:[/b] Displays the app as a normal web page." msgstr "" @@ -34503,24 +34736,24 @@ msgstr "" msgid "" "File path to the smallest icon for this web application. If not defined, " "defaults to the project icon.\n" -"[b]Note:[/b] If the icon is not 144x144, it will be automatically resized for " -"the final build." +"[b]Note:[/b] If the icon is not 144x144, it will be automatically resized " +"for the final build." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "File path to the small icon for this web application. If not defined, " "defaults to the project icon.\n" -"[b]Note:[/b] If the icon is not 180x180, it will be automatically resized for " -"the final build." +"[b]Note:[/b] If the icon is not 180x180, it will be automatically resized " +"for the final build." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "File path to the smallest icon for this web application. If not defined, " "defaults to the project icon.\n" -"[b]Note:[/b] If the icon is not 512x512, it will be automatically resized for " -"the final build." +"[b]Note:[/b] If the icon is not 512x512, it will be automatically resized " +"for the final build." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34544,19 +34777,19 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able to " -"communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If [code]true[/code], allows textures to be optimized for desktop through the " -"S3TC algorithm." +"If [code]true[/code], allows textures to be optimized for desktop through " +"the S3TC algorithm." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -34576,8 +34809,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" "Company that produced the application. Required. See [url=https://learn." -"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" -"url]." +"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" +"block]StringFileInfo[/url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34612,15 +34845,15 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" "File description to be presented to users. Required. See [url=https://learn." -"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/" -"url]." +"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-" +"block]StringFileInfo[/url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" -"Version number of the file. Falls back to [member ProjectSettings.application/" -"config/version] if left empty. See [url=https://learn.microsoft.com/en-us/" -"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." +"Version number of the file. Falls back to [member ProjectSettings." +"application/config/version] if left empty. See [url=https://learn.microsoft." +"com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34638,8 +34871,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" -"Name of the application. Required. See [url=https://learn.microsoft.com/en-us/" -"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." +"Name of the application. Required. See [url=https://learn.microsoft.com/en-" +"us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34662,8 +34895,8 @@ msgid "" "Application executable architecture.\n" "Supported architectures: [code]x86_32[/code], [code]x86_64[/code], and " "[code]arm64[/code].\n" -"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] " -"binaries only." +"Official export templates include [code]x86_32[/code] and [code]x86_64[/" +"code] binaries only." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34675,8 +34908,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" -"Description of the signed content. See [url=https://learn.microsoft.com/en-us/" -"dotnet/framework/tools/signtool-exe]Sign Tool[/url]." +"Description of the signed content. See [url=https://learn.microsoft.com/en-" +"us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34692,8 +34925,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" "PKCS #12 certificate file used to sign executable or certificate SHA-1 hash " -"(if [member codesign/identity_type] is set to \"Use certificate store\"). See " -"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" +"(if [member codesign/identity_type] is set to \"Use certificate store\"). " +"See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-" "exe]Sign Tool[/url].\n" "Can be overridden with the environment variable " "[code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code]." @@ -34719,7 +34952,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" "If [code]true[/code], time-stamp is added to the signature. See [url=https://" -"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]." +"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/" +"url]." msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml @@ -34732,7 +34966,8 @@ msgstr "" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" "If [code]true[/code], a console wrapper executable is exported alongside the " -"main executable, which allows running the project with enabled console output." +"main executable, which allows running the project with enabled console " +"output." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -34741,11 +34976,11 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"[EditorExportPlugin]s are automatically invoked whenever the user exports the " -"project. Their most common use is to determine what files are being included " -"in the exported project. For each plugin, [method _export_begin] is called at " -"the beginning of the export process and then [method _export_file] is called " -"for each exported file.\n" +"[EditorExportPlugin]s are automatically invoked whenever the user exports " +"the project. Their most common use is to determine what files are being " +"included in the exported project. For each plugin, [method _export_begin] is " +"called at the beginning of the export process and then [method _export_file] " +"is called for each exported file.\n" "To use [EditorExportPlugin], register it using the [method EditorPlugin." "add_export_plugin] method first." msgstr "" @@ -34756,11 +34991,11 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Return [code]true[/code] if this plugin will customize resources based on the " -"platform and features used.\n" +"Return [code]true[/code] if this plugin will customize resources based on " +"the platform and features used.\n" "When enabled, [method _get_customization_configuration_hash], [method " -"_customize_resource] and [method _customize_scene] will be called and must be " -"implemented." +"_customize_resource] and [method _customize_scene] will be called and must " +"be implemented." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -34774,17 +35009,17 @@ msgid "" "Customize a resource. If changes are made to it, return the same or a new " "resource. Otherwise, return [code]null[/code].\n" "The [i]path[/i] argument is only used when customizing an actual file, " -"otherwise this means that this resource is part of another one and it will be " -"empty.\n" +"otherwise this means that this resource is part of another one and it will " +"be empty.\n" "Implementing this method is required if [method _begin_customize_resources] " "returns [code]true[/code]." msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Customize a scene. If changes are made to it, return the same or a new scene. " -"Otherwise, return [code]null[/code]. If a new scene is returned, it is up to " -"you to dispose of the old one.\n" +"Customize a scene. If changes are made to it, return the same or a new " +"scene. Otherwise, return [code]null[/code]. If a new scene is returned, it " +"is up to you to dispose of the old one.\n" "Implementing this method is required if [method _begin_customize_scenes] " "returns [code]true[/code]." msgstr "" @@ -34800,9 +35035,9 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" "Virtual method to be overridden by the user. It is called when the export " -"starts and provides all information about the export. [param features] is the " -"list of features for the export, [param is_debug] is [code]true[/code] for " -"debug builds, [param path] is the target path for the exported project. " +"starts and provides all information about the export. [param features] is " +"the list of features for the export, [param is_debug] is [code]true[/code] " +"for debug builds, [param path] is the target path for the exported project. " "[param flags] is only used when running a runnable profile, e.g. when using " "native run on Android." msgstr "" @@ -34820,8 +35055,8 @@ msgid "" "the path of the file, [param type] is the [Resource] represented by the file " "(e.g. [PackedScene]) and [param features] is the list of features for the " "export.\n" -"Calling [method skip] inside this callback will make the file not included in " -"the export." +"Calling [method skip] inside this callback will make the file not included " +"in the export." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -34858,10 +35093,10 @@ msgid "" "plugin.\n" "[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" "addons/[/code] directory. For example, an AAR file located under [code]res://" -"addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an " -"absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release." -"aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld." -"release.aar[/code].\n" +"addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as " +"an absolute path using [code]res://addons/hello_world_plugin/HelloWorld." +"release.aar[/code] or a relative path using [code]hello_world_plugin/" +"HelloWorld.release.aar[/code].\n" "[b]Note:[/b] Only supported on Android and requires [member " "EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled." msgstr "" @@ -34912,7 +35147,8 @@ msgstr "" msgid "" "Check the requirements for the given [param option] and return a non-empty " "warning string if they are not met.\n" -"[b]Note:[/b] Use [method get_option] to check the value of the export options." +"[b]Note:[/b] Use [method get_option] to check the value of the export " +"options." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -34924,8 +35160,8 @@ msgid "" "Object.get_property_list], but all keys are optional.\n" "- [code]default_value[/code]: The default value for this option.\n" "- [code]update_visibility[/code]: An optional boolean value. If set to " -"[code]true[/code], the preset will emit [signal Object.property_list_changed] " -"when the option is changed." +"[code]true[/code], the preset will emit [signal Object." +"property_list_changed] when the option is changed." msgstr "" #: doc/classes/EditorExportPlugin.xml @@ -34994,8 +35230,8 @@ msgstr "" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode " -"project and embeds it into resulting binary.\n" +"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's " +"Xcode project and embeds it into resulting binary.\n" "[b]Note:[/b] For static libraries (*.a) works in same way as [method " "add_ios_framework].\n" "[b]Note:[/b] This method should not be used for System libraries as they are " @@ -35073,7 +35309,8 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if the class specified by [param class_name] is " -"disabled. When disabled, the class won't appear in the Create New Node dialog." +"disabled. When disabled, the class won't appear in the Create New Node " +"dialog." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -35087,9 +35324,9 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" "Returns [code]true[/code] if [param property] is disabled in the class " -"specified by [param class_name]. When a property is disabled, it won't appear " -"in the Inspector when selecting a node that extends the class specified by " -"[param class_name]." +"specified by [param class_name]. When a property is disabled, it won't " +"appear in the Inspector when selecting a node that extends the class " +"specified by [param class_name]." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -35114,10 +35351,10 @@ msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] method.\n" -"[b]Note:[/b] Feature profiles created via the user interface are saved in the " -"[code]feature_profiles[/code] directory, as a file with the [code].profile[/" -"code] extension. The editor configuration folder can be found by using " -"[method EditorPaths.get_config_dir]." +"[b]Note:[/b] Feature profiles created via the user interface are saved in " +"the [code]feature_profiles[/code] directory, as a file with the [code]." +"profile[/code] extension. The editor configuration folder can be found by " +"using [method EditorPaths.get_config_dir]." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -35139,8 +35376,8 @@ msgstr "" msgid "" "If [param disable] is [code]true[/code], disables editing for [param " "property] in the class specified by [param class_name]. When a property is " -"disabled, it won't appear in the Inspector when selecting a node that extends " -"the class specified by [param class_name]." +"disabled, it won't appear in the Inspector when selecting a node that " +"extends the class specified by [param class_name]." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -35158,13 +35395,14 @@ msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" -"The Script tab, which contains the script editor and class reference browser. " -"If this feature is disabled, the Script tab won't display." +"The Script tab, which contains the script editor and class reference " +"browser. If this feature is disabled, the Script tab won't display." msgstr "" #: doc/classes/EditorFeatureProfile.xml msgid "" -"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display." +"The AssetLib tab. If this feature is disabled, the AssetLib tab won't " +"display." msgstr "" #: doc/classes/EditorFeatureProfile.xml @@ -35211,11 +35449,12 @@ msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Adds a comma-delimited file name [param filter] option to the " -"[EditorFileDialog] with an optional [param description], which restricts what " -"files can be picked.\n" +"[EditorFileDialog] with an optional [param description], which restricts " +"what files can be picked.\n" "A [param filter] should be of the form [code]\"filename.extension\"[/code], " "where filename and extension can be [code]*[/code] to match any string. " -"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n" +"Filters starting with [code].[/code] (i.e. empty filenames) are not " +"allowed.\n" "For example, a [param filter] of [code]\"*.tscn, *.scn\"[/code] and a [param " "description] of [code]\"Scenes\"[/code] results in filter text \"Scenes (*." "tscn, *.scn)\"." @@ -35234,16 +35473,16 @@ msgstr "" #: doc/classes/EditorFileDialog.xml doc/classes/FileDialog.xml msgid "" "Returns the LineEdit for the selected file.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "Returns the [VBoxContainer] used to display the file system.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -35301,8 +35540,8 @@ msgstr "" #: doc/classes/EditorFileDialog.xml msgid "" "If [code]true[/code], hidden files and directories will be visible in the " -"[EditorFileDialog]. This property is synchronized with [member EditorSettings." -"filesystem/file_dialog/show_hidden_files]." +"[EditorFileDialog]. This property is synchronized with [member " +"EditorSettings.filesystem/file_dialog/show_hidden_files]." msgstr "" #: doc/classes/EditorFileDialog.xml @@ -35412,8 +35651,8 @@ msgid "" "update_file] or [method scan].\n" "[b]Note:[/b] This function blocks until the import is finished. However, the " "main loop iteration, including timers and [method Node._process], will occur " -"during the import process due to progress bar updates. Avoid calls to [method " -"reimport_files] or [method scan] while an import is in progress." +"during the import process due to progress bar updates. Avoid calls to " +"[method reimport_files] or [method scan] while an import is in progress." msgstr "" #: doc/classes/EditorFileSystem.xml @@ -35540,8 +35779,8 @@ msgstr "" #: doc/classes/EditorFileSystemImportFormatSupportQuery.xml msgid "" -"This class is used to query and configure a certain import format. It is used " -"in conjunction with asset format import plugins." +"This class is used to query and configure a certain import format. It is " +"used in conjunction with asset format import plugins." msgstr "" #: doc/classes/EditorFileSystemImportFormatSupportQuery.xml @@ -35574,8 +35813,8 @@ msgid "" "the resources and saving them in the [code].godot/imported[/code] directory " "(see [member ProjectSettings.application/config/" "use_hidden_project_data_directory]).\n" -"Below is an example EditorImportPlugin that imports a [Mesh] from a file with " -"the extension \".special\" or \".spec\":\n" +"Below is an example EditorImportPlugin that imports a [Mesh] from a file " +"with the extension \".special\" or \".spec\":\n" "[codeblocks]\n" "[gdscript]\n" "@tool\n" @@ -35605,7 +35844,8 @@ msgid "" "func _get_import_options(path, preset_index):\n" " return [{\"name\": \"my_option\", \"default_value\": false}]\n" "\n" -"func _import(source_file, save_path, options, platform_variants, gen_files):\n" +"func _import(source_file, save_path, options, platform_variants, " +"gen_files):\n" " var file = FileAccess.open(source_file, FileAccess.READ)\n" " if file == null:\n" " return FAILED\n" @@ -35702,8 +35942,8 @@ msgid "" "Tells whether this importer can be run in parallel on threads, or, on the " "contrary, it's only safe for the editor to call it from the main thread, for " "one file at a time.\n" -"If this method is not overridden, it will return [code]true[/code] by default " -"(i.e., safe for parallel importing)." +"If this method is not overridden, it will return [code]true[/code] by " +"default (i.e., safe for parallel importing)." msgstr "" #: doc/classes/EditorImportPlugin.xml @@ -35716,12 +35956,12 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"Gets the order of this importer to be run when importing resources. Importers " -"with [i]lower[/i] import orders will be called first, and higher values will " -"be called later. Use this to ensure the importer runs after the dependencies " -"are already imported. The default import order is [code]0[/code] unless " -"overridden by a specific importer. See [enum ResourceImporter.ImportOrder] " -"for some predefined values." +"Gets the order of this importer to be run when importing resources. " +"Importers with [i]lower[/i] import orders will be called first, and higher " +"values will be called later. Use this to ensure the importer runs after the " +"dependencies are already imported. The default import order is [code]0[/" +"code] unless overridden by a specific importer. See [enum ResourceImporter." +"ImportOrder] for some predefined values." msgstr "" #: doc/classes/EditorImportPlugin.xml @@ -35754,8 +35994,8 @@ msgid "" " if (option == \"compress/lossy_quality\" && options." "ContainsKey(\"compress/mode\"))\n" " {\n" -" return (int)options[\"compress/mode\"] == CompressLossy; // This is a " -"constant you set\n" +" return (int)options[\"compress/mode\"] == CompressLossy; // This is " +"a constant you set\n" " }\n" "\n" " return true;\n" @@ -35803,8 +36043,8 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"Gets the name to display in the import window. You should choose this name as " -"a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." +"Gets the name to display in the import window. You should choose this name " +"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" #: doc/classes/EditorImportPlugin.xml @@ -35819,16 +36059,17 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" "This function can only be called during the [method _import] callback and it " -"allows manually importing resources from it. This is useful when the imported " -"file generates external resources that require importing (as example, " -"images). Custom parameters for the \".import\" file can be passed via the " -"[param custom_options]. Additionally, in cases where multiple importers can " -"handle a file, the [param custom_importer] ca be specified to force a " -"specific one. This function performs a resource import and returns " +"allows manually importing resources from it. This is useful when the " +"imported file generates external resources that require importing (as " +"example, images). Custom parameters for the \".import\" file can be passed " +"via the [param custom_options]. Additionally, in cases where multiple " +"importers can handle a file, the [param custom_importer] ca be specified to " +"force a specific one. This function performs a resource import and returns " "immediately with a success or error code. [param generator_parameters] " "defines optional extra metadata which will be stored as [code skip-" "lint]generator_parameters[/code] in the [code]remap[/code] section of the " -"[code].import[/code] file, for example to store a md5 hash of the source data." +"[code].import[/code] file, for example to store a md5 hash of the source " +"data." msgstr "" #: doc/classes/EditorInspector.xml @@ -35837,9 +36078,9 @@ msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"This is the control that implements property editing in the editor's Settings " -"dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the " -"editor's Inspector dock, use [method EditorInterface.get_inspector].\n" +"This is the control that implements property editing in the editor's " +"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used " +"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n" "[EditorInspector] will show properties in the same order as the array " "returned by [method Object.get_property_list].\n" "If a property's name is path-like (i.e. if it contains forward slashes), " @@ -35849,23 +36090,24 @@ msgid "" "\"GDScript\" section nested inside the \"Highlighting\" section.\n" "If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group " "subsequent properties whose name starts with the property's hint string. The " -"group ends when a property does not start with that hint string or when a new " -"group starts. An empty group name effectively ends the current group. " +"group ends when a property does not start with that hint string or when a " +"new group starts. An empty group name effectively ends the current group. " "[EditorInspector] will create a top-level section for each group. For " "example, if a property with group usage is named [code]Collide With[/code] " "and its hint string is [code]collide_with_[/code], a subsequent " "[code]collide_with_area[/code] property will be shown as \"Area\" inside the " "\"Collide With\" section. There is also a special case: when the hint string " -"contains the name of a property, that property is grouped too. This is mainly " -"to help grouping properties like [code]font[/code], [code]font_color[/code] " -"and [code]font_size[/code] (using the hint string [code]font_[/code]).\n" +"contains the name of a property, that property is grouped too. This is " +"mainly to help grouping properties like [code]font[/code], [code]font_color[/" +"code] and [code]font_size[/code] (using the hint string [code]font_[/" +"code]).\n" "If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will " "be created in the same way as a group, and a second-level section will be " "created for each subgroup.\n" "[b]Note:[/b] Unlike sections created from path-like property names, " -"[EditorInspector] won't capitalize the name for sections created from groups. " -"So properties with group usage usually use capitalized names instead of " -"snake_cased names." +"[EditorInspector] won't capitalize the name for sections created from " +"groups. So properties with group usage usually use capitalized names instead " +"of snake_cased names." msgstr "" #: doc/classes/EditorInspector.xml @@ -35896,8 +36138,8 @@ msgstr "" #: doc/classes/EditorInspector.xml msgid "" -"Emitted when a property is keyed in the inspector. Properties can be keyed by " -"clicking the \"key\" icon next to a property when the Animation panel is " +"Emitted when a property is keyed in the inspector. Properties can be keyed " +"by clicking the \"key\" icon next to a property when the Animation panel is " "toggled." msgstr "" @@ -35972,8 +36214,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"Called to allow adding controls at the beginning of a group or a sub-group in " -"the property list for [param object]." +"Called to allow adding controls at the beginning of a group or a sub-group " +"in the property list for [param object]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -35990,8 +36232,8 @@ msgstr "" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"Adds a property editor for an individual property. The [param editor] control " -"must extend [EditorProperty]." +"Adds a property editor for an individual property. The [param editor] " +"control must extend [EditorProperty]." msgstr "" #: doc/classes/EditorInspectorPlugin.xml @@ -36038,18 +36280,18 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Edits the given [Script]. The line and column on which to open the script can " -"also be specified. The script will be open with the user-configured editor " -"for the script's language which may be an external editor." +"Edits the given [Script]. The line and column on which to open the script " +"can also be specified. The script will be open with the user-configured " +"editor for the script's language which may be an external editor." msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Returns the main container of Godot editor's window. For example, you can use " -"it to retrieve the size of the container and place your controls " +"Returns the main container of Godot editor's window. For example, you can " +"use it to retrieve the size of the container and place your controls " "accordingly.\n" -"[b]Warning:[/b] Removing and freeing this node will render the editor useless " -"and may cause a crash." +"[b]Warning:[/b] Removing and freeing this node will render the editor " +"useless and may cause a crash." msgstr "" #: doc/classes/EditorInterface.xml @@ -36061,8 +36303,8 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Returns the current directory being viewed in the [FileSystemDock]. If a file " -"is selected, its base directory will be returned using [method String." +"Returns the current directory being viewed in the [FileSystemDock]. If a " +"file is selected, its base directory will be returned using [method String." "get_base_dir] instead." msgstr "" @@ -36088,8 +36330,8 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"Returns the editor control responsible for main screen plugins and tools. Use " -"it with plugins that implement [method EditorPlugin._has_main_screen].\n" +"Returns the editor control responsible for main screen plugins and tools. " +"Use it with plugins that implement [method EditorPlugin._has_main_screen].\n" "[b]Note:[/b] This node is a [VBoxContainer], which means that if you add a " "[Control] child to it, you need to set the child's [member Control." "size_flags_vertical] to [constant Control.SIZE_EXPAND_FILL] to make it use " @@ -36105,11 +36347,11 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " -"scale). This can be used to adjust position and dimensions of the UI added by " -"plugins.\n" +"scale). This can be used to adjust position and dimensions of the UI added " +"by plugins.\n" "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/" -"code] and [code]interface/editor/custom_display_scale[/code] editor settings. " -"Editor must be restarted for changes to be properly applied." +"code] and [code]interface/editor/custom_display_scale[/code] editor " +"settings. Editor must be restarted for changes to be properly applied." msgstr "" #: doc/classes/EditorInterface.xml @@ -36200,8 +36442,8 @@ msgid "" "are true:\n" "- [member EditorSettings.interface/multi_window/enable] is [code]true[/" "code].\n" -"- [member EditorSettings.interface/editor/single_window_mode] is [code]false[/" -"code].\n" +"- [member EditorSettings.interface/editor/single_window_mode] is " +"[code]false[/code].\n" "- [member Viewport.gui_embed_subwindows] is [code]false[/code]. This is " "forced to [code]true[/code] on platforms that don't support multiple windows " "such as Web, or when the [code]--single-window[/code] [url=$DOCS_URL/" @@ -36282,15 +36524,16 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Pops up an editor dialog for selecting a [Node] from the edited scene. The " -"[param callback] must take a single argument of type [NodePath]. It is called " -"on the selected [NodePath] or the empty path [code]^\"\"[/code] if the dialog " -"is canceled. If [param valid_types] is provided, the dialog will only show " -"Nodes that match one of the listed Node types.\n" +"[param callback] must take a single argument of type [NodePath]. It is " +"called on the selected [NodePath] or the empty path [code]^\"\"[/code] if " +"the dialog is canceled. If [param valid_types] is provided, the dialog will " +"only show Nodes that match one of the listed Node types.\n" "[b]Example:[/b]\n" "[codeblock]\n" "func _ready():\n" " if Engine.is_editor_hint():\n" -" EditorInterface.popup_node_selector(_on_node_selected, [\"Button\"])\n" +" EditorInterface.popup_node_selector(_on_node_selected, " +"[\"Button\"])\n" "\n" "func _on_node_selected(node_path):\n" " if node_path.is_empty():\n" @@ -36303,11 +36546,11 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" "Pops up an editor dialog for selecting properties from [param object]. The " -"[param callback] must take a single argument of type [NodePath]. It is called " -"on the selected property path (see [method NodePath.get_as_property_path]) or " -"the empty path [code]^\"\"[/code] if the dialog is canceled. If [param " -"type_filter] is provided, the dialog will only show properties that match one " -"of the listed [enum Variant.Type] values.\n" +"[param callback] must take a single argument of type [NodePath]. It is " +"called on the selected property path (see [method NodePath." +"get_as_property_path]) or the empty path [code]^\"\"[/code] if the dialog is " +"canceled. If [param type_filter] is provided, the dialog will only show " +"properties that match one of the listed [enum Variant.Type] values.\n" "[b]Example:[/b]\n" "[codeblock]\n" "func _ready():\n" @@ -36363,8 +36606,8 @@ msgid "" "[EditorFeatureProfile] class.\n" "[b]Note:[/b] The feature profile that gets activated must be located in the " "[code]feature_profiles[/code] directory, as a file with the [code].profile[/" -"code] extension. If a profile could not be found, an error occurs. The editor " -"configuration folder can be found by using [method EditorPaths." +"code] extension. If a profile could not be found, an error occurs. The " +"editor configuration folder can be found by using [method EditorPaths." "get_config_dir]." msgstr "" @@ -36388,8 +36631,8 @@ msgstr "" #: doc/classes/EditorInterface.xml msgid "" -"If [code]true[/code], enables distraction-free mode which hides side docks to " -"increase the space available for the main view." +"If [code]true[/code], enables distraction-free mode which hides side docks " +"to increase the space available for the main view." msgstr "" #: doc/classes/EditorInterface.xml @@ -36406,8 +36649,8 @@ msgstr "" msgid "" "Gizmo that is used for providing custom visualization and editing (handles " "and subgizmos) for [Node3D] objects. Can be overridden to create custom " -"gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually " -"recommended." +"gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is " +"usually recommended." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36418,16 +36661,17 @@ msgid "" "and the [param restore] argument as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" -"The [param secondary] argument is [code]true[/code] when the committed handle " -"is secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the committed " +"handle is secondary (see [method add_handles] for more information)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" -"Override this method to commit a group of subgizmos being edited (see [method " -"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " -"usually means creating an [UndoRedo] action for the change, using the current " -"transforms as \"do\" and the [param restores] transforms as \"undo\".\n" +"Override this method to commit a group of subgizmos being edited (see " +"[method _subgizmos_intersect_ray] and [method " +"_subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] " +"action for the change, using the current transforms as \"do\" and the [param " +"restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " "transforms should be directly set, without any [UndoRedo] action." msgstr "" @@ -36435,19 +36679,19 @@ msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" "Override this method to return the name of an edited handle (handles must " -"have been previously added by [method add_handles]). Handles can be named for " -"reference to the user when editing.\n" -"The [param secondary] argument is [code]true[/code] when the requested handle " -"is secondary (see [method add_handles] for more information)." +"have been previously added by [method add_handles]). Handles can be named " +"for reference to the user when editing.\n" +"The [param secondary] argument is [code]true[/code] when the requested " +"handle is secondary (see [method add_handles] for more information)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" -"Override this method to return the current value of a handle. This value will " -"be requested at the start of an edit and used as the [code]restore[/code] " -"argument in [method _commit_handle].\n" -"The [param secondary] argument is [code]true[/code] when the requested handle " -"is secondary (see [method add_handles] for more information)." +"Override this method to return the current value of a handle. This value " +"will be requested at the start of an edit and used as the [code]restore[/" +"code] argument in [method _commit_handle].\n" +"The [param secondary] argument is [code]true[/code] when the requested " +"handle is secondary (see [method add_handles] for more information)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36461,15 +36705,15 @@ msgstr "" msgid "" "Override this method to return [code]true[/code] whenever the given handle " "should be highlighted in the editor.\n" -"The [param secondary] argument is [code]true[/code] when the requested handle " -"is secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the requested " +"handle is secondary (see [method add_handles] for more information)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" -"Override this method to add all the gizmo elements whenever a gizmo update is " -"requested. It's common to call [method clear] at the beginning of this method " -"and then add visual elements depending on the node's properties." +"Override this method to add all the gizmo elements whenever a gizmo update " +"is requested. It's common to call [method clear] at the beginning of this " +"method and then add visual elements depending on the node's properties." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36478,8 +36722,8 @@ msgid "" "gizmo handle (previously added with [method add_handles]). The provided " "[param point] is the mouse position in screen coordinates and the [param " "camera] can be used to convert it to raycasts.\n" -"The [param secondary] argument is [code]true[/code] when the edited handle is " -"secondary (see [method add_handles] for more information)." +"The [param secondary] argument is [code]true[/code] when the edited handle " +"is secondary (see [method add_handles] for more information)." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36504,12 +36748,12 @@ msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" -"Override this method to allow selecting subgizmos using mouse clicks. Given a " -"[param camera] and a [param point] in screen coordinates, this method should " -"return which subgizmo should be selected. The returned value should be a " -"unique subgizmo identifier, which can have any non-negative value and will be " -"used in other virtual methods like [method _get_subgizmo_transform] or " -"[method _commit_subgizmos]." +"Override this method to allow selecting subgizmos using mouse clicks. Given " +"a [param camera] and a [param point] in screen coordinates, this method " +"should return which subgizmo should be selected. The returned value should " +"be a unique subgizmo identifier, which can have any non-negative value and " +"will be used in other virtual methods like [method _get_subgizmo_transform] " +"or [method _commit_subgizmos]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36521,7 +36765,8 @@ msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be " -"generated from a regular [Mesh] too. Call this method during [method _redraw]." +"generated from a regular [Mesh] too. Call this method during [method " +"_redraw]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36536,8 +36781,8 @@ msgid "" "higher priority than regular handles. This change in priority can be used to " "place multiple handles at the same point while still giving the user control " "on their selection.\n" -"There are virtual methods which will be called upon editing of these handles. " -"Call this method during [method _redraw]." +"There are virtual methods which will be called upon editing of these " +"handles. Call this method during [method _redraw]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36582,8 +36827,8 @@ msgstr "" #: doc/classes/EditorNode3DGizmo.xml msgid "" -"Returns [code]true[/code] if the given subgizmo is currently selected. Can be " -"used to highlight selected elements during [method _redraw]." +"Returns [code]true[/code] if the given subgizmo is currently selected. Can " +"be used to highlight selected elements during [method _redraw]." msgstr "" #: doc/classes/EditorNode3DGizmo.xml @@ -36604,10 +36849,10 @@ msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the " -"documentation for more info.\n" +"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial " +"in the documentation for more info.\n" "To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin." "add_node_3d_gizmo_plugin] method first." msgstr "" @@ -36631,22 +36876,23 @@ msgid "" "\"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restore] " "value should be directly set, without any [UndoRedo] action.\n" -"The [param secondary] argument is [code]true[/code] when the committed handle " -"is secondary (see [method EditorNode3DGizmo.add_handles] for more " +"The [param secondary] argument is [code]true[/code] when the committed " +"handle is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Override this method to commit a group of subgizmos being edited (see [method " -"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This " -"usually means creating an [UndoRedo] action for the change, using the current " -"transforms as \"do\" and the [param restores] transforms as \"undo\".\n" +"Override this method to commit a group of subgizmos being edited (see " +"[method _subgizmos_intersect_ray] and [method " +"_subgizmos_intersect_frustum]). This usually means creating an [UndoRedo] " +"action for the change, using the current transforms as \"do\" and the [param " +"restores] transforms as \"undo\".\n" "If the [param cancel] argument is [code]true[/code], the [param restores] " -"transforms should be directly set, without any [UndoRedo] action. As with all " -"subgizmo methods, transforms are given in local space respect to the gizmo's " -"Node3D. Called for this plugin's active gizmos." +"transforms should be directly set, without any [UndoRedo] action. As with " +"all subgizmo methods, transforms are given in local space respect to the " +"gizmo's Node3D. Called for this plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml @@ -36666,29 +36912,29 @@ msgstr "" msgid "" "Override this method to provide gizmo's handle names. The [param secondary] " "argument is [code]true[/code] when the requested handle is secondary (see " -"[method EditorNode3DGizmo.add_handles] for more information). Called for this " -"plugin's active gizmos." +"[method EditorNode3DGizmo.add_handles] for more information). Called for " +"this plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Override this method to return the current value of a handle. This value will " -"be requested at the start of an edit and used as the [code]restore[/code] " -"argument in [method _commit_handle].\n" -"The [param secondary] argument is [code]true[/code] when the requested handle " -"is secondary (see [method EditorNode3DGizmo.add_handles] for more " +"Override this method to return the current value of a handle. This value " +"will be requested at the start of an edit and used as the [code]restore[/" +"code] argument in [method _commit_handle].\n" +"The [param secondary] argument is [code]true[/code] when the requested " +"handle is secondary (see [method EditorNode3DGizmo.add_handles] for more " "information).\n" "Called for this plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Override this method to set the gizmo's priority. Gizmos with higher priority " -"will have precedence when processing inputs like handles or subgizmos " -"selection.\n" +"Override this method to set the gizmo's priority. Gizmos with higher " +"priority will have precedence when processing inputs like handles or " +"subgizmos selection.\n" "All built-in editor gizmos return a priority of [code]-1[/code]. If not " -"overridden, this method will return [code]0[/code], which means custom gizmos " -"will automatically get higher priority than built-in gizmos." +"overridden, this method will return [code]0[/code], which means custom " +"gizmos will automatically get higher priority than built-in gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml @@ -36725,10 +36971,10 @@ msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Override this method to add all the gizmo elements whenever a gizmo update is " -"requested. It's common to call [method EditorNode3DGizmo.clear] at the " -"beginning of this method and then add visual elements depending on the node's " -"properties." +"Override this method to add all the gizmo elements whenever a gizmo update " +"is requested. It's common to call [method EditorNode3DGizmo.clear] at the " +"beginning of this method and then add visual elements depending on the " +"node's properties." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml @@ -36737,8 +36983,9 @@ msgid "" "gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). " "The provided [param screen_pos] is the mouse position in screen coordinates " "and the [param camera] can be used to convert it to raycasts.\n" -"The [param secondary] argument is [code]true[/code] when the edited handle is " -"secondary (see [method EditorNode3DGizmo.add_handles] for more information).\n" +"The [param secondary] argument is [code]true[/code] when the edited handle " +"is secondary (see [method EditorNode3DGizmo.add_handles] for more " +"information).\n" "Called for this plugin's active gizmos." msgstr "" @@ -36755,27 +37002,28 @@ msgid "" "Override this method to allow selecting subgizmos using mouse drag box " "selection. Given a [param camera] and [param frustum_planes], this method " "should return which subgizmos are contained within the frustums. The [param " -"frustum_planes] argument consists of an array with all the [Plane]s that make " -"up the selection frustum. The returned value should contain a list of unique " -"subgizmo identifiers, these identifiers can have any non-negative value and " +"frustum_planes] argument consists of an array with all the [Plane]s that " +"make up the selection frustum. The returned value should contain a list of " +"unique subgizmo identifiers, these identifiers can have any non-negative " +"value and will be used in other virtual methods like [method " +"_get_subgizmo_transform] or [method _commit_subgizmos]. Called for this " +"plugin's active gizmos." +msgstr "" + +#: doc/classes/EditorNode3DGizmoPlugin.xml +msgid "" +"Override this method to allow selecting subgizmos using mouse clicks. Given " +"a [param camera] and a [param screen_pos] in screen coordinates, this method " +"should return which subgizmo should be selected. The returned value should " +"be a unique subgizmo identifier, which can have any non-negative value and " "will be used in other virtual methods like [method _get_subgizmo_transform] " "or [method _commit_subgizmos]. Called for this plugin's active gizmos." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Override this method to allow selecting subgizmos using mouse clicks. Given a " -"[param camera] and a [param screen_pos] in screen coordinates, this method " -"should return which subgizmo should be selected. The returned value should be " -"a unique subgizmo identifier, which can have any non-negative value and will " -"be used in other virtual methods like [method _get_subgizmo_transform] or " -"[method _commit_subgizmos]. Called for this plugin's active gizmos." -msgstr "" - -#: doc/classes/EditorNode3DGizmoPlugin.xml -msgid "" -"Adds a new material to the internal material list for the plugin. It can then " -"be accessed with [method get_material]. Should not be overridden." +"Adds a new material to the internal material list for the plugin. It can " +"then be accessed with [method get_material]. Should not be overridden." msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml @@ -36797,8 +37045,8 @@ msgstr "" #: doc/classes/EditorNode3DGizmoPlugin.xml msgid "" -"Creates an unshaded material with its variants (selected and/or editable) and " -"adds them to the internal material list. They can then be accessed with " +"Creates an unshaded material with its variants (selected and/or editable) " +"and adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorNode3DGizmo.add_mesh] and " "[method EditorNode3DGizmo.add_lines]. Should not be overridden." msgstr "" @@ -36824,11 +37072,11 @@ msgid "" "[b]Note:[/b] This singleton is not accessible in exported projects. " "Attempting to access it in an exported project will result in a script error " "as the singleton won't be declared. To prevent script errors in exported " -"projects, use [method Engine.has_singleton] to check whether the singleton is " -"available before using it.\n" +"projects, use [method Engine.has_singleton] to check whether the singleton " +"is available before using it.\n" "[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" -"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " -"Directory Specification[/url]. You can override environment variables " +"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG " +"Base Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." msgstr "" @@ -36877,9 +37125,9 @@ msgstr "" #: doc/classes/EditorPaths.xml msgid "" -"Returns the project-specific editor settings path. Projects all have a unique " -"subdirectory inside the settings path where project-specific editor settings " -"are saved." +"Returns the project-specific editor settings path. Projects all have a " +"unique subdirectory inside the settings path where project-specific editor " +"settings are saved." msgstr "" #: doc/classes/EditorPaths.xml @@ -36894,8 +37142,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if the editor is marked as self-contained, " "[code]false[/code] otherwise. When self-contained mode is enabled, user " -"configuration, data and cache files are saved in an [code]editor_data/[/code] " -"folder next to the editor binary. This makes portable usage easier and " +"configuration, data and cache files are saved in an [code]editor_data/[/" +"code] folder next to the editor binary. This makes portable usage easier and " "ensures the Godot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" @@ -36917,9 +37165,10 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Plugins are used by the editor to extend functionality. The most common types " -"of plugins are those which edit a given node or resource type, import plugins " -"and export plugins. See also [EditorScript] to add functions to the editor.\n" +"Plugins are used by the editor to extend functionality. The most common " +"types of plugins are those which edit a given node or resource type, import " +"plugins and export plugins. See also [EditorScript] to add functions to the " +"editor.\n" "[b]Note:[/b] Some names in this class contain \"left\" or \"right\" (e.g. " "[constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and " "would be backwards when using right-to-left layout. These names are kept for " @@ -36932,20 +37181,20 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"This method is called when the editor is about to save the project, switch to " -"another tab, etc. It asks the plugin to apply any pending state changes to " -"ensure consistency.\n" +"This method is called when the editor is about to save the project, switch " +"to another tab, etc. It asks the plugin to apply any pending state changes " +"to ensure consistency.\n" "This is used, for example, in shader editors to let the plugin know that it " "must apply the shader code being written by the user to the object." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"This method is called when the editor is about to run the project. The plugin " -"can then perform required operations before the project runs.\n" -"This method must return a boolean. If this method returns [code]false[/code], " -"the project will not run. The run is aborted immediately, so this also " -"prevents all other plugins' [method _build] methods from running." +"This method is called when the editor is about to run the project. The " +"plugin can then perform required operations before the project runs.\n" +"This method must return a boolean. If this method returns [code]false[/" +"code], the project will not run. The run is aborted immediately, so this " +"also prevents all other plugins' [method _build] methods from running." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37019,9 +37268,9 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"This method is the same as [method _forward_3d_draw_over_viewport], except it " -"draws on top of everything. Useful when you need an extra layer that shows " -"over anything else.\n" +"This method is the same as [method _forward_3d_draw_over_viewport], except " +"it draws on top of everything. Useful when you need an extra layer that " +"shows over anything else.\n" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" @@ -37029,9 +37278,9 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Called when there is a root node in the current edited scene, [method " -"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. The " -"return value decides whether the [InputEvent] is consumed or forwarded to " -"other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n" +"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. " +"The return value decides whether the [InputEvent] is consumed or forwarded " +"to other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -37079,7 +37328,8 @@ msgid "" "[gdscript]\n" "func _forward_canvas_draw_over_viewport(overlay):\n" " # Draw a circle at cursor position.\n" -" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n" +" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." +"WHITE)\n" "\n" "func _forward_canvas_gui_input(event):\n" " if event is InputEventMouseMotion:\n" @@ -37089,7 +37339,8 @@ msgid "" " return false\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n" +"public override void _ForwardCanvasDrawOverViewport(Control " +"viewportControl)\n" "{\n" " // Draw a circle at cursor position.\n" " viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, " @@ -37180,7 +37431,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -37215,17 +37466,17 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Override this method to provide a state data you want to be saved, like view " -"position, grid settings, folding, etc. This is used when saving the scene (so " -"state is kept when opening it again) and for switching tabs (so state can be " -"restored when the tab returns). This data is automatically saved for each " -"scene in an [code]editstate[/code] file in the editor metadata folder. If you " -"want to store global (scene-independent) editor data for your plugin, you can " -"use [method _get_window_layout] instead.\n" +"position, grid settings, folding, etc. This is used when saving the scene " +"(so state is kept when opening it again) and for switching tabs (so state " +"can be restored when the tab returns). This data is automatically saved for " +"each scene in an [code]editstate[/code] file in the editor metadata folder. " +"If you want to store global (scene-independent) editor data for your plugin, " +"you can use [method _get_window_layout] instead.\n" "Use [method _set_state] to restore your saved state.\n" "[b]Note:[/b] This method should not be used to save important settings that " "should persist with the project.\n" -"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to be " -"stored and restored correctly.\n" +"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to " +"be stored and restored correctly.\n" "[codeblock]\n" "func _get_state():\n" " var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" @@ -37290,9 +37541,9 @@ msgid "" "requests them. If you have declared the methods [method " "_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be " "called too.\n" -"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If " -"a plugin handles more types of objects and they are edited at the same time, " -"it will result in errors." +"[b]Note:[/b] Each plugin should handle only one type of objects at a time. " +"If a plugin handles more types of objects and they are edited at the same " +"time, it will result in errors." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37339,8 +37590,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"This method is called after the editor saves the project or when it's closed. " -"It asks the plugin to save edited external scenes/resources." +"This method is called after the editor saves the project or when it's " +"closed. It asks the plugin to save edited external scenes/resources." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37376,11 +37627,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37390,8 +37642,8 @@ msgid "" "UI.\n" "Please remember that you have to manage the visibility of your custom " "controls yourself (and likely hide it after adding it).\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_container] and free it with [method Node." +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" @@ -37400,17 +37652,18 @@ msgid "" "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n" "If the dock is repositioned and as long as the plugin is active, the editor " "will save the dock position on further sessions.\n" -"When your plugin is deactivated, make sure to remove your custom control with " -"[method remove_control_from_docks] and free it with [method Node.queue_free]." +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_docks] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" -"When a given node or resource is selected, the base type will be instantiated " -"(e.g. \"Node3D\", \"Control\", \"Resource\"), then the script will be loaded " -"and set to this object.\n" +"When a given node or resource is selected, the base type will be " +"instantiated (e.g. \"Node3D\", \"Control\", \"Resource\"), then the script " +"will be loaded and set to this object.\n" "[b]Note:[/b] The base type is the base engine class which this type's class " "hierarchy inherits, not any custom type parent classes.\n" "You can use the virtual method [method _handles] to check if your custom " @@ -37448,9 +37701,9 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend " -"[EditorInspector] and provide custom configuration tools for your object's " -"properties.\n" +"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to " +"extend [EditorInspector] and provide custom configuration tools for your " +"object's properties.\n" "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the " "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to " "prevent leaks and an unexpected behavior.\n" @@ -37478,8 +37731,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins " -"are used to add custom resource converters to the editor inspector.\n" +"Registers a new [EditorResourceConversionPlugin]. Resource conversion " +"plugins are used to add custom resource converters to the editor inspector.\n" "See [EditorResourceConversionPlugin] for an example of how to create a " "resource conversion plugin." msgstr "" @@ -37522,8 +37775,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Hooks a callback into the undo/redo action creation when a property is " -"modified in the inspector. This allows, for example, to save other properties " -"that may be lost when a given property is modified.\n" +"modified in the inspector. This allows, for example, to save other " +"properties that may be lost when a given property is modified.\n" "The callback should have 4 arguments: [Object] [code]undo_redo[/code], " "[Object] [code]modified_object[/code], [String] [code]property[/code] and " "[Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] " @@ -37561,8 +37814,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the undo/redo object. Most actions in the editor can be undoable, so use " -"this object to make sure this happens when it's worth it." +"Gets the undo/redo object. Most actions in the editor can be undoable, so " +"use this object to make sure this happens when it's worth it." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37660,9 +37913,9 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" "Enables calling of [method _forward_canvas_force_draw_over_viewport] for the " -"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor " -"when their viewports are updated. You need to call this method only once and " -"it will work permanently for this plugin." +"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D " +"editor when their viewports are updated. You need to call this method only " +"once and it will work permanently for this plugin." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37674,8 +37927,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Updates the overlays of the 2D and 3D editor viewport. Causes methods [method " -"_forward_canvas_draw_over_viewport], [method " +"Updates the overlays of the 2D and 3D editor viewport. Causes methods " +"[method _forward_canvas_draw_over_viewport], [method " "_forward_canvas_force_draw_over_viewport], [method " "_forward_3d_draw_over_viewport] and [method " "_forward_3d_force_draw_over_viewport] to be called." @@ -37683,8 +37936,8 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], " -"[b]AssetLib[/b]). Also works with custom screens defined by plugins." +"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" +"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37703,9 +37956,9 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Emitted when the scene is changed in the editor. The argument will return the " -"root node of the scene that has just become active. If this scene is new and " -"empty, the argument will be [code]null[/code]." +"Emitted when the scene is changed in the editor. The argument will return " +"the root node of the scene that has just become active. If this scene is new " +"and empty, the argument will be [code]null[/code]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -37855,10 +38108,11 @@ msgstr "" #: doc/classes/EditorProperty.xml msgid "" -"If one or several properties have changed, this must be called. [param field] " -"is used in case your editor can modify fields separately (as an example, " -"Vector3.x). The [param changing] argument avoids the editor requesting this " -"property to be refreshed (leave as [code]false[/code] if unsure)." +"If one or several properties have changed, this must be called. [param " +"field] is used in case your editor can modify fields separately (as an " +"example, Vector3.x). The [param changing] argument avoids the editor " +"requesting this property to be refreshed (leave as [code]false[/code] if " +"unsure)." msgstr "" #: doc/classes/EditorProperty.xml @@ -37874,8 +38128,8 @@ msgstr "" #: doc/classes/EditorProperty.xml msgid "" -"Puts the [param editor] control below the property label. The control must be " -"previously added using [method Node.add_child]." +"Puts the [param editor] control below the property label. The control must " +"be previously added using [method Node.add_child]." msgstr "" #: doc/classes/EditorProperty.xml @@ -37924,8 +38178,8 @@ msgstr "" #: doc/classes/EditorProperty.xml msgid "" -"Emit it if you want multiple properties modified at the same time. Do not use " -"if added via [method EditorInspectorPlugin._parse_property]." +"Emit it if you want multiple properties modified at the same time. Do not " +"use if added via [method EditorInspectorPlugin._parse_property]." msgstr "" #: doc/classes/EditorProperty.xml @@ -37939,7 +38193,8 @@ msgid "" msgstr "" #: doc/classes/EditorProperty.xml -msgid "Do not emit this manually, use the [method emit_changed] method instead." +msgid "" +"Do not emit this manually, use the [method emit_changed] method instead." msgstr "" #: doc/classes/EditorProperty.xml @@ -38064,8 +38319,9 @@ msgstr "" #: doc/classes/EditorResourcePicker.xml msgid "" -"Returns a list of all allowed types and subtypes corresponding to the [member " -"base_type]. If the [member base_type] is empty, an empty list is returned." +"Returns a list of all allowed types and subtypes corresponding to the " +"[member base_type]. If the [member base_type] is empty, an empty list is " +"returned." msgstr "" #: doc/classes/EditorResourcePicker.xml @@ -38193,8 +38449,9 @@ msgstr "" #: doc/classes/EditorResourcePreviewGenerator.xml msgid "" -"Generate a preview directly from a path with the specified size. Implementing " -"this is optional, as default code will load and call [method _generate].\n" +"Generate a preview directly from a path with the specified size. " +"Implementing this is optional, as default code will load and call [method " +"_generate].\n" "Returning an empty texture is an OK way to fail and let another generator " "take care.\n" "Care must be taken because this function is always called from a thread (not " @@ -38244,15 +38501,15 @@ msgstr "" msgid "" "Create and return a tooltip that will be displayed when the user hovers a " "resource under the given [param path] in filesystem dock.\n" -"The [param metadata] dictionary is provided by preview generator (see [method " -"EditorResourcePreviewGenerator._generate]).\n" +"The [param metadata] dictionary is provided by preview generator (see " +"[method EditorResourcePreviewGenerator._generate]).\n" "[param base] is the base default tooltip, which is a [VBoxContainer] with a " "file name, type and size labels. If another plugin handled the same file " "type, [param base] will be output from the previous plugin. For best result, " "make sure the base tooltip is part of the returned [Control].\n" "[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially " -"with heavy resources like models or textures, because it will make the editor " -"unresponsive when creating the tooltip. You can use [method " +"with heavy resources like models or textures, because it will make the " +"editor unresponsive when creating the tooltip. You can use [method " "request_thumbnail] if you want to display a preview in your tooltip.\n" "[b]Note:[/b] If you decide to discard the [param base], make sure to call " "[method Node.queue_free], because it's not freed automatically.\n" @@ -38260,8 +38517,8 @@ msgid "" "func _make_tooltip_for_path(path, metadata, base):\n" " var t_rect = TextureRect.new()\n" " request_thumbnail(path, t_rect)\n" -" base.add_child(t_rect) # The TextureRect will appear at the bottom of the " -"tooltip.\n" +" base.add_child(t_rect) # The TextureRect will appear at the bottom of " +"the tooltip.\n" " return base\n" "[/codeblock]" msgstr "" @@ -38304,19 +38561,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the project " -"folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -38326,8 +38595,8 @@ msgstr "" #: doc/classes/EditorScenePostImport.xml msgid "" "Imported scenes can be automatically modified right after import by setting " -"their [b]Custom Script[/b] Import property to a [code]tool[/code] script that " -"inherits from this class.\n" +"their [b]Custom Script[/b] Import property to a [code]tool[/code] script " +"that inherits from this class.\n" "The [method _post_import] callback receives the imported scene's root node " "and returns the modified version of the scene. Usage example:\n" "[codeblocks]\n" @@ -38428,8 +38697,8 @@ msgstr "" #: doc/classes/EditorScenePostImportPlugin.xml msgid "" -"Return true or false whether a given option should be visible. Return null to " -"ignore." +"Return true or false whether a given option should be visible. Return null " +"to ignore." msgstr "" #: doc/classes/EditorScenePostImportPlugin.xml @@ -38450,8 +38719,8 @@ msgstr "" #: doc/classes/EditorScenePostImportPlugin.xml msgid "" -"Add a specific import option (name and default value only). This function can " -"only be called from [method _get_import_options] and [method " +"Add a specific import option (name and default value only). This function " +"can only be called from [method _get_import_options] and [method " "_get_internal_import_options]." msgstr "" @@ -38473,8 +38742,8 @@ msgstr "" #: doc/classes/EditorScript.xml msgid "" -"Scripts extending this class and implementing its [method _run] method can be " -"executed from the Script Editor's [b]File > Run[/b] menu option (or by " +"Scripts extending this class and implementing its [method _run] method can " +"be executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " "useful for adding custom in-editor functionality to Godot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" @@ -38531,12 +38800,12 @@ msgstr "" #: doc/classes/EditorScriptPicker.xml msgid "" -"Similar to [EditorResourcePicker] this [Control] node is used in the editor's " -"Inspector dock, but only to edit the [code]script[/code] property of a " -"[Node]. Default options for creating new resources of all possible subtypes " -"are replaced with dedicated buttons that open the \"Attach Node Script\" " -"dialog. Can be used with [EditorInspectorPlugin] to recreate the same " -"behavior.\n" +"Similar to [EditorResourcePicker] this [Control] node is used in the " +"editor's Inspector dock, but only to edit the [code]script[/code] property " +"of a [Node]. Default options for creating new resources of all possible " +"subtypes are replaced with dedicated buttons that open the \"Attach Node " +"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the " +"same behavior.\n" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" @@ -38560,7 +38829,8 @@ msgstr "" msgid "" "Adds a node to the selection.\n" "[b]Note:[/b] The newly selected node will not be automatically edited in the " -"inspector. If you want to edit a node, use [method EditorInterface.edit_node]." +"inspector. If you want to edit a node, use [method EditorInterface." +"edit_node]." msgstr "" #: doc/classes/EditorSelection.xml @@ -38568,14 +38838,14 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +msgid "Returns the list of selected nodes." msgstr "" #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -38592,11 +38862,11 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"Object that holds the project-independent editor settings. These settings are " -"generally visible in the [b]Editor > Editor Settings[/b] menu.\n" +"Object that holds the project-independent editor settings. These settings " +"are generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " -"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" +"can be of any [Variant] type. It's recommended to use [code]snake_case[/" +"code] for editor settings to be consistent with the Godot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" @@ -38732,8 +39002,8 @@ msgstr "" msgid "" "Sets the initial value of the setting specified by [param name] to [param " "value]. This is used to provide a value for the Revert button in the Editor " -"Settings. If [param update_current] is true, the current value of the setting " -"will be set to [param value] as well." +"Settings. If [param update_current] is true, the current value of the " +"setting will be set to [param value] as well." msgstr "" #: doc/classes/EditorSettings.xml @@ -38746,7 +39016,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"Sets the list of recently visited folders in the file dialog for this project." +"Sets the list of recently visited folders in the file dialog for this " +"project." msgstr "" #: doc/classes/EditorSettings.xml @@ -38758,8 +39029,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], automatically switches to the [b]Remote[/b] scene tree " -"when running the project from the editor. If [code]false[/code], stays on the " -"[b]Local[/b] scene tree when running the project from the editor." +"when running the project from the editor. If [code]false[/code], stays on " +"the [b]Local[/b] scene tree when running the project from the editor." msgstr "" #: doc/classes/EditorSettings.xml @@ -38779,27 +39050,28 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The maximum number of script functions that can be displayed per frame in the " -"profiler. If there are more script functions called in a given profiler " +"The maximum number of script functions that can be displayed per frame in " +"the profiler. If there are more script functions called in a given profiler " "frame, these functions will be discarded from the profiling results " "entirely.\n" -"[b]Note:[/b] This setting is only read when the profiler is first started, so " -"changing it during profiling will have no effect." +"[b]Note:[/b] This setting is only read when the profiler is first started, " +"so changing it during profiling will have no effect." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The refresh interval for the remote inspector's properties (in seconds). " -"Lower values are more reactive, but may cause stuttering while the project is " -"running from the editor and the [b]Remote[/b] scene tree is selected in the " -"Scene tree dock." +"Lower values are more reactive, but may cause stuttering while the project " +"is running from the editor and the [b]Remote[/b] scene tree is selected in " +"the Scene tree dock." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The refresh interval for the remote scene tree (in seconds). Lower values are " -"more reactive, but may cause stuttering while the project is running from the " -"editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock." +"The refresh interval for the remote scene tree (in seconds). Lower values " +"are more reactive, but may cause stuttering while the project is running " +"from the editor and the [b]Remote[/b] scene tree is selected in the Scene " +"tree dock." msgstr "" #: doc/classes/EditorSettings.xml @@ -38808,8 +39080,8 @@ msgid "" "when split mode is enabled. If [code]false[/code], only files will be " "displayed in the bottom pane. Split mode can be toggled by pressing the icon " "next to the [code]res://[/code] folder path.\n" -"[b]Note:[/b] This setting has no effect when split mode is disabled (which is " -"the default)." +"[b]Note:[/b] This setting has no effect when split mode is disabled (which " +"is the default)." msgstr "" #: doc/classes/EditorSettings.xml @@ -38854,10 +39126,10 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], the Create dialog (Create New Node/Create New Resource) " -"will start with all its sections expanded. Otherwise, sections will be " -"collapsed until the user starts searching (which will automatically expand " -"sections as needed)." +"If [code]true[/code], the Create dialog (Create New Node/Create New " +"Resource) will start with all its sections expanded. Otherwise, sections " +"will be collapsed until the user starts searching (which will automatically " +"expand sections as needed)." msgstr "" #: doc/classes/EditorSettings.xml @@ -38888,8 +39160,8 @@ msgstr "" msgid "" "The outline size in the 2D skeleton editor (in pixels). See also [member " "editors/2d/bone_width].\n" -"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node " -"in any way, or closing and reopening the scene." +"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] " +"node in any way, or closing and reopening the scene." msgstr "" #: doc/classes/EditorSettings.xml @@ -38902,8 +39174,8 @@ msgstr "" msgid "" "The bone width in the 2D skeleton editor (in pixels). See also [member " "editors/2d/bone_outline_size].\n" -"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node " -"in any way, or closing and reopening the scene." +"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] " +"node in any way, or closing and reopening the scene." msgstr "" #: doc/classes/EditorSettings.xml @@ -38919,9 +39191,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The color to use when drawing smart snapping lines in the 2D editor. The " -"smart snapping lines will automatically display when moving 2D nodes if smart " -"snapping is enabled in the Snapping Options menu at the top of the 2D editor " -"viewport." +"smart snapping lines will automatically display when moving 2D nodes if " +"smart snapping is enabled in the Snapping Options menu at the top of the 2D " +"editor viewport." msgstr "" #: doc/classes/EditorSettings.xml @@ -38933,8 +39205,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The color of the viewport border in the 2D editor. This border represents the " -"viewport's size at the base resolution defined in the Project Settings. " +"The color of the viewport border in the 2D editor. This border represents " +"the viewport's size at the base resolution defined in the Project Settings. " "Objects placed outside this border will not be visible unless a [Camera2D] " "node is used, or unless the window is resized and the stretch mode is set to " "[code]disabled[/code]." @@ -38943,12 +39215,13 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The default camera vertical field of view to use in the 3D editor (in " -"degrees). The camera field of view can be adjusted on a per-scene basis using " -"the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera " -"field of view adjusted using the [b]View[/b] menu, this setting is ignored in " -"the scene in question. This setting is also ignored while a [Camera3D] node " -"is being previewed in the editor.\n" -"[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode." +"degrees). The camera field of view can be adjusted on a per-scene basis " +"using the [b]View[/b] menu at the top of the 3D editor. If a scene had its " +"camera field of view adjusted using the [b]View[/b] menu, this setting is " +"ignored in the scene in question. This setting is also ignored while a " +"[Camera3D] node is being previewed in the editor.\n" +"[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect " +"mode." msgstr "" #: doc/classes/EditorSettings.xml @@ -38957,8 +39230,8 @@ msgid "" "Higher values make it possible to view objects placed further away from the " "camera, at the cost of lower precision in the depth buffer (which can result " "in visible Z-fighting in the distance). The camera far clip distance can be " -"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D " -"editor. If a scene had its camera far clip distance adjusted using the " +"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the " +"3D editor. If a scene had its camera far clip distance adjusted using the " "[b]View[/b] menu, this setting is ignored in the scene in question. This " "setting is also ignored while a [Camera3D] node is being previewed in the " "editor." @@ -38967,13 +39240,14 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The default camera near clip distance to use in the 3D editor (in degrees). " -"Lower values make it possible to view objects placed closer to the camera, at " -"the cost of lower precision in the depth buffer (which can result in visible " -"Z-fighting in the distance). The camera near clip distance can be adjusted on " -"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If " -"a scene had its camera near clip distance adjusted using the [b]View[/b] " -"menu, this setting is ignored in the scene in question. This setting is also " -"ignored while a [Camera3D] node is being previewed in the editor." +"Lower values make it possible to view objects placed closer to the camera, " +"at the cost of lower precision in the depth buffer (which can result in " +"visible Z-fighting in the distance). The camera near clip distance can be " +"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the " +"3D editor. If a scene had its camera near clip distance adjusted using the " +"[b]View[/b] menu, this setting is ignored in the scene in question. This " +"setting is also ignored while a [Camera3D] node is being previewed in the " +"editor." msgstr "" #: doc/classes/EditorSettings.xml @@ -38982,17 +39256,18 @@ msgid "" "pressing the right mouse button).\n" "[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard " "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " -"be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " +"will be intercepted by the window manager when clicking a mouse button at " +"the same time. This means Godot will not see the modifier key as being " +"pressed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The base 3D freelook speed in units per second. This can be adjusted by using " -"the mouse wheel while in freelook mode, or by holding down the \"fast\" or " -"\"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, " -"respectively)." +"The base 3D freelook speed in units per second. This can be adjusted by " +"using the mouse wheel while in freelook mode, or by holding down the " +"\"fast\" or \"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by " +"default, respectively)." msgstr "" #: doc/classes/EditorSettings.xml @@ -39006,14 +39281,14 @@ msgid "" "The navigation scheme to use when freelook is enabled in the 3D editor. Some " "of the navigation schemes below may be more convenient when designing " "specific levels in the 3D editor.\n" -"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", \"Freelook " -"Up\" and \"Freelook Down\" keys will move relative to the camera, taking its " -"pitch angle into account for the movement.\n" +"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", " +"\"Freelook Up\" and \"Freelook Down\" keys will move relative to the camera, " +"taking its pitch angle into account for the movement.\n" "- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook " -"Backward\" keys will move relative to the camera, taking its pitch angle into " -"account for the movement. The \"Freelook Up\" and \"Freelook Down\" keys will " -"move in an \"absolute\" manner, [i]not[/i] taking the camera's pitch angle " -"into account for the movement.\n" +"Backward\" keys will move relative to the camera, taking its pitch angle " +"into account for the movement. The \"Freelook Up\" and \"Freelook Down\" " +"keys will move in an \"absolute\" manner, [i]not[/i] taking the camera's " +"pitch angle into account for the movement.\n" "- [b]Fully Axis-Locked:[/b] The \"Freelook Forward\", \"Freelook Backward\", " "\"Freelook Up\" and \"Freelook Down\" keys will move in an \"absolute\" " "manner, [i]not[/i] taking the camera's pitch angle into account for the " @@ -39066,8 +39341,8 @@ msgstr "" msgid "" "The grid size in units. Higher values prevent the grid from appearing \"cut " "off\" at certain angles, but make the grid more demanding to render. " -"Depending on the camera's position, the grid may not be fully visible since a " -"shader is used to fade it progressively." +"Depending on the camera's position, the grid may not be fully visible since " +"a shader is used to fade it progressively." msgstr "" #: doc/classes/EditorSettings.xml @@ -39091,8 +39366,8 @@ msgid "" "If [code]true[/code], enables 3-button mouse emulation mode. This is useful " "on laptops when using a trackpad.\n" "When 3-button mouse emulation mode is enabled, the pan, zoom and orbit " -"modifiers can always be used in the 3D editor viewport, even when not holding " -"down any mouse button.\n" +"modifiers can always be used in the 3D editor viewport, even when not " +"holding down any mouse button.\n" "[b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/" "navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for " "orbiting in this mode to improve usability with graphics tablets." @@ -39100,9 +39375,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys " -"to function as their equivalent numpad keys for 3D editor navigation. This " -"should be enabled on keyboards that have no numeric keypad available." +"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] " +"keys to function as their equivalent numpad keys for 3D editor navigation. " +"This should be enabled on keyboards that have no numeric keypad available." msgstr "" #: doc/classes/EditorSettings.xml @@ -39121,20 +39396,21 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " -"affect the mouse buttons that must be held down to perform certain operations " -"in the 3D editor viewport.\n" +"affect the mouse buttons that must be held down to perform certain " +"operations in the 3D editor viewport.\n" "- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" -"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse " -"button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times " -"faster. [kbd]Mouse wheel[/kbd] to zoom.\n" +"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle " +"mouse button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 " +"times faster. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift " "+ Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] " "to zoom.\n" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " -"be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " +"will be intercepted by the window manager when clicking a mouse button at " +"the same time. This means Godot will not see the modifier key as being " +"pressed." msgstr "" #: doc/classes/EditorSettings.xml @@ -39143,32 +39419,35 @@ msgid "" "[b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is " "[code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to " "improve usability with graphics tablets.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " -"be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " +"will be intercepted by the window manager when clicking a mouse button at " +"the same time. This means Godot will not see the modifier key as being " +"pressed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The modifier key that must be held to pan in the 3D editor.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " -"be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " +"will be intercepted by the window manager when clicking a mouse button at " +"the same time. This means Godot will not see the modifier key as being " +"pressed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], warps the mouse around the 3D viewport while panning in " -"the 3D editor. This makes it possible to pan over a large area without having " -"to exit panning and adjust the mouse cursor." +"If [code]true[/code], warps the mouse around the 3D viewport while panning " +"in the 3D editor. This makes it possible to pan over a large area without " +"having to exit panning and adjust the mouse cursor." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" -"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " -"be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key " +"will be intercepted by the window manager when clicking a mouse button at " +"the same time. This means Godot will not see the modifier key as being " +"pressed." msgstr "" #: doc/classes/EditorSettings.xml @@ -39185,8 +39464,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The mouse sensitivity to use when orbiting in the 3D editor. See also [member " -"editors/3d/freelook/freelook_sensitivity]." +"The mouse sensitivity to use when orbiting in the 3D editor. See also " +"[member editors/3d/freelook/freelook_sensitivity]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39231,8 +39510,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The color override to use for 3D editor gizmos if the [Node3D] in question is " -"part of an instantiated scene file (from the perspective of the current " +"The color override to use for 3D editor gizmos if the [Node3D] in question " +"is part of an instantiated scene file (from the perspective of the current " "scene)." msgstr "" @@ -39303,8 +39582,8 @@ msgid "" "Controls whether the mouse wheel scroll zooms or pans in the animation track " "and Bezier editors. See also [member editors/" "panning/2d_editor_panning_scheme] and [member editors/panning/" -"sub_editors_panning_scheme] (which controls the animation blend tree editor's " -"pan behavior)." +"sub_editors_panning_scheme] (which controls the animation blend tree " +"editor's pan behavior)." msgstr "" #: doc/classes/EditorSettings.xml @@ -39317,18 +39596,25 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"Controls whether the mouse wheel scroll zooms or pans in subeditors. The list " -"of affected subeditors is: animation blend tree editor, [Polygon2D] editor, " -"tileset editor, texture region editor and visual shader editor. See also " -"[member editors/panning/2d_editor_panning_scheme] and [member editors/panning/" -"animation_editors_panning_scheme]." +"Controls whether the mouse wheel scroll zooms or pans in subeditors. The " +"list of affected subeditors is: animation blend tree editor, [Polygon2D] " +"editor, tileset editor, texture region editor and visual shader editor. See " +"also [member editors/panning/2d_editor_panning_scheme] and [member editors/" +"panning/animation_editors_panning_scheme]." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], warps the mouse around the 2D viewport while panning in " -"the 2D editor. This makes it possible to pan over a large area without having " -"to exit panning and adjust the mouse cursor." +"If [code]true[/code], warps the mouse around the 2D viewport while panning " +"in the 2D editor. This makes it possible to pan over a large area without " +"having to exit panning and adjust the mouse cursor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." msgstr "" #: doc/classes/EditorSettings.xml @@ -39341,9 +39627,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], displays the polygon's previous shape in the 2D polygon " -"editors with an opaque gray outline. This outline is displayed while dragging " -"a point until the left mouse button is released." +"If [code]true[/code], displays the polygon's previous shape in the 2D " +"polygon editors with an opaque gray outline. This outline is displayed while " +"dragging a point until the left mouse button is released." msgstr "" #: doc/classes/EditorSettings.xml @@ -39354,8 +39640,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], displays a grid while the TileMap editor is active. See " -"also [member editors/tiles_editor/grid_color]." +"If [code]true[/code], displays a grid while the TileMap editor is active. " +"See also [member editors/tiles_editor/grid_color]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39367,16 +39653,117 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The curvature to use for connection lines in the visual shader editor. Higher " -"values will make connection lines appear more curved, with values above " -"[code]0.5[/code] resulting in more \"angular\" turns in the middle of " +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The curvature to use for connection lines in the visual shader editor. " +"Higher values will make connection lines appear more curved, with values " +"above [code]0.5[/code] resulting in more \"angular\" turns in the middle of " "connection lines." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The opacity of the minimap displayed in the bottom-right corner of the visual " -"shader editor." +"The opacity of the minimap displayed in the bottom-right corner of the " +"visual shader editor." msgstr "" #: doc/classes/EditorSettings.xml @@ -39415,9 +39802,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The program that opens audio files when clicking \"Open in External Program\" " -"option in Filesystem Dock. If not specified, the file will be opened in the " -"system's default program." +"The program that opens audio files when clicking \"Open in External " +"Program\" option in Filesystem Dock. If not specified, the file will be " +"opened in the system's default program." msgstr "" #: doc/classes/EditorSettings.xml @@ -39430,9 +39817,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The terminal emulator program to use when using [b]Open in Terminal[/b] " -"context menu action in the FileSystem dock. You can enter an absolute path to " -"a program binary, or a path to a program that is present in the [code]PATH[/" -"code] environment variable.\n" +"context menu action in the FileSystem dock. You can enter an absolute path " +"to a program binary, or a path to a program that is present in the " +"[code]PATH[/code] environment variable.\n" "If left empty, Godot will use the default terminal emulator for the system:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" @@ -39453,8 +39840,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The command-line arguments to pass to the terminal emulator that is run when " -"using [b]Open in Terminal[/b] context menu action in the FileSystem dock. See " -"also [member filesystem/external_programs/terminal_emulator].\n" +"using [b]Open in Terminal[/b] context menu action in the FileSystem dock. " +"See also [member filesystem/external_programs/terminal_emulator].\n" "If left empty, the default flags are [code]{directory}[/code], which is " "replaced by the absolute path to the directory that is being opened in the " "terminal.\n" @@ -39497,8 +39884,8 @@ msgid "" "The path to the directory containing the Blender executable used for " "converting the Blender 3D scene files [code].blend[/code] to glTF 2.0 format " "during import. Blender 3.0 or later is required.\n" -"To enable this feature for your specific project, use [member ProjectSettings." -"filesystem/import/blender/enabled]." +"To enable this feature for your specific project, use [member " +"ProjectSettings.filesystem/import/blender/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39518,10 +39905,10 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene " -"files [code].fbx[/code] to glTF 2.0 format during import.\n" -"To enable this feature for your specific project, use [member ProjectSettings." -"filesystem/import/fbx/enabled]." +"The path to the FBX2glTF executable used for converting Autodesk FBX 3D " +"scene files [code].fbx[/code] to glTF 2.0 format during import.\n" +"To enable this feature for your specific project, use [member " +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39530,11 +39917,11 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], when saving a file, the editor will rename the old file " -"to a different name, save a new file, then only remove the old file once the " -"new file has been saved. This makes loss of data less likely to happen if the " -"editor or operating system exits unexpectedly while saving (e.g. due to a " -"crash or power outage).\n" +"If [code]true[/code], when saving a file, the editor will rename the old " +"file to a different name, save a new file, then only remove the old file " +"once the new file has been saved. This makes loss of data less likely to " +"happen if the editor or operating system exits unexpectedly while saving (e." +"g. due to a crash or power outage).\n" "[b]Note:[/b] On Windows, this feature can interact negatively with certain " "antivirus programs. In this case, you may have to set this to [code]false[/" "code] to prevent file locking issues." @@ -39546,8 +39933,8 @@ msgid "" "executable, used optionally for denoising lightmaps. It can be downloaded " "from [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise." "org[/url].\n" -"To enable this feature for your specific project, use [member ProjectSettings." -"rendering/lightmapping/denoising/denoiser]." +"To enable this feature for your specific project, use [member " +"ProjectSettings.rendering/lightmapping/denoising/denoiser]." msgstr "" #: doc/classes/EditorSettings.xml @@ -39555,8 +39942,8 @@ msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " "overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " -"specific one.\n" +"Windows and macOS/Linux and your Godot muscle memory is stronger than your " +"OS specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" "- [b]Cancel First[/b] forces the ordering Cancel/OK.\n" @@ -39614,16 +40001,17 @@ msgstr "" msgid "" "The custom editor scale factor to use. This can be used for displays with " "very high DPI where a scale factor of 200% is not sufficient.\n" -"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is set " -"to [b]Custom[/b]." +"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is " +"set to [b]Custom[/b]." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], lengthens the editor's localizable strings and replaces " -"their characters with accented variants. This allows spotting non-localizable " -"strings easily, while also ensuring the UI layout doesn't break when strings " -"are made longer (as many languages require strings to be longer).\n" +"If [code]true[/code], lengthens the editor's localizable strings and " +"replaces their characters with accented variants. This allows spotting non-" +"localizable strings easily, while also ensuring the UI layout doesn't break " +"when strings are made longer (as many languages require strings to be " +"longer).\n" "This is a debugging feature and should only be enabled when working on the " "editor itself." msgstr "" @@ -39670,16 +40058,16 @@ msgstr "" msgid "" "The font hinting mode to use for the editor fonts. FreeType supports the " "following font hinting modes:\n" -"- [b]None:[/b] Don't use font hinting when rasterizing the font. This results " -"in a smooth font, but it can look blurry.\n" +"- [b]None:[/b] Don't use font hinting when rasterizing the font. This " +"results in a smooth font, but it can look blurry.\n" "- [b]Light:[/b] Use hinting on the X axis only. This is a compromise between " "font sharpness and smoothness.\n" "- [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp " "font, but it doesn't look very smooth.\n" -"If set to [b]Auto[/b], the font hinting mode will be set to match the current " -"operating system in use. This means the [b]Light[/b] hinting mode will be " -"used on Windows and Linux, and the [b]None[/b] hinting mode will be used on " -"macOS." +"If set to [b]Auto[/b], the font hinting mode will be set to match the " +"current operating system in use. This means the [b]Light[/b] hinting mode " +"will be used on Windows and Linux, and the [b]None[/b] hinting mode will be " +"used on macOS." msgstr "" #: doc/classes/EditorSettings.xml @@ -39695,22 +40083,22 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized when " -"possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU/GPU usage, " -"which can improve battery life on laptops. However, higher values will result " -"in a less responsive editor. The default value is set to allow for maximum " -"smoothness on monitors up to 144 Hz. See also [member interface/editor/" -"unfocused_low_processor_mode_sleep_usec].\n" +"which can improve battery life on laptops. However, higher values will " +"result in a less responsive editor. The default value is set to allow for " +"maximum smoothness on monitors up to 144 Hz. See also [member interface/" +"editor/unfocused_low_processor_mode_sleep_usec].\n" "[b]Note:[/b] This setting is ignored if [member interface/editor/" "update_continuously] is [code]true[/code], as enabling that setting disables " "low-processor mode." @@ -39718,8 +40106,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The font to use for the editor interface. Must be a resource of a [Font] type " -"such as a [code].ttf[/code] or [code].otf[/code] font file." +"The font to use for the editor interface. Must be a resource of a [Font] " +"type such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" #: doc/classes/EditorSettings.xml @@ -39762,8 +40150,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], the editor's Script tab will have a separate " -"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], " -"the distraction-free mode toggle is shared between all tabs." +"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/" +"code], the distraction-free mode toggle is shared between all tabs." msgstr "" #: doc/classes/EditorSettings.xml @@ -39779,13 +40167,13 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If enabled, displays an icon in the top-right corner of the editor that spins " -"when the editor redraws a frame. This can be used to diagnose situations " -"where the engine is constantly redrawing, which should be avoided as this " -"increases CPU and GPU utilization for no good reason. To further troubleshoot " -"these situations, start the editor with the [code]--debug-canvas-item-redraw[/" -"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " -"argument[/url].\n" +"If enabled, displays an icon in the top-right corner of the editor that " +"spins when the editor redraws a frame. This can be used to diagnose " +"situations where the engine is constantly redrawing, which should be avoided " +"as this increases CPU and GPU utilization for no good reason. To further " +"troubleshoot these situations, start the editor with the [code]--debug-" +"canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]command line argument[/url].\n" "Consider enabling this if you are developing editor plugins to ensure they " "only make the editor redraw when required.\n" "The default [b]Auto[/b] value will only enable this if the editor was " @@ -39813,12 +40201,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "When the editor window is unfocused, the amount of sleeping between frames " -"when the low-processor usage mode is enabled (in microseconds). Higher values " -"will result in lower CPU/GPU usage, which can improve battery life on laptops " -"(in addition to improving the running project's performance if the editor has " -"to redraw continuously). However, higher values will result in a less " -"responsive editor. The default value is set to limit the editor to 20 FPS " -"when the editor window is unfocused. See also [member interface/editor/" +"when the low-processor usage mode is enabled (in microseconds). Higher " +"values will result in lower CPU/GPU usage, which can improve battery life on " +"laptops (in addition to improving the running project's performance if the " +"editor has to redraw continuously). However, higher values will result in a " +"less responsive editor. The default value is set to limit the editor to 20 " +"FPS when the editor window is unfocused. See also [member interface/editor/" "low_processor_mode_sleep_usec].\n" "[b]Note:[/b] This setting is ignored if [member interface/editor/" "update_continuously] is [code]true[/code], as enabling that setting disables " @@ -39837,27 +40225,27 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], editor main menu is using embedded [MenuBar] instead of " -"system global menu.\n" +"If [code]true[/code], editor main menu is using embedded [MenuBar] instead " +"of system global menu.\n" "Specific to the macOS platform." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "Sets the V-Sync mode for the editor. Does not affect the project when run " -"from the editor (this is controlled by [member ProjectSettings.display/window/" -"vsync/vsync_mode]).\n" +"from the editor (this is controlled by [member ProjectSettings.display/" +"window/vsync/vsync_mode]).\n" "Depending on the platform and used renderer, the engine will fall back to " "[b]Enabled[/b] if the desired mode is not supported.\n" -"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " -"Forward+ and Mobile rendering methods, not Compatibility." +"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in " +"the Forward+ and Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], automatically expands property groups in the Inspector " -"dock when opening a scene that hasn't been opened previously. If [code]false[/" -"code], all groups remain collapsed by default." +"dock when opening a scene that hasn't been opened previously. If " +"[code]false[/code], all groups remain collapsed by default." msgstr "" #: doc/classes/EditorSettings.xml @@ -39880,17 +40268,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -39909,17 +40295,17 @@ msgstr "" msgid "" "If [code]true[/code], [Vector2] and [Vector2i] properties are shown on a " "single line in the inspector instead of two lines. This is overall more " -"compact, but it can be harder to view and edit large values without expanding " -"the inspector horizontally." +"compact, but it can be harder to view and edit large values without " +"expanding the inspector horizontally." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], " "[Rect2i], [Plane], and [Quaternion] properties are shown on a single line in " -"the inspector instead of multiple lines. This is overall more compact, but it " -"can be harder to view and edit large values without expanding the inspector " -"horizontally." +"the inspector instead of multiple lines. This is overall more compact, but " +"it can be harder to view and edit large values without expanding the " +"inspector horizontally." msgstr "" #: doc/classes/EditorSettings.xml @@ -39934,8 +40320,8 @@ msgstr "" msgid "" "If [code]true[/code], subresources can be edited in the current inspector " "view. If the resource type is defined in [member interface/inspector/" -"resources_to_open_in_new_inspector] or if this setting is [code]false[/code], " -"attempting to edit a subresource always opens a new inspector view." +"resources_to_open_in_new_inspector] or if this setting is [code]false[/" +"code], attempting to edit a subresource always opens a new inspector view." msgstr "" #: doc/classes/EditorSettings.xml @@ -39947,8 +40333,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], display OpenType features marked as [code]hidden[/code] " -"by the font file in the [Font] editor." +"If [code]true[/code], display OpenType features marked as [code]hidden[/" +"code] by the font file in the [Font] editor." msgstr "" #: doc/classes/EditorSettings.xml @@ -39956,8 +40342,8 @@ msgid "" "If [code]true[/code], multiple window support in editor is enabled. The " "following panels can become dedicated windows (i.e. made floating): Docks, " "Script editor, and Shader editor.\n" -"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/" -"code], the multi window support is always disabled.\n" +"[b]Note:[/b] When [member interface/editor/single_window_mode] is " +"[code]true[/code], the multi window support is always disabled.\n" "[b]Note:[/b] To query whether the editor can use multiple windows in an " "editor plugin, use [method EditorInterface.is_multi_window_enabled] instead " "of querying the value of this editor setting." @@ -39993,8 +40379,8 @@ msgid "" "If [code]true[/code], when a project is loaded, restores scenes that were " "opened on the last editor session.\n" "[b]Note:[/b] With many opened scenes, the editor may take longer to become " -"usable. If starting the editor quickly is necessary, consider setting this to " -"[code]false[/code]." +"usable. If starting the editor quickly is necessary, consider setting this " +"to [code]false[/code]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40020,8 +40406,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The extra spacing to add to various GUI elements in the editor (in pixels). " -"Increasing this value is useful to improve usability on touch screens, at the " -"cost of reducing the amount of usable screen real estate.\n" +"Increasing this value is useful to improve usability on touch screens, at " +"the cost of reducing the amount of usable screen real estate.\n" "See also [member interface/theme/spacing_preset]." msgstr "" @@ -40065,9 +40451,16 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], draws additional borders around interactive UI elements " -"in the editor. This is automatically enabled when using the [b]Black (OLED)[/" -"b] theme preset, as this theme preset uses a fully black background." +"If [code]true[/code], draws additional borders around interactive UI " +"elements in the editor. This is automatically enabled when using the " +"[b]Black (OLED)[/b] theme preset, as this theme preset uses a fully black " +"background." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." msgstr "" #: doc/classes/EditorSettings.xml @@ -40086,9 +40479,9 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " -"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" -"theme/icon_saturation] to [code]0.77[/code]." +"[b]Note:[/b] The default editor icon saturation was increased by 30% in " +"Godot 4.0 and later. To get Godot 3.x's icon saturation back, set [member " +"interface/theme/icon_saturation] to [code]0.77[/code]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40107,6 +40500,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -40115,15 +40514,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], enable two finger pan and scale gestures on touchscreen " -"devices.\n" +"If [code]true[/code], enable two finger pan and scale gestures on " +"touchscreen devices.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], increases the scrollbar touch area to improve usability " -"on touchscreen devices.\n" +"If [code]true[/code], increases the scrollbar touch area to improve " +"usability on touchscreen devices.\n" "[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices." msgstr "" @@ -40161,23 +40560,23 @@ msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " -"so you have to enter them manually here if needed." +"[b]Note:[/b] Godot currently doesn't automatically use system proxy " +"settings, so you have to enter them manually here if needed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The port number to use to contact the HTTP and HTTPS proxy in the editor (for " -"the asset library and export template downloads). See also [member network/" -"http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " -"so you have to enter them manually here if needed." +"The port number to use to contact the HTTP and HTTPS proxy in the editor " +"(for the asset library and export template downloads). See also [member " +"network/http_proxy/host].\n" +"[b]Note:[/b] Godot currently doesn't automatically use system proxy " +"settings, so you have to enter them manually here if needed." msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The TLS certificate bundle to use for HTTP requests made within the editor (e." -"g. from the AssetLib tab). If left empty, the [url=https://github.com/" +"The TLS certificate bundle to use for HTTP requests made within the editor " +"(e.g. from the AssetLib tab). If left empty, the [url=https://github.com/" "godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included " "Mozilla certificate bundle[/url] will be used." msgstr "" @@ -40201,22 +40600,22 @@ msgid "" "If [code]true[/code], saves all scenes and scripts automatically before " "running the project. Setting this to [code]false[/code] prevents the editor " "from saving if there are no changes which can speed up the project startup " -"slightly, but it makes it possible to run a project that has unsaved changes. " -"(Unsaved changes will not be visible in the running project.)" +"slightly, but it makes it possible to run a project that has unsaved " +"changes. (Unsaved changes will not be visible in the running project.)" msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], the editor will clear the Output panel when running the " -"project." -msgstr "" - -#: doc/classes/EditorSettings.xml -msgid "" -"If [code]true[/code], the editor will collapse the Output panel when stopping " +"If [code]true[/code], the editor will clear the Output panel when running " "the project." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], the editor will collapse the Output panel when " +"stopping the project." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], the editor will expand the Output panel when running " @@ -40300,8 +40699,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The column at which to display a subtle line as a line length guideline for " -"scripts. This should generally be greater than [member text_editor/appearance/" -"guidelines/line_length_guideline_soft_column]." +"scripts. This should generally be greater than [member text_editor/" +"appearance/guidelines/line_length_guideline_soft_column]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40421,8 +40820,8 @@ msgstr "" msgid "" "If [code]true[/code], trims trailing whitespace when saving a script. " "Trailing whitespace refers to tab and space characters placed at the end of " -"lines. Since these serve no practical purpose, they can and should be removed " -"to make version control diffs less noisy." +"lines. Since these serve no practical purpose, they can and should be " +"removed to make version control diffs less noisy." msgstr "" #: doc/classes/EditorSettings.xml @@ -40442,9 +40841,9 @@ msgstr "" msgid "" "The indentation style to use (tabs or spaces).\n" "[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/" -"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for " -"indentation. It is advised to change this setting only if you need to work on " -"a project that currently uses spaces for indentation." +"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs " +"for indentation. It is advised to change this setting only if you need to " +"work on a project that currently uses spaces for indentation." msgstr "" #: doc/classes/EditorSettings.xml @@ -40458,8 +40857,8 @@ msgstr "" msgid "" "If [code]true[/code], the caret will be moved when right-clicking somewhere " "in the script editor (like when left-clicking or middle-clicking). If " -"[code]false[/code], the caret will only be moved when left-clicking or middle-" -"clicking somewhere." +"[code]false[/code], the caret will only be moved when left-clicking or " +"middle-clicking somewhere." msgstr "" #: doc/classes/EditorSettings.xml @@ -40479,8 +40878,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], prevents automatically switching between the Script and " -"2D/3D screens when selecting a node in the Scene tree dock." +"If [code]true[/code], prevents automatically switching between the Script " +"and 2D/3D screens when selecting a node in the Scene tree dock." msgstr "" #: doc/classes/EditorSettings.xml @@ -40497,9 +40896,9 @@ msgid "" "static_typing.html]GDScript static typing[/url] hints such as [code]-> void[/" "code] and [code]: int[/code] when using code autocompletion or when creating " "onready variables by drag and dropping nodes into the script editor while " -"pressing the [kbd]Ctrl[/kbd] key. If [code]true[/code], newly created scripts " -"will also automatically have type hints added to their method parameters and " -"return types." +"pressing the [kbd]Ctrl[/kbd] key. If [code]true[/code], newly created " +"scripts will also automatically have type hints added to their method " +"parameters and return types." msgstr "" #: doc/classes/EditorSettings.xml @@ -40518,8 +40917,8 @@ msgstr "" msgid "" "If [code]true[/code], code completion will be triggered automatically after " "[member text_editor/completion/code_complete_delay]. If [code]false[/code], " -"you can still trigger completion manually by pressing [kbd]Ctrl + Space[/kbd] " -"([kbd]Cmd + Space[/kbd] on macOS)." +"you can still trigger completion manually by pressing [kbd]Ctrl + Space[/" +"kbd] ([kbd]Cmd + Space[/kbd] on macOS)." msgstr "" #: doc/classes/EditorSettings.xml @@ -40544,8 +40943,8 @@ msgstr "" msgid "" "If [code]true[/code], the code completion tooltip will appear below the " "current line unless there is no space on screen below the current line. If " -"[code]false[/code], the code completion tooltip will appear above the current " -"line." +"[code]false[/code], the code completion tooltip will appear above the " +"current line." msgstr "" #: doc/classes/EditorSettings.xml @@ -40558,8 +40957,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"Controls which multi-line code blocks should be displayed in the editor help. " -"This setting does not affect single-line code literals in the editor help." +"Controls which multi-line code blocks should be displayed in the editor " +"help. This setting does not affect single-line code literals in the editor " +"help." msgstr "" #: doc/classes/EditorSettings.xml @@ -40630,8 +41030,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's brace mismatch color. Used when the caret is currently on " -"a mismatched brace, parenthesis or bracket character." +"The script editor's brace mismatch color. Used when the caret is currently " +"on a mismatched brace, parenthesis or bracket character." msgstr "" #: doc/classes/EditorSettings.xml @@ -40650,14 +41050,16 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's color for the code folding icon (displayed in the gutter)." +"The script editor's color for the code folding icon (displayed in the " +"gutter)." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The script editor's comment color.\n" -"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered " -"to be comments, and will use the string highlighting color instead." +"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not " +"considered to be comments, and will use the string highlighting color " +"instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40666,10 +41068,10 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's autocompletion box background color to highlight existing " -"characters in the completion results. This should be a translucent color so " -"that [member text_editor/theme/highlighting/completion_selected_color] can be " -"seen behind." +"The script editor's autocompletion box background color to highlight " +"existing characters in the completion results. This should be a translucent " +"color so that [member text_editor/theme/highlighting/" +"completion_selected_color] can be seen behind." msgstr "" #: doc/classes/EditorSettings.xml @@ -40726,7 +41128,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's background line highlighting color for folded code region." +"The script editor's background line highlighting color for folded code " +"region." msgstr "" #: doc/classes/EditorSettings.xml @@ -40767,7 +41170,8 @@ msgstr "" msgid "" "The script editor's color for member variables on objects (e.g. [code]self." "some_property[/code]).\n" -"[b]Note:[/b] This color is not used for local variable declaration and access." +"[b]Note:[/b] This color is not used for local variable declaration and " +"access." msgstr "" #: doc/classes/EditorSettings.xml @@ -40784,9 +41188,9 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's color for the border of search results. This border helps " -"bring further attention to the search result. Set this color's opacity to 0 " -"to disable the border." +"The script editor's color for the border of search results. This border " +"helps bring further attention to the search result. Set this color's opacity " +"to 0 to disable the border." msgstr "" #: doc/classes/EditorSettings.xml @@ -40809,15 +41213,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The script editor's color for text not highlighted by any syntax highlighting " -"rule." +"The script editor's color for text not highlighted by any syntax " +"highlighting rule." msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The script editor's background color for text. This should be set to a " -"translucent color so that it can display on top of other line color modifiers " -"such as [member text_editor/theme/highlighting/current_line_color]." +"translucent color so that it can display on top of other line color " +"modifiers such as [member text_editor/theme/highlighting/current_line_color]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40829,8 +41233,8 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" "The script editor's color for words highlighted by selecting them. Only " -"visible if [member text_editor/appearance/caret/highlight_all_occurrences] is " -"[code]true[/code]." +"visible if [member text_editor/appearance/caret/highlight_all_occurrences] " +"is [code]true[/code]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40854,8 +41258,8 @@ msgid "" "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior.\n" "If the [member Range.step] value is [code]1[/code], the [EditorSpinSlider] " -"will display up/down arrows, similar to [SpinBox]. If the [member Range.step] " -"value is not [code]1[/code], a slider will be displayed instead." +"will display up/down arrows, similar to [SpinBox]. If the [member Range." +"step] value is not [code]1[/code], a slider will be displayed instead." msgstr "" #: doc/classes/EditorSpinSlider.xml @@ -40877,8 +41281,8 @@ msgstr "" #: doc/classes/EditorSpinSlider.xml msgid "" "The suffix to display after the value (in a faded color). This should " -"generally be a plural word. You may have to use an abbreviation if the suffix " -"is too long to be displayed." +"generally be a plural word. You may have to use an abbreviation if the " +"suffix is too long to be displayed." msgstr "" #: doc/classes/EditorSpinSlider.xml @@ -40917,13 +41321,14 @@ msgstr "" #: doc/classes/EditorSyntaxHighlighter.xml msgid "" -"Virtual method which can be overridden to return the supported language names." +"Virtual method which can be overridden to return the supported language " +"names." msgstr "" #: doc/classes/EditorTranslationParserPlugin.xml msgid "" -"Plugin for adding custom parsers to extract strings that are to be translated " -"from custom files (.csv, .json etc.)." +"Plugin for adding custom parsers to extract strings that are to be " +"translated from custom files (.csv, .json etc.)." msgstr "" #: doc/classes/EditorTranslationParserPlugin.xml @@ -40937,9 +41342,9 @@ msgid "" "using the format [code][\"A\", \"B\", \"C\"][/code], where [code]A[/code] " "represents the extracted string, [code]B[/code] represents the context, and " "[code]C[/code] represents the plural version of the extracted string. If you " -"want to add only context but not plural, put [code]\"\"[/code] for the plural " -"slot. The idea is the same if you only want to add plural but not context. " -"See the code below for concrete examples.\n" +"want to add only context but not plural, put [code]\"\"[/code] for the " +"plural slot. The idea is the same if you only want to add plural but not " +"context. See the code below for concrete examples.\n" "The extracted strings will be written into a POT file selected by user under " "\"POT Generation\" in \"Localization\" tab in \"Project Settings\" menu.\n" "Below shows an example of a custom parser that extracts strings from a CSV " @@ -41020,8 +41425,8 @@ msgid "" "[/codeblocks]\n" "[b]Note:[/b] If you override parsing logic for standard script types " "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -"argument using [method ResourceLoader.load]. This is because built-in scripts " -"are loaded as [Resource] type, not [FileAccess] type.\n" +"argument using [method ResourceLoader.load]. This is because built-in " +"scripts are loaded as [Resource] type, not [FileAccess] type.\n" "For example:\n" "[codeblocks]\n" "[gdscript]\n" @@ -41073,14 +41478,14 @@ msgstr "" msgid "" "[EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with " "edited scenes. Each scene has its own undo history and " -"[EditorUndoRedoManager] ensures that each action performed in the editor gets " -"associated with a proper scene. For actions not related to scenes " +"[EditorUndoRedoManager] ensures that each action performed in the editor " +"gets associated with a proper scene. For actions not related to scenes " "([ProjectSettings] edits, external resources, etc.), a separate global " "history is used.\n" -"The usage is mostly the same as [UndoRedo]. You create and commit actions and " -"the manager automatically decides under-the-hood what scenes it belongs to. " -"The scene is deduced based on the first operation in an action, using the " -"object from the operation. The rules are as follows:\n" +"The usage is mostly the same as [UndoRedo]. You create and commit actions " +"and the manager automatically decides under-the-hood what scenes it belongs " +"to. The scene is deduced based on the first operation in an action, using " +"the object from the operation. The rules are as follows:\n" "- If the object is a [Node], use the currently edited scene;\n" "- If the object is a built-in resource, use the scene from its path;\n" "- If the object is external resource or anything else, use global history.\n" @@ -41114,8 +41519,8 @@ msgstr "" #: doc/classes/EditorUndoRedoManager.xml msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " -"use for resources." +"lost. This is useful mostly for new nodes created for the \"do\" call. Do " +"not use for resources." msgstr "" #: doc/classes/EditorUndoRedoManager.xml @@ -41135,9 +41540,9 @@ msgstr "" #: doc/classes/EditorUndoRedoManager.xml msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" history " -"is lost. This is useful mostly for nodes removed with the \"do\" call (not " -"the \"undo\" call!)." +"Register a reference for \"undo\" that will be erased if the \"undo\" " +"history is lost. This is useful mostly for nodes removed with the \"do\" " +"call (not the \"undo\" call!)." msgstr "" #: doc/classes/EditorUndoRedoManager.xml @@ -41157,9 +41562,9 @@ msgid "" "If [param custom_context] object is provided, it will be used for deducing " "target history (instead of using the first operation).\n" "The way undo operation are ordered in actions is dictated by [param " -"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo " -"option are ordered in the same order they were added. Which means the first " -"operation to be added will be the first to be undone." +"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] " +"undo option are ordered in the same order they were added. Which means the " +"first operation to be added will be the first to be undone." msgstr "" #: doc/classes/EditorUndoRedoManager.xml @@ -41183,8 +41588,8 @@ msgstr "" #: doc/classes/EditorUndoRedoManager.xml msgid "" "Returns [code]true[/code] if the [EditorUndoRedoManager] is currently " -"committing the action, i.e. running its \"do\" method or property change (see " -"[method commit_action])." +"committing the action, i.e. running its \"do\" method or property change " +"(see [method commit_action])." msgstr "" #: doc/classes/EditorUndoRedoManager.xml @@ -41201,7 +41606,8 @@ msgstr "" #: doc/classes/EditorUndoRedoManager.xml msgid "" -"Global history not associated with any scene, but with external resources etc." +"Global history not associated with any scene, but with external resources " +"etc." msgstr "" #: doc/classes/EditorUndoRedoManager.xml @@ -41264,14 +41670,14 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Fetches new changes from the [param remote], but doesn't write changes to the " -"current working directory. Equivalent to [code]git fetch[/code]." +"Fetches new changes from the [param remote], but doesn't write changes to " +"the current working directory. Equivalent to [code]git fetch[/code]." msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Gets an instance of an [Array] of [String]s containing available branch names " -"in the VCS." +"Gets an instance of an [Array] of [String]s containing available branch " +"names in the VCS." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -41353,8 +41759,8 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Shuts down VCS plugin instance. Called when the user either closes the editor " -"or shuts down the VCS plugin through the editor UI." +"Shuts down VCS plugin instance. Called when the user either closes the " +"editor or shuts down the VCS plugin through the editor UI." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -41401,8 +41807,8 @@ msgstr "" msgid "" "Helper function to create a [Dictionary] for storing diff hunk data. [param " "old_start] is the starting line number in old file. [param new_start] is the " -"starting line number in new file. [param old_lines] is the number of lines in " -"the old file. [param new_lines] is the number of lines in the new file." +"starting line number in new file. [param old_lines] is the number of lines " +"in the old file. [param new_lines] is the number of lines in the new file." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -41417,8 +41823,8 @@ msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Helper function to create a [Dictionary] used by editor to read the status of " -"a file." +"Helper function to create a [Dictionary] used by editor to read the status " +"of a file." msgstr "" #: doc/classes/EditorVCSInterface.xml @@ -41485,8 +41891,8 @@ msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" -"A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/" -"url]." +"A wrapper class for an [url=http://enet.bespin.org/group__host." +"html]ENetHost[/url]." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41507,8 +41913,8 @@ msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" -"Queues a [param packet] to be sent to all peers associated with the host over " -"the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] " +"Queues a [param packet] to be sent to all peers associated with the host " +"over the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] " "constants for available packet flags." msgstr "" @@ -41547,8 +41953,8 @@ msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" -"Create an ENetHost like [method create_host] which is also bound to the given " -"[param bind_address] and [param bind_port]." +"Create an ENetHost like [method create_host] which is also bound to the " +"given [param bind_address] and [param bind_port]." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41559,19 +41965,19 @@ msgstr "" msgid "" "Configure this ENetHost to use the custom Godot extension allowing DTLS " "encryption for ENet clients. Call this before [method connect_to_host] to " -"have ENet connect using DTLS validating the server certificate against [param " -"hostname]. You can pass the optional [param client_options] parameter to " -"customize the trusted certification authorities, or disable the common name " -"verification. See [method TLSOptions.client] and [method TLSOptions." +"have ENet connect using DTLS validating the server certificate against " +"[param hostname]. You can pass the optional [param client_options] parameter " +"to customize the trusted certification authorities, or disable the common " +"name verification. See [method TLSOptions.client] and [method TLSOptions." "client_unsafe]." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" "Configure this ENetHost to use the custom Godot extension allowing DTLS " -"encryption for ENet servers. Call this right after [method create_host_bound] " -"to have ENet expect peers to connect using DTLS. See [method TLSOptions." -"server]." +"encryption for ENet servers. Call this right after [method " +"create_host_bound] to have ENet expect peers to connect using DTLS. See " +"[method TLSOptions.server]." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41622,25 +42028,25 @@ msgstr "" msgid "" "Sends a [param packet] toward a destination from the address and port " "currently bound by this ENetConnection instance. \n" -"This is useful as it serves to establish entries in NAT routing tables on all " -"devices between this bound instance and the public facing internet, allowing " -"a prospective client's connection packets to be routed backward through the " -"NAT device(s) between the public internet and this host.\n" +"This is useful as it serves to establish entries in NAT routing tables on " +"all devices between this bound instance and the public facing internet, " +"allowing a prospective client's connection packets to be routed backward " +"through the NAT device(s) between the public internet and this host.\n" "This requires forward knowledge of a prospective client's address and " "communication port as seen by the public internet - after any NAT devices " "have handled their connection request. This information can be obtained by a " "[url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be " -"handed off to your host by an entity that is not the prospective client. This " -"will never work for a client behind a Symmetric NAT due to the nature of the " -"Symmetric NAT routing algorithm, as their IP and Port cannot be known " +"handed off to your host by an entity that is not the prospective client. " +"This will never work for a client behind a Symmetric NAT due to the nature " +"of the Symmetric NAT routing algorithm, as their IP and Port cannot be known " "beforehand." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" -"No compression. This uses the most bandwidth, but has the upside of requiring " -"the fewest CPU resources. This option may also be used to make network " -"debugging using tools like Wireshark easier." +"No compression. This uses the most bandwidth, but has the upside of " +"requiring the fewest CPU resources. This option may also be used to make " +"network debugging using tools like Wireshark easier." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41666,8 +42072,9 @@ msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that " -"this algorithm is not very efficient on packets smaller than 4 KB. Therefore, " -"it's recommended to use other compression algorithms in most cases." +"this algorithm is not very efficient on packets smaller than 4 KB. " +"Therefore, it's recommended to use other compression algorithms in most " +"cases." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41698,9 +42105,10 @@ msgstr "" #: modules/enet/doc_classes/ENetConnection.xml msgid "" -"A packet has been received from a peer. The array will contain the peer which " -"sent the packet and the channel number upon which the packet was received. " -"The received packet will be queued to the associated [ENetPacketPeer]." +"A packet has been received from a peer. The array will contain the peer " +"which sent the packet and the channel number upon which the packet was " +"received. The received packet will be queued to the associated " +"[ENetPacketPeer]." msgstr "" #: modules/enet/doc_classes/ENetConnection.xml @@ -41729,9 +42137,9 @@ msgstr "" msgid "" "A MultiplayerPeer implementation that should be passed to [member " "MultiplayerAPI.multiplayer_peer] after being initialized as either a client, " -"server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] " -"signals. See [ENetConnection] for more information on the ENet library " -"wrapper.\n" +"server, or mesh. Events can then be handled by connecting to " +"[MultiplayerAPI] signals. See [ENetConnection] for more information on the " +"ENet library wrapper.\n" "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to " "make your server accessible on the public Internet, you only need to forward " "the server port in UDP. You can use the [UPNP] class to try to forward the " @@ -41755,23 +42163,23 @@ msgstr "" msgid "" "Create client that connects to a server at [param address] using specified " "[param port]. The given address needs to be either a fully qualified domain " -"name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or IPv6 " -"format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the port the " -"server is listening on. The [param channel_count] parameter can be used to " -"specify the number of ENet channels allocated for the connection. The [param " -"in_bandwidth] and [param out_bandwidth] parameters can be used to limit the " -"incoming and outgoing bandwidth to the given number of bytes per second. The " -"default of 0 means unlimited bandwidth. Note that ENet will strategically " -"drop packets on specific sides of a connection between peers to ensure the " -"peer's bandwidth is not overwhelmed. The bandwidth parameters also determine " -"the window size of a connection which limits the amount of reliable packets " -"that may be in transit at any given time. Returns [constant OK] if a client " -"was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer " -"instance already has an open connection (in which case you need to call " -"[method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the " -"client could not be created. If [param local_port] is specified, the client " -"will also listen to the given port; this is useful for some NAT traversal " -"techniques." +"name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or " +"IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the " +"port the server is listening on. The [param channel_count] parameter can be " +"used to specify the number of ENet channels allocated for the connection. " +"The [param in_bandwidth] and [param out_bandwidth] parameters can be used to " +"limit the incoming and outgoing bandwidth to the given number of bytes per " +"second. The default of 0 means unlimited bandwidth. Note that ENet will " +"strategically drop packets on specific sides of a connection between peers " +"to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters " +"also determine the window size of a connection which limits the amount of " +"reliable packets that may be in transit at any given time. Returns [constant " +"OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this " +"ENetMultiplayerPeer instance already has an open connection (in which case " +"you need to call [method MultiplayerPeer.close] first) or [constant " +"ERR_CANT_CREATE] if the client could not be created. If [param local_port] " +"is specified, the client will also listen to the given port; this is useful " +"for some NAT traversal techniques." msgstr "" #: modules/enet/doc_classes/ENetMultiplayerPeer.xml @@ -41781,27 +42189,27 @@ msgid "" "the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you " "will need to set up each new peer manually using [ENetConnection] before " "calling [method add_mesh_peer]. While this technique is more advanced, it " -"allows for better control over the connection process (e.g. when dealing with " -"NAT punch-through) and for better distribution of the network load (which " -"would otherwise be more taxing on the server)." +"allows for better control over the connection process (e.g. when dealing " +"with NAT punch-through) and for better distribution of the network load " +"(which would otherwise be more taxing on the server)." msgstr "" #: modules/enet/doc_classes/ENetMultiplayerPeer.xml msgid "" -"Create server that listens to connections via [param port]. The port needs to " -"be an available, unused port between 0 and 65535. Note that ports below 1024 " -"are privileged and may require elevated permissions depending on the " +"Create server that listens to connections via [param port]. The port needs " +"to be an available, unused port between 0 and 65535. Note that ports below " +"1024 are privileged and may require elevated permissions depending on the " "platform. To change the interface the server listens on, use [method " "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which " "listens on all available interfaces. [param max_clients] is the maximum " "number of clients that are allowed at once, any number up to 4095 may be " -"used, although the achievable number of simultaneous clients may be far lower " -"and depends on the application. For additional details on the bandwidth " -"parameters, see [method create_client]. Returns [constant OK] if a server was " -"created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance " -"already has an open connection (in which case you need to call [method " -"MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server " -"could not be created." +"used, although the achievable number of simultaneous clients may be far " +"lower and depends on the application. For additional details on the " +"bandwidth parameters, see [method create_client]. Returns [constant OK] if a " +"server was created, [constant ERR_ALREADY_IN_USE] if this " +"ENetMultiplayerPeer instance already has an open connection (in which case " +"you need to call [method MultiplayerPeer.close] first) or [constant " +"ERR_CANT_CREATE] if the server could not be created." msgstr "" #: modules/enet/doc_classes/ENetMultiplayerPeer.xml @@ -41811,9 +42219,9 @@ msgstr "" #: modules/enet/doc_classes/ENetMultiplayerPeer.xml msgid "" "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/" -"code] by default, which binds to all available interfaces. The given IP needs " -"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/" -"code]." +"code] by default, which binds to all available interfaces. The given IP " +"needs to be in IPv4 or IPv6 address format, for example: " +"[code]\"192.168.1.1\"[/code]." msgstr "" #: modules/enet/doc_classes/ENetMultiplayerPeer.xml @@ -41824,8 +42232,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/" -"url]." +"A wrapper class for an [url=http://enet.bespin.org/group__peer." +"html]ENetPeer[/url]." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -41899,11 +42307,11 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"Sets the [param ping_interval] in milliseconds at which pings will be sent to " -"a peer. Pings are used both to monitor the liveness of the connection and " -"also to dynamically adjust the throttle during periods of low traffic so that " -"the throttle has reasonable responsiveness during traffic spikes. The default " -"ping interval is [code]500[/code] milliseconds." +"Sets the [param ping_interval] in milliseconds at which pings will be sent " +"to a peer. Pings are used both to monitor the liveness of the connection and " +"also to dynamically adjust the throttle during periods of low traffic so " +"that the throttle has reasonable responsiveness during traffic spikes. The " +"default ping interval is [code]500[/code] milliseconds." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -41926,33 +42334,33 @@ msgid "" "Timeout values are expressed in milliseconds.\n" "The [param timeout] is a factor that, multiplied by a value based on the " "average round trip time, will determine the timeout limit for a reliable " -"packet. When that limit is reached, the timeout will be doubled, and the peer " -"will be disconnected if that limit has reached [param timeout_min]. The " -"[param timeout_max] parameter, on the other hand, defines a fixed timeout for " -"which any packet must be acknowledged or the peer will be dropped." +"packet. When that limit is reached, the timeout will be doubled, and the " +"peer will be disconnected if that limit has reached [param timeout_min]. The " +"[param timeout_max] parameter, on the other hand, defines a fixed timeout " +"for which any packet must be acknowledged or the peer will be dropped." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" "Configures throttle parameter for a peer.\n" "Unreliable packets are dropped by ENet in response to the varying conditions " -"of the Internet connection to the peer. The throttle represents a probability " -"that an unreliable packet should not be dropped and thus sent by ENet to the " -"peer. By measuring fluctuations in round trip times of reliable packets over " -"the specified [param interval], ENet will either increase the probability by " -"the amount specified in the [param acceleration] parameter, or decrease it by " -"the amount specified in the [param deceleration] parameter (both are ratios " -"to [constant PACKET_THROTTLE_SCALE]).\n" +"of the Internet connection to the peer. The throttle represents a " +"probability that an unreliable packet should not be dropped and thus sent by " +"ENet to the peer. By measuring fluctuations in round trip times of reliable " +"packets over the specified [param interval], ENet will either increase the " +"probability by the amount specified in the [param acceleration] parameter, " +"or decrease it by the amount specified in the [param deceleration] parameter " +"(both are ratios to [constant PACKET_THROTTLE_SCALE]).\n" "When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no " -"unreliable packets are dropped by ENet, and so 100% of all unreliable packets " -"will be sent.\n" +"unreliable packets are dropped by ENet, and so 100% of all unreliable " +"packets will be sent.\n" "When the throttle has a value of [code]0[/code], all unreliable packets are " "dropped by ENet, and so 0% of all unreliable packets will be sent.\n" "Intermediate values for the throttle represent intermediate probabilities " -"between 0% and 100% of unreliable packets being sent. The bandwidth limits of " -"the local and foreign hosts are taken into account to determine a sensible " -"limit for the throttle probability above which it should not raise even in " -"the best of conditions." +"between 0% and 100% of unreliable packets being sent. The bandwidth limits " +"of the local and foreign hosts are taken into account to determine a " +"sensible limit for the throttle probability above which it should not raise " +"even in the best of conditions." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -41973,8 +42381,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"The peer has successfully connected, but is not ready to communicate with yet " -"([constant STATE_CONNECTED])." +"The peer has successfully connected, but is not ready to communicate with " +"yet ([constant STATE_CONNECTED])." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -42003,8 +42411,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"Mean packet loss of reliable packets as a ratio with respect to the [constant " -"PACKET_LOSS_SCALE]." +"Mean packet loss of reliable packets as a ratio with respect to the " +"[constant PACKET_LOSS_SCALE]." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -42042,8 +42450,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" "The maximum number of unreliable packets that should not be dropped. This " -"value is always greater than or equal to [code]1[/code]. The initial value is " -"equal to [constant PACKET_THROTTLE_SCALE]." +"value is always greater than or equal to [code]1[/code]. The initial value " +"is equal to [constant PACKET_THROTTLE_SCALE]." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -42083,8 +42491,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"The reference scale for packet loss. See [method get_statistic] and [constant " -"PEER_PACKET_LOSS]." +"The reference scale for packet loss. See [method get_statistic] and " +"[constant PEER_PACKET_LOSS]." msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml @@ -42103,8 +42511,8 @@ msgstr "" #: modules/enet/doc_classes/ENetPacketPeer.xml msgid "" -"Mark the packet to be sent unreliable even if the packet is too big and needs " -"fragmentation (increasing the chance of it being dropped)." +"Mark the packet to be sent unreliable even if the packet is too big and " +"needs fragmentation (increasing the chance of it being dropped)." msgstr "" #: doc/classes/Engine.xml @@ -42114,18 +42522,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42140,32 +42550,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -42174,42 +42592,50 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "Returns the full Godot license text." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -42234,17 +42660,17 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) frames " +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " "here.\n" "[/gdscript]\n" "[csharp]\n" @@ -42252,9 +42678,10 @@ msgid "" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -42262,7 +42689,7 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" #: doc/classes/Engine.xml @@ -42273,51 +42700,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, e." -"g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -42326,22 +42760,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally running " -"\"game\" code that would affect the scene state while in the editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -42358,18 +42809,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in the " -"editor and when running the project from the editor, but it will evaluate to " -"[code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and physics " -"phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -42377,70 +42840,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" -"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains " -"a language with similar extension/name/type" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" +"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton object " -"is not freed. Only works with user-defined singletons created with [method " -"register_singleton]." +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " +"[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second may " -"still be below this value if the CPU or GPU cannot keep up with the project " -"logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number " +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " "cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/" -"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), " -"using a FPS limit a few frames lower than the monitor's refresh rate will " +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " "[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " "avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, " -"not CPU-bottlenecked scenarios.\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -42448,16 +42913,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -42485,31 +42950,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted from " -"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] " -"script, this will also impact the editor itself. Do [i]not[/i] report bugs " -"before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real " -"life, whilst a value of 0.5 means the game moves at half the regular speed. " -"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will stretch " -"over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -42518,9 +42986,9 @@ msgstr "" #: doc/classes/EngineDebugger.xml msgid "" -"[EngineDebugger] handles the communication between the editor and the running " -"game. It is active in the running game. Messages can be sent/received through " -"it. It also manages the profilers." +"[EngineDebugger] handles the communication between the editor and the " +"running game. It is active in the running game. Messages can be sent/" +"received through it. It also manages the profilers." msgstr "" #: doc/classes/EngineDebugger.xml @@ -42620,16 +43088,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define multiple " -"rendering options." +"Resource for environment nodes (like [WorldEnvironment]) that define " +"multiple rendering options." msgstr "" #: doc/classes/Environment.xml msgid "" -"Resource for environment nodes (like [WorldEnvironment]) that define multiple " -"environment operations (such as background [Sky] or [Color], ambient light, " -"fog, depth-of-field...). These parameters affect the final render of the " -"scene. The order of these operations is:\n" +"Resource for environment nodes (like [WorldEnvironment]) that define " +"multiple environment operations (such as background [Sky] or [Color], " +"ambient light, fog, depth-of-field...). These parameters affect the final " +"render of the scene. The order of these operations is:\n" "- Depth of Field Blur\n" "- Glow\n" "- Tonemap (Auto Exposure)\n" @@ -42670,9 +43138,9 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in " -"post-process color grading. Can use a [GradientTexture1D] for a 1-dimensional " -"LUT, or a [Texture3D] for a more complex LUT. Effective only if [member " -"adjustment_enabled] is [code]true[/code]." +"post-process color grading. Can use a [GradientTexture1D] for a 1-" +"dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if " +"[member adjustment_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml @@ -42693,8 +43161,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The global color saturation value of the rendered scene (default value is 1). " -"Effective only if [member adjustment_enabled] is [code]true[/code]." +"The global color saturation value of the rendered scene (default value is " +"1). Effective only if [member adjustment_enabled] is [code]true[/code]." msgstr "" #: doc/classes/Environment.xml @@ -42715,9 +43183,9 @@ msgid "" "Defines the amount of light that the sky brings on the scene. A value of " "[code]0.0[/code] means that the sky's light emission has no effect on the " "scene illumination, thus all ambient illumination is provided by the ambient " -"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the " -"light that affects the scene is provided by the sky, thus the ambient light " -"parameter has no effect on the scene.\n" +"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] " +"the light that affects the scene is provided by the sky, thus the ambient " +"light parameter has no effect on the scene.\n" "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped " "between [code]0.0[/code] and [code]1.0[/code] (inclusive)." msgstr "" @@ -42740,8 +43208,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The [Color] displayed for clear areas of the scene. Only effective when using " -"the [constant BG_COLOR] background mode." +"The [Color] displayed for clear areas of the scene. Only effective when " +"using the [constant BG_COLOR] background mode." msgstr "" #: doc/classes/Environment.xml @@ -42754,8 +43222,8 @@ msgstr "" msgid "" "Luminance of background measured in nits (candela per square meter). Only " "used when [member ProjectSettings.rendering/lights_and_shadows/" -"use_physical_light_units] is enabled. The default value is roughly equivalent " -"to the sky at midday." +"use_physical_light_units] is enabled. The default value is roughly " +"equivalent to the sky at midday." msgstr "" #: doc/classes/Environment.xml @@ -42764,10 +43232,10 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If set above [code]0.0[/code] (exclusive), blends between the fog's color and " -"the color of the background [Sky]. This has a small performance cost when set " -"above [code]0.0[/code]. Must have [member background_mode] set to [constant " -"BG_SKY].\n" +"If set above [code]0.0[/code] (exclusive), blends between the fog's color " +"and the color of the background [Sky]. This has a small performance cost " +"when set above [code]0.0[/code]. Must have [member background_mode] set to " +"[constant BG_SKY].\n" "This is useful to simulate [url=https://en.wikipedia.org/wiki/" "Aerial_perspective]aerial perspective[/url] in large scenes with low density " "fog. However, it is not very useful for high-density fog, as the sky will " @@ -42783,7 +43251,8 @@ msgid "" "rendering is exponential like in real life.\n" "[b]Depth Fog mode:[/b] The maximum intensity of the deep fog, effect will " "appear in the distance (relative to the camera). At [code]1.0[/code] the fog " -"will fully obscure the scene, at [code]0.0[/code] the fog will not be visible." +"will fully obscure the scene, at [code]0.0[/code] the fog will not be " +"visible." msgstr "" #: doc/classes/Environment.xml @@ -42817,8 +43286,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The density used to increase fog as height decreases. To make fog increase as " -"height increases, use a negative value." +"The density used to increase fog as height decreases. To make fog increase " +"as height increases, use a negative value." msgstr "" #: doc/classes/Environment.xml @@ -42851,7 +43320,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42862,17 +43335,22 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow will " -"look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml msgid "" -"The higher threshold of the HDR glow. Areas brighter than this threshold will " -"be clamped for the purposes of the glow effect." +"The higher threshold of the HDR glow. Areas brighter than this threshold " +"will be clamped for the purposes of the glow effect." msgstr "" #: doc/classes/Environment.xml @@ -42899,33 +43377,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42934,32 +43438,44 @@ msgid "" "resulting glow color according to [member glow_map_strength]. This can be " "used to create a \"lens dirt\" effect. The texture's RGB color channels are " "used for modulation, but the alpha channel is ignored.\n" -"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's " -"recommended to use a texture with an aspect ratio that matches your project's " -"base aspect ratio (typically 16:9)." +"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " +"it's recommended to use a texture with an aspect ratio that matches your " +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" -"How strong of an impact the [member glow_map] should have on the overall glow " -"effect. A strength of [code]0.0[/code] means the glow map has no effect on " -"the overall glow effect. A strength of [code]1.0[/code] means the glow has a " -"full effect on the overall glow effect (and can turn off glow entirely in " -"specific areas of the screen if the glow map has black areas)." +"How strong of an impact the [member glow_map] should have on the overall " +"glow effect. A strength of [code]0.0[/code] means the glow map has no effect " +"on the overall glow effect. A strength of [code]1.0[/code] means the glow " +"has a full effect on the overall glow effect (and can turn off glow entirely " +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " -"controls how much the source image is blended with the glow layer. A value of " -"[code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"controls how much the source image is blended with the glow layer. A value " +"of [code]0.0[/code] makes the glow rendering invisible, while a value of " +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42967,7 +43483,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -42977,15 +43496,15 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The energy multiplier applied to light every time it bounces from a surface " -"when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple " -"bounces, resulting in a more realistic appearance. Increasing [member " -"sdfgi_bounce_feedback] generally has no performance impact. See also [member " -"sdfgi_energy].\n" -"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback " -"loops and should be avoided in scenes with bright materials.\n" +"when using SDFGI. Values greater than [code]0.0[/code] will simulate " +"multiple bounces, resulting in a more realistic appearance. Increasing " +"[member sdfgi_bounce_feedback] generally has no performance impact. See also " +"[member sdfgi_energy].\n" +"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite " +"feedback loops and should be avoided in scenes with bright materials.\n" "[b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect " -"lighting will not be represented in reflections as light will only bounce one " -"time." +"lighting will not be represented in reflections as light will only bounce " +"one time." msgstr "" #: doc/classes/Environment.xml @@ -42997,8 +43516,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The number of cascades to use for SDFGI (between 1 and 8). A higher number of " -"cascades allows displaying SDFGI further away while preserving detail up " +"The number of cascades to use for SDFGI (between 1 and 8). A higher number " +"of cascades allows displaying SDFGI further away while preserving detail up " "close, at the cost of performance. When using SDFGI on small-scale levels, " "[member sdfgi_cascades] can often be decreased between [code]1[/code] and " "[code]4[/code] to improve performance." @@ -43010,33 +43529,34 @@ msgid "" "meshes that have their [member GeometryInstance3D.gi_mode] set to [constant " "GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination " "technique that works well with procedurally generated and user-built levels, " -"including in situations where geometry is created during gameplay. The signed " -"distance field is automatically generated around the camera as it moves. " -"Dynamic lights are supported, but dynamic occluders and emissive surfaces are " -"not.\n" +"including in situations where geometry is created during gameplay. The " +"signed distance field is automatically generated around the camera as it " +"moves. Dynamic lights are supported, but dynamic occluders and emissive " +"surfaces are not.\n" "[b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not " "Mobile or Compatibility.\n" "[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not " -"suited to low-end hardware such as integrated graphics (consider [LightmapGI] " -"instead). To improve SDFGI performance, enable [member ProjectSettings." -"rendering/global_illumination/gi/use_half_resolution] in the Project " -"Settings.\n" -"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks " -"(avoid one-sided walls). For interior levels, enclose your level geometry in " -"a sufficiently large box and bridge the loops to close the mesh." +"suited to low-end hardware such as integrated graphics (consider " +"[LightmapGI] instead). To improve SDFGI performance, enable [member " +"ProjectSettings.rendering/global_illumination/gi/use_half_resolution] in the " +"Project Settings.\n" +"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " +"leaks (avoid one-sided walls). For interior levels, enclose your level " +"geometry in a sufficiently large box and bridge the loops to close the mesh." msgstr "" #: doc/classes/Environment.xml msgid "" -"The energy multiplier to use for SDFGI. Higher values will result in brighter " -"indirect lighting and reflections. See also [member sdfgi_bounce_feedback]." +"The energy multiplier to use for SDFGI. Higher values will result in " +"brighter indirect lighting and reflections. See also [member " +"sdfgi_bounce_feedback]." msgstr "" #: doc/classes/Environment.xml msgid "" "The maximum distance at which SDFGI is visible. Beyond this distance, " -"environment lighting or other sources of GI such as [ReflectionProbe] will be " -"used as a fallback.\n" +"environment lighting or other sources of GI such as [ReflectionProbe] will " +"be used as a fallback.\n" "[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." @@ -43046,9 +43566,9 @@ msgstr "" msgid "" "The cell size to use for the closest SDFGI cascade (in 3D units). Lower " "values allow SDFGI to be more precise up close, at the cost of making SDFGI " -"updates more demanding. This can cause stuttering when the camera moves fast. " -"Higher values allow SDFGI to cover more ground, while also reducing the " -"performance impact of SDFGI updates.\n" +"updates more demanding. This can cause stuttering when the camera moves " +"fast. Higher values allow SDFGI to cover more ground, while also reducing " +"the performance impact of SDFGI updates.\n" "[b]Note:[/b] This property is linked to [member sdfgi_max_distance] and " "[member sdfgi_cascade0_distance]. Changing its value will automatically " "change those properties as well." @@ -43070,8 +43590,8 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], SDFGI takes the environment lighting into account. This " -"should be set to [code]false[/code] for interior scenes." +"If [code]true[/code], SDFGI takes the environment lighting into account. " +"This should be set to [code]false[/code] for interior scenes." msgstr "" #: doc/classes/Environment.xml @@ -43079,17 +43599,17 @@ msgid "" "If [code]true[/code], SDFGI uses an occlusion detection approach to reduce " "light leaking. Occlusion may however introduce dark blotches in certain " "spots, which may be undesired in mostly outdoor scenes. [member " -"sdfgi_use_occlusion] has a performance impact and should only be enabled when " -"needed." +"sdfgi_use_occlusion] has a performance impact and should only be enabled " +"when needed." msgstr "" #: doc/classes/Environment.xml msgid "" "The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells " "being packed together more closely on the Y axis. This is used to balance " -"between quality and covering a lot of vertical ground. [member sdfgi_y_scale] " -"should be set depending on how vertical your scene is (and how fast your " -"camera may move on the Y axis)." +"between quality and covering a lot of vertical ground. [member " +"sdfgi_y_scale] should be set depending on how vertical your scene is (and " +"how fast your camera may move on the Y axis)." msgstr "" #: doc/classes/Environment.xml @@ -43246,9 +43766,9 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The fade-out distance for screen-space reflections. Affects the area from the " -"screen-space reflection to the \"global\" reflection. Only positive values " -"are valid (negative values will be clamped to [code]0.0[/code])." +"The fade-out distance for screen-space reflections. Affects the area from " +"the screen-space reflection to the \"global\" reflection. Only positive " +"values are valid (negative values will be clamped to [code]0.0[/code])." msgstr "" #: doc/classes/Environment.xml @@ -43259,22 +43779,22 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The default exposure used for tonemapping. Higher values result in a brighter " -"image. See also [member tonemap_white]." +"The default exposure used for tonemapping. Higher values result in a " +"brighter image. See also [member tonemap_white]." msgstr "" #: doc/classes/Environment.xml msgid "" -"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR " -"values to be suitable for rendering on a LDR display. (Godot doesn't support " -"rendering on HDR displays yet.)" +"The tonemapping mode to use. Tonemapping is the process that \"converts\" " +"HDR values to be suitable for rendering on a LDR display. (Godot doesn't " +"support rendering on HDR displays yet.)" msgstr "" #: doc/classes/Environment.xml msgid "" "The white reference value for tonemapping (also called \"whitepoint\"). " -"Higher values can make highlights look less blown out, and will also slightly " -"darken the whole scene as a result. Only effective if the [member " +"Higher values can make highlights look less blown out, and will also " +"slightly darken the whole scene as a result. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member " "tonemap_exposure]." msgstr "" @@ -43289,11 +43809,12 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "Scales the strength of ambient light used in the volumetric fog. A value of " -"[code]0.0[/code] means that ambient light will not impact the volumetric fog. " -"[member volumetric_fog_ambient_inject] has a small performance cost when set " -"above [code]0.0[/code].\n" -"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " -"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color." +"[code]0.0[/code] means that ambient light will not impact the volumetric " +"fog. [member volumetric_fog_ambient_inject] has a small performance cost " +"when set above [code]0.0[/code].\n" +"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] " +"is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " +"color." msgstr "" #: doc/classes/Environment.xml @@ -43310,8 +43831,8 @@ msgstr "" msgid "" "The base [i]exponential[/i] density of the volumetric fog. Set this to the " "lowest density you want to have globally. [FogVolume]s can be used to add to " -"or subtract from this density in specific areas. Fog rendering is exponential " -"as in real life.\n" +"or subtract from this density in specific areas. Fog rendering is " +"exponential as in real life.\n" "A value of [code]0.0[/code] disables global volumetric fog while allowing " "[FogVolume]s to display volumetric fog in specific areas.\n" "To make volumetric fog work as a volumetric [i]lighting[/i] solution, set " @@ -43323,17 +43844,17 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"The distribution of size down the length of the froxel buffer. A higher value " -"compresses the froxels closer to the camera and places more detail closer to " -"the camera." +"The distribution of size down the length of the froxel buffer. A higher " +"value compresses the froxels closer to the camera and places more detail " +"closer to the camera." msgstr "" #: doc/classes/Environment.xml msgid "" -"The emitted light from the volumetric fog. Even with emission, volumetric fog " -"will not cast light onto other surfaces. Emission is useful to establish an " -"ambient color. As the volumetric fog effect uses single-scattering only, fog " -"tends to need a little bit of emission to soften the harsh shadows." +"The emitted light from the volumetric fog. Even with emission, volumetric " +"fog will not cast light onto other surfaces. Emission is useful to establish " +"an ambient color. As the volumetric fog effect uses single-scattering only, " +"fog tends to need a little bit of emission to soften the harsh shadows." msgstr "" #: doc/classes/Environment.xml @@ -43355,11 +43876,11 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "Scales the strength of Global Illumination used in the volumetric fog's " -"albedo color. A value of [code]0.0[/code] means that Global Illumination will " -"not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small " -"performance cost when set above [code]0.0[/code].\n" -"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is " -"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " +"albedo color. A value of [code]0.0[/code] means that Global Illumination " +"will not impact the volumetric fog. [member volumetric_fog_gi_inject] has a " +"small performance cost when set above [code]0.0[/code].\n" +"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] " +"is [code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black " "color.\n" "[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) " "are taken into account when using [member volumetric_fog_gi_inject]. Global " @@ -43390,9 +43911,9 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The amount by which to blend the last frame with the current frame. A higher " -"number results in smoother volumetric fog, but makes \"ghosting\" much worse. " -"A lower value reduces ghosting but can result in the per-frame temporal " -"jitter becoming visible." +"number results in smoother volumetric fog, but makes \"ghosting\" much " +"worse. A lower value reduces ghosting but can result in the per-frame " +"temporal jitter becoming visible." msgstr "" #: doc/classes/Environment.xml @@ -43480,15 +44001,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " -"unmodified. This can cause bright lighting to look blown out, with noticeable " -"clipping in the output colors." +"unmodified. This can cause bright lighting to look blown out, with " +"noticeable clipping in the output colors." msgstr "" #: doc/classes/Environment.xml msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " -"colors by this formula: [code]color = color / (1 + color)[/code]. This avoids " -"clipping bright highlights, but the resulting image can look a bit dull." +"colors by this formula: [code]color = color / (1 + color)[/code]. This " +"avoids clipping bright highlights, but the resulting image can look a bit " +"dull." msgstr "" #: doc/classes/Environment.xml @@ -43503,9 +44025,10 @@ msgid "" "Use the Academy Color Encoding System tonemapper. ACES is slightly more " "expensive than other options, but it handles bright lighting in a more " "realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and " -"[constant TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] " +"and [constant TONE_MAPPER_FILMIC].\n" +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3." +"x." msgstr "" #: doc/classes/Environment.xml doc/classes/RenderingServer.xml @@ -43544,17 +44067,17 @@ msgstr "" #: doc/classes/Environment.xml doc/classes/RenderingServer.xml msgid "" -"Use a simple fog model defined by start and end positions and a custom curve. " -"While not physically accurate, this model can be useful when you need more " -"artistic control." +"Use a simple fog model defined by start and end positions and a custom " +"curve. While not physically accurate, this model can be useful when you need " +"more artistic control." msgstr "" #: doc/classes/Environment.xml doc/classes/RenderingServer.xml msgid "" "Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice " "as short as they are wide. This allows providing increased GI detail and " -"reduced light leaking with thin floors and ceilings. This is usually the best " -"choice for scenes that don't feature much verticality." +"reduced light leaking with thin floors and ceilings. This is usually the " +"best choice for scenes that don't feature much verticality." msgstr "" #: doc/classes/Environment.xml doc/classes/RenderingServer.xml @@ -43577,12 +44100,13 @@ msgstr "" #: doc/classes/Expression.xml msgid "" -"An expression can be made of any arithmetic operation, built-in math function " -"call, method call of a passed instance, or built-in type construction call.\n" +"An expression can be made of any arithmetic operation, built-in math " +"function call, method call of a passed instance, or built-in type " +"construction call.\n" "An example expression text using the built-in math functions could be " "[code]sqrt(pow(3, 2) + pow(4, 2))[/code].\n" -"In the following example we use a [LineEdit] node to write our expression and " -"show the result.\n" +"In the following example we use a [LineEdit] node to write our expression " +"and show the result.\n" "[codeblocks]\n" "[gdscript]\n" "var expression = Expression.new()\n" @@ -43639,7 +44163,8 @@ msgid "" msgstr "" #: doc/classes/Expression.xml -msgid "Returns the error text if [method parse] or [method execute] has failed." +msgid "" +"Returns the error text if [method parse] or [method execute] has failed." msgstr "" #: doc/classes/Expression.xml @@ -43661,11 +44186,11 @@ msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml msgid "" "This class generates noise using the FastNoiseLite library, which is a " -"collection of several noise algorithms including Cellular, Perlin, Value, and " -"more.\n" -"Most generated noise values are in the range of [code][-1, 1][/code], but not " -"always. Some of the cellular noise algorithms return results above [code]1[/" -"code]." +"collection of several noise algorithms including Cellular, Perlin, Value, " +"and more.\n" +"Most generated noise values are in the range of [code][-1, 1][/code], but " +"not always. Some of the cellular noise algorithms return results above " +"[code]1[/code]." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43705,9 +44230,9 @@ msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml msgid "" -"Octave lacunarity of the fractal noise which warps the space. Increasing this " -"value results in higher octaves producing noise with finer details and a " -"rougher appearance." +"Octave lacunarity of the fractal noise which warps the space. Increasing " +"this value results in higher octaves producing noise with finer details and " +"a rougher appearance." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43724,8 +44249,8 @@ msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml msgid "" -"Frequency of the noise which warps the space. Low frequency results in smooth " -"noise while high frequency results in rougher, more granular noise." +"Frequency of the noise which warps the space. Low frequency results in " +"smooth noise while high frequency results in rougher, more granular noise." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43757,7 +44282,8 @@ msgid "Sets the strength of the fractal ping pong type." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml -msgid "The method for combining octaves into a fractal. See [enum FractalType]." +msgid "" +"The method for combining octaves into a fractal. See [enum FractalType]." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43817,7 +44343,8 @@ msgid "" msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml -msgid "Modified, higher quality version of [constant TYPE_SIMPLEX], but slower." +msgid "" +"Modified, higher quality version of [constant TYPE_SIMPLEX], but slower." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43864,8 +44391,8 @@ msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml msgid "" -"The cellular distance function will return a value determined by the distance " -"to the nearest point." +"The cellular distance function will return a value determined by the " +"distance to the nearest point." msgstr "" #: modules/noise/doc_classes/FastNoiseLite.xml @@ -43930,6 +44457,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -43937,8 +44489,8 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" "This class can be used to permanently store data in the user device's file " -"system and to read from it. This is useful for store game save data or player " -"configuration files.\n" +"system and to read from it. This is useful for store game save data or " +"player configuration files.\n" "Here's a sample on how to write and read from a file:\n" "[codeblocks]\n" "[gdscript]\n" @@ -43969,13 +44521,13 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the file will be saved in the user data folder as " -"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] " -"documentation.\n" +"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/" +"url] documentation.\n" "[FileAccess] will close when it's freed, which happens when it goes out of " "scope or when it gets assigned with [code]null[/code]. [method close] can be " -"used to close it before then explicitly. In C# the reference must be disposed " -"manually, which can be done with the [code]using[/code] statement or by " -"calling the [code]Dispose[/code] method directly.\n" +"used to close it before then explicitly. In C# the reference must be " +"disposed manually, which can be done with the [code]using[/code] statement " +"or by calling the [code]Dispose[/code] method directly.\n" "[b]Note:[/b] To access project resources once exported, it is recommended to " "use [ResourceLoader] instead of [FileAccess], as some files are converted to " "engine-specific formats and their original source files might not be present " @@ -43984,8 +44536,8 @@ msgid "" "\"normally\" (such as by clicking the window manager's close button or " "pressing [b]Alt + F4[/b]). If you stop the project execution by pressing " "[b]F8[/b] while the project is running, the file won't be closed as the game " -"process will be killed. You can work around this by calling [method flush] at " -"regular intervals." +"process will be killed. You can work around this by calling [method flush] " +"at regular intervals." msgstr "" #: doc/classes/FileAccess.xml @@ -44002,8 +44554,8 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Returns [code]true[/code] if the file cursor has already read past the end of " -"the file.\n" +"Returns [code]true[/code] if the file cursor has already read past the end " +"of the file.\n" "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check " "whether there is more data available. To loop while there is more data " "available, use:\n" @@ -44034,9 +44586,9 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" "Writes the file's buffer to disk. Flushing is automatically performed when " -"the file is closed. This means you don't need to call [method flush] manually " -"before closing a file. Still, calling [method flush] can be used to ensure " -"the data is safe even if the project crashes instead of being closed " +"the file is closed. This means you don't need to call [method flush] " +"manually before closing a file. Still, calling [method flush] can be used to " +"ensure the data is safe even if the project crashes instead of being closed " "gracefully.\n" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." @@ -44044,8 +44596,8 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Returns the next 8 bits from the file as an integer. See [method store_8] for " -"details on what values can be stored and retrieved this way." +"Returns the next 8 bits from the file as an integer. See [method store_8] " +"for details on what values can be stored and retrieved this way." msgstr "" #: doc/classes/FileAccess.xml @@ -44087,18 +44639,18 @@ msgid "" "default [code]\",\"[/code] (comma). This delimiter must be one-character " "long, and cannot be a double quotation mark.\n" "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in " -"double quotes if they include the delimiter character. Double quotes within a " -"text value can be escaped by doubling their occurrence.\n" -"For example, the following CSV lines are valid and will be properly parsed as " -"two strings each:\n" +"double quotes if they include the delimiter character. Double quotes within " +"a text value can be escaped by doubling their occurrence.\n" +"For example, the following CSV lines are valid and will be properly parsed " +"as two strings each:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" -"Note how the second line can omit the enclosing quotes as it does not include " -"the delimiter. However it [i]could[/i] very well use quotes, it was only " -"written without for demonstration purposes. The third line must use " +"Note how the second line can omit the enclosing quotes as it does not " +"include the delimiter. However it [i]could[/i] very well use quotes, it was " +"only written without for demonstration purposes. The third line must use " "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" @@ -44157,9 +44709,9 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Returns the last time the [param file] was modified in Unix timestamp format, " -"or [code]0[/code] on error. This Unix timestamp can be converted to another " -"format using the [Time] singleton." +"Returns the last time the [param file] was modified in Unix timestamp " +"format, or [code]0[/code] on error. This Unix timestamp can be converted to " +"another format using the [Time] singleton." msgstr "" #: doc/classes/FileAccess.xml @@ -44206,11 +44758,11 @@ msgstr "" msgid "" "Returns the next [Variant] value from the file. If [param allow_objects] is " "[code]true[/code], decoding objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method @GlobalScope." -"bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " -"not use this option if the serialized object comes from untrusted sources to " -"avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/FileAccess.xml @@ -44290,8 +44842,8 @@ msgid "" "Stores an integer as 8 bits in the file.\n" "[b]Note:[/b] The [param value] should lie in the interval [code][0, 255][/" "code]. Any other value will overflow and wrap around.\n" -"To store a signed integer, use [method store_64], or convert it manually (see " -"[method store_16] for an example)." +"To store a signed integer, use [method store_64], or convert it manually " +"(see [method store_16] for an example)." msgstr "" #: doc/classes/FileAccess.xml @@ -44343,8 +44895,8 @@ msgid "" "Stores an integer as 32 bits in the file.\n" "[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^32 - 1]" "[/code]. Any other value will overflow and wrap around.\n" -"To store a signed integer, use [method store_64], or convert it manually (see " -"[method store_16] for an example)." +"To store a signed integer, use [method store_64], or convert it manually " +"(see [method store_16] for an example)." msgstr "" #: doc/classes/FileAccess.xml @@ -44409,8 +44961,8 @@ msgstr "" msgid "" "Stores any Variant value in the file. If [param full_objects] is [code]true[/" "code], encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method @GlobalScope." -"var_to_bytes] method.\n" +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method.\n" "[b]Note:[/b] Not all properties are included. Only properties that are " "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be " "serialized. You can add a new usage flag to a property by overriding the " @@ -44429,15 +44981,15 @@ msgid "" "[b]Note:[/b] [member big_endian] is only about the file format, not the CPU " "type. The CPU endianness doesn't affect the default endianness for files " "written.\n" -"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open the " -"file. Therefore, you must set [member big_endian] [i]after[/i] opening the " -"file, not before." +"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open " +"the file. Therefore, you must set [member big_endian] [i]after[/i] opening " +"the file, not before." msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Opens the file for read operations. The cursor is positioned at the beginning " -"of the file." +"Opens the file for read operations. The cursor is positioned at the " +"beginning of the file." msgstr "" #: doc/classes/FileAccess.xml @@ -44448,8 +45000,8 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Opens the file for read and write operations. Does not truncate the file. The " -"cursor is positioned at the beginning of the file." +"Opens the file for read and write operations. Does not truncate the file. " +"The cursor is positioned at the beginning of the file." msgstr "" #: doc/classes/FileAccess.xml @@ -44465,8 +45017,8 @@ msgstr "" #: doc/classes/FileAccess.xml msgid "" -"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression " -"method." +"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " +"compression method." msgstr "" #: doc/classes/FileAccess.xml @@ -44541,9 +45093,9 @@ msgstr "" msgid "" "[FileDialog] is a preset dialog used to choose files and directories in the " "filesystem. It supports filter masks. [FileDialog] automatically sets its " -"window title according to the [member file_mode]. If you want to use a custom " -"title, disable this by setting [member mode_overrides_title] to [code]false[/" -"code]." +"window title according to the [member file_mode]. If you want to use a " +"custom title, disable this by setting [member mode_overrides_title] to " +"[code]false[/code]." msgstr "" #: doc/classes/FileDialog.xml @@ -44553,7 +45105,8 @@ msgid "" "picked.\n" "A [param filter] should be of the form [code]\"filename.extension\"[/code], " "where filename and extension can be [code]*[/code] to match any string. " -"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n" +"Filters starting with [code].[/code] (i.e. empty filenames) are not " +"allowed.\n" "For example, a [param filter] of [code]\"*.png, *.jpg\"[/code] and a [param " "description] of [code]\"Images\"[/code] results in filter text \"Images (*." "png, *.jpg)\"." @@ -44601,8 +45154,8 @@ msgstr "" msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -44654,7 +45207,8 @@ msgid "" msgstr "" #: doc/classes/FileDialog.xml -msgid "The number of additional [OptionButton]s and [CheckBox]es in the dialog." +msgid "" +"The number of additional [OptionButton]s and [CheckBox]es in the dialog." msgstr "" #: doc/classes/FileDialog.xml @@ -44669,9 +45223,9 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "" -"If [code]true[/code], [member access] is set to [constant ACCESS_FILESYSTEM], " -"and it is supported by the current [DisplayServer], OS native dialog will be " -"used instead of custom one.\n" +"If [code]true[/code], [member access] is set to [constant " +"ACCESS_FILESYSTEM], and it is supported by the current [DisplayServer], OS " +"native dialog will be used instead of custom one.\n" "[b]Note:[/b] On macOS, sandboxed apps always use native dialogs to access " "host filesystem." msgstr "" @@ -44714,8 +45268,8 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "" -"The dialog only allows accessing files under the [Resource] path ([code]res://" -"[/code])." +"The dialog only allows accessing files under the [Resource] path " +"([code]res://[/code])." msgstr "" #: doc/classes/FileDialog.xml @@ -44746,6 +45300,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -44788,8 +45346,8 @@ msgstr "" #: doc/classes/FileSystemDock.xml msgid "" -"Sets the given [param path] as currently selected, ensuring that the selected " -"file/directory is visible." +"Sets the given [param path] as currently selected, ensuring that the " +"selected file/directory is visible." msgstr "" #: doc/classes/FileSystemDock.xml @@ -44837,26 +45395,26 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml msgid "" -"The [float] built-in type is a 64-bit double-precision floating-point number, " -"equivalent to [code]double[/code] in C++. This type has 14 reliable decimal " -"digits of precision. The maximum value of [float] is approximately " +"The [float] built-in type is a 64-bit double-precision floating-point " +"number, equivalent to [code]double[/code] in C++. This type has 14 reliable " +"decimal digits of precision. The maximum value of [float] is approximately " "[code]1.79769e308[/code], and the minimum is approximately " "[code]-1.79769e308[/code].\n" "Many methods and properties in the engine use 32-bit single-precision " -"floating-point numbers instead, equivalent to [code skip-lint]float[/code] in " -"C++, which have 6 reliable decimal digits of precision. For data structures " -"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " -"default, but it can be changed to use 64-bit doubles if Godot is compiled " -"with the [code]precision=double[/code] option.\n" -"Math done using the [float] type is not guaranteed to be exact and will often " -"result in small errors. You should usually use the [method @GlobalScope." -"is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of " -"[code]==[/code] to compare [float] values for equality." +"floating-point numbers instead, equivalent to [code skip-lint]float[/code] " +"in C++, which have 6 reliable decimal digits of precision. For data " +"structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point " +"numbers by default, but it can be changed to use 64-bit doubles if Godot is " +"compiled with the [code]precision=double[/code] option.\n" +"Math done using the [float] type is not guaranteed to be exact and will " +"often result in small errors. You should usually use the [method " +"@GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] " +"methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" #: doc/classes/float.xml @@ -45099,8 +45657,8 @@ msgstr "" #: doc/classes/FlowContainer.xml msgid "" "A container that arranges its child controls horizontally or vertically and " -"wraps them around at the borders. This is similar to how text in a book wraps " -"around when no more words can fit on a line." +"wraps them around at the borders. This is similar to how text in a book " +"wraps around when no more words can fit on a line." msgstr "" #: doc/classes/FlowContainer.xml @@ -45124,11 +45682,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -45147,9 +45705,9 @@ msgstr "" #: doc/classes/FogMaterial.xml msgid "" -"The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] " -"is converted into single-scattering, which is additively blended with other " -"[FogVolume]s and the [member Environment.volumetric_fog_albedo]." +"The single-scattering [Color] of the [FogVolume]. Internally, [member " +"albedo] is converted into single-scattering, which is additively blended " +"with other [FogVolume]s and the [member Environment.volumetric_fog_albedo]." msgstr "" #: doc/classes/FogMaterial.xml @@ -45165,10 +45723,11 @@ msgstr "" #: doc/classes/FogMaterial.xml msgid "" -"The 3D texture that is used to scale the [member density] of the [FogVolume]. " -"This can be used to vary fog density within the [FogVolume] with any kind of " -"static pattern. For animated effects, consider using a custom [url=$DOCS_URL/" -"tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]." +"The 3D texture that is used to scale the [member density] of the " +"[FogVolume]. This can be used to vary fog density within the [FogVolume] " +"with any kind of static pattern. For animated effects, consider using a " +"custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog " +"shader[/url]." msgstr "" #: doc/classes/FogMaterial.xml @@ -45204,13 +45763,13 @@ msgid "" "[FogVolume]s are used to add localized fog into the global volumetric fog " "effect. [FogVolume]s can also remove volumetric fog from specific areas if " "using a [FogMaterial] with a negative [member FogMaterial.density].\n" -"Performance of [FogVolume]s is directly related to their relative size on the " -"screen and the complexity of their attached [FogMaterial]. It is best to keep " -"[FogVolume]s relatively small and simple where possible.\n" +"Performance of [FogVolume]s is directly related to their relative size on " +"the screen and the complexity of their attached [FogMaterial]. It is best to " +"keep [FogVolume]s relatively small and simple where possible.\n" "[b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment." "volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be " -"globally visible (but only within [FogVolume] nodes), set [member Environment." -"volumetric_fog_density] to [code]0.0[/code]." +"globally visible (but only within [FogVolume] nodes), set [member " +"Environment.volumetric_fog_density] to [code]0.0[/code]." msgstr "" #: doc/classes/FogVolume.xml @@ -45227,9 +45786,9 @@ msgstr "" msgid "" "The shape of the [FogVolume]. This can be set to either [constant " "RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], " -"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer." -"FOG_VOLUME_SHAPE_WORLD]." +"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer." +"FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " +"or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]." msgstr "" #: doc/classes/FogVolume.xml @@ -45240,10 +45799,11 @@ msgid "" "or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].\n" "[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or " "rotates. This can be alleviated by increasing [member ProjectSettings." -"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or " -"by decreasing [member Environment.volumetric_fog_length] (at no performance " -"cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can " -"be made thicker and use a lower density in the [member material].\n" +"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) " +"or by decreasing [member Environment.volumetric_fog_length] (at no " +"performance cost, but at the cost of lower fog range). Alternatively, the " +"[FogVolume] can be made thicker and use a lower density in the [member " +"material].\n" "[b]Note:[/b] If [member shape] is [constant RenderingServer." "FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer." "FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within " @@ -45257,37 +45817,37 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Abstract base class for different font types. It has methods for drawing text " -"and font character introspection." +"Abstract base class for different font types. It has methods for drawing " +"text and font character introspection." msgstr "" #: doc/classes/Font.xml msgid "" "Draw a single Unicode character [param char] into a canvas item using the " -"font, at a given position, with [param modulate] color. [param pos] specifies " -"the baseline, not the top. To draw from the top, [i]ascent[/i] must be added " -"to the Y axis.\n" -"[b]Note:[/b] Do not use this function to draw strings character by character, " -"use [method draw_string] or [TextLine] instead." +"font, at a given position, with [param modulate] color. [param pos] " +"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " +"must be added to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by " +"character, use [method draw_string] or [TextLine] instead." msgstr "" #: doc/classes/Font.xml msgid "" -"Draw a single Unicode character [param char] outline into a canvas item using " -"the font, at a given position, with [param modulate] color and [param size] " -"outline size. [param pos] specifies the baseline, not the top. To draw from " -"the top, [i]ascent[/i] must be added to the Y axis.\n" -"[b]Note:[/b] Do not use this function to draw strings character by character, " -"use [method draw_string] or [TextLine] instead." -msgstr "" - -#: doc/classes/Font.xml -msgid "" -"Breaks [param text] into lines using rules specified by [param brk_flags] and " -"draws it into a canvas item using the font, at a given position, with [param " -"modulate] color, optionally clipping the width and aligning horizontally. " -"[param pos] specifies the baseline of the first line, not the top. To draw " +"Draw a single Unicode character [param char] outline into a canvas item " +"using the font, at a given position, with [param modulate] color and [param " +"size] outline size. [param pos] specifies the baseline, not the top. To draw " "from the top, [i]ascent[/i] must be added to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by " +"character, use [method draw_string] or [TextLine] instead." +msgstr "" + +#: doc/classes/Font.xml +msgid "" +"Breaks [param text] into lines using rules specified by [param brk_flags] " +"and draws it into a canvas item using the font, at a given position, with " +"[param modulate] color, optionally clipping the width and aligning " +"horizontally. [param pos] specifies the baseline of the first line, not the " +"top. To draw from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_multiline_string]." msgstr "" @@ -45316,8 +45876,8 @@ msgid "" "Draw [param text] outline into a canvas item using the font, at a given " "position, with [param modulate] color and [param size] outline size, " "optionally clipping the width and aligning horizontally. [param pos] " -"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must " -"be added to the Y axis.\n" +"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " +"must be added to the Y axis.\n" "See also [method CanvasItem.draw_string_outline]." msgstr "" @@ -45329,26 +45889,25 @@ msgstr "" msgid "" "Returns the average font ascent (number of pixels above the baseline).\n" "[b]Note:[/b] Real ascent of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it only " -"as rough estimate (e.g. as the ascent of empty line)." +"significantly different from the value returned by this function. Use it " +"only as rough estimate (e.g. as the ascent of empty line)." msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " -"The height returned is the font height (see also [method get_height]) and has " -"no relation to the glyph height." +"The height returned is the font height (see also [method get_height]) and " +"has no relation to the glyph height." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the average font descent (number of pixels below the baseline).\n" "[b]Note:[/b] Real descent of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it only " -"as rough estimate (e.g. as the descent of empty line)." +"significantly different from the value returned by this function. Use it " +"only as rough estimate (e.g. as the descent of empty line)." msgstr "" #: doc/classes/Font.xml doc/classes/TextServer.xml @@ -45376,16 +45935,16 @@ msgstr "" #: doc/classes/Font.xml doc/classes/TextServer.xml msgid "" "Returns weight (boldness) of the font. A value in the [code]100...999[/code] " -"range, normal font weight is [code]400[/code], bold font weight is [code]700[/" -"code]." +"range, normal font weight is [code]400[/code], bold font weight is " +"[code]700[/code]." msgstr "" #: doc/classes/Font.xml msgid "" "Returns the total average font height (ascent plus descent) in pixels.\n" "[b]Note:[/b] Real height of the string is context-dependent and can be " -"significantly different from the value returned by this function. Use it only " -"as rough estimate (e.g. as the height of empty line)." +"significantly different from the value returned by this function. Use it " +"only as rough estimate (e.g. as the height of empty line)." msgstr "" #: doc/classes/Font.xml @@ -45537,8 +46096,8 @@ msgid "" "[FontFile] contains a set of glyphs to represent Unicode characters imported " "from a font file, as well as a cache of rasterized glyphs, and a set of " "fallback [Font]s to use.\n" -"Use [FontVariation] to access specific OpenType variation of the font, create " -"simulated bold / slanted version, and draw lines of text.\n" +"Use [FontVariation] to access specific OpenType variation of the font, " +"create simulated bold / slanted version, and draw lines of text.\n" "For more complex text processing, use [FontVariation] in conjunction with " "[TextLine] or [TextParagraph].\n" "Supported font formats:\n" @@ -45623,8 +46182,8 @@ msgstr "" #: doc/classes/FontFile.xml msgid "" -"Returns character code associated with [param glyph_index], or [code]0[/code] " -"if [param glyph_index] is invalid. See [method get_glyph_index]." +"Returns character code associated with [param glyph_index], or [code]0[/" +"code] if [param glyph_index] is invalid. See [method get_glyph_index]." msgstr "" #: doc/classes/FontFile.xml @@ -45728,14 +46287,14 @@ msgstr "" #: doc/classes/FontFile.xml msgid "" -"Returns 2D transform, applied to the font outlines, can be used for slanting, " -"flipping and rotating glyphs." +"Returns 2D transform, applied to the font outlines, can be used for " +"slanting, flipping and rotating glyphs." msgstr "" #: doc/classes/FontFile.xml msgid "" -"Returns variation coordinates for the specified font cache entry. See [method " -"Font.get_supported_variation_list] for more info." +"Returns variation coordinates for the specified font cache entry. See " +"[method Font.get_supported_variation_list] for more info." msgstr "" #: doc/classes/FontFile.xml @@ -45819,8 +46378,8 @@ msgstr "" #: doc/classes/FontFile.xml msgid "" -"Sets embolden strength, if is not equal to zero, emboldens the font outlines. " -"Negative values reduce the outline thickness." +"Sets embolden strength, if is not equal to zero, emboldens the font " +"outlines. Negative values reduce the outline thickness." msgstr "" #: doc/classes/FontFile.xml doc/classes/TextServer.xml @@ -45914,8 +46473,8 @@ msgstr "" #: doc/classes/FontFile.xml msgid "" -"Scaling mode, used only for the bitmap fonts with [member fixed_size] greater " -"than zero." +"Scaling mode, used only for the bitmap fonts with [member fixed_size] " +"greater than zero." msgstr "" #: doc/classes/FontFile.xml @@ -45964,9 +46523,10 @@ msgstr "" #: doc/classes/FontFile.xml doc/classes/SystemFont.xml msgid "" -"Source font size used to generate MSDF textures. Higher values allow for more " -"precision, but are slower to render and require more memory. Only increase " -"this value if you notice a visible lack of precision in glyph rendering." +"Source font size used to generate MSDF textures. Higher values allow for " +"more precision, but are slower to render and require more memory. Only " +"increase this value if you notice a visible lack of precision in glyph " +"rendering." msgstr "" #: doc/classes/FontFile.xml @@ -45974,17 +46534,18 @@ msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " "multichannel signed distance field (MSDF) generated from the dynamic font " "vector data. Since this approach does not rely on rasterizing the font every " -"time its size changes, this allows for resizing the font in real-time without " -"any performance penalty. Text will also not look grainy for [Control]s that " -"are scaled down (or for [Label3D]s viewed from a long distance). As a " -"downside, font hinting is not available with MSDF. The lack of font hinting " -"may result in less crisp and less readable fonts at small sizes.\n" -"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to " -"at least [i]twice[/i] the size of the largest font outline.\n" +"time its size changes, this allows for resizing the font in real-time " +"without any performance penalty. Text will also not look grainy for " +"[Control]s that are scaled down (or for [Label3D]s viewed from a long " +"distance). As a downside, font hinting is not available with MSDF. The lack " +"of font hinting may result in less crisp and less readable fonts at small " +"sizes.\n" +"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set " +"to at least [i]twice[/i] the size of the largest font outline.\n" "[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping " -"shapes correctly. Overlapping shapes are not valid per the OpenType standard, " -"but are still commonly found in many font files, especially those converted " -"by Google Fonts. To avoid issues with overlapping glyphs, consider " +"shapes correctly. Overlapping shapes are not valid per the OpenType " +"standard, but are still commonly found in many font files, especially those " +"converted by Google Fonts. To avoid issues with overlapping glyphs, consider " "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" @@ -45995,9 +46556,9 @@ msgstr "" #: doc/classes/FontFile.xml msgid "" -"Font oversampling factor. If set to [code]0.0[/code], the global oversampling " -"factor is used instead. Used by dynamic fonts only (MSDF fonts ignore " -"oversampling)." +"Font oversampling factor. If set to [code]0.0[/code], the global " +"oversampling factor is used instead. Used by dynamic fonts only (MSDF fonts " +"ignore oversampling)." msgstr "" #: doc/classes/FontFile.xml @@ -46060,8 +46621,8 @@ msgstr "" #: doc/classes/FontVariation.xml msgid "" -"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-" -"us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." +"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/" +"en-us/typography/opentype/spec/featuretags]OpenType feature tags[/url]." msgstr "" #: doc/classes/FontVariation.xml @@ -46097,10 +46658,10 @@ msgid "" "Font OpenType variation coordinates. More info: [url=https://docs.microsoft." "com/en-us/typography/opentype/spec/dvaraxisreg]OpenType variation tags[/" "url].\n" -"[b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes can " -"be identified both by tags ([int], e.g. [code]0x77678674[/code]) and names " -"([String], e.g. [code]wght[/code]). Some axes might be accessible by multiple " -"names. For example, [code]wght[/code] refers to the same axis as " +"[b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes " +"can be identified both by tags ([int], e.g. [code]0x77678674[/code]) and " +"names ([String], e.g. [code]wght[/code]). Some axes might be accessible by " +"multiple names. For example, [code]wght[/code] refers to the same axis as " "[code]weight[/code]. Tags on the other hand are unique. To convert between " "names and tags, use [method TextServer.name_to_tag] and [method TextServer." "tag_to_name].\n" @@ -46145,8 +46706,8 @@ msgstr "" msgid "" "The [GDExtension] resource type represents a [url=https://en.wikipedia.org/" "wiki/Shared_library]shared library[/url] which can expand the functionality " -"of the engine. The [GDExtensionManager] singleton is responsible for loading, " -"reloading, and unloading [GDExtension] resources.\n" +"of the engine. The [GDExtensionManager] singleton is responsible for " +"loading, reloading, and unloading [GDExtension] resources.\n" "[b]Note:[/b] GDExtension itself is not a scripting language and has no " "relation to [GDScript] resources." msgstr "" @@ -46217,8 +46778,9 @@ msgstr "" #: doc/classes/GDExtensionManager.xml msgid "" -"Returns [code]true[/code] if the extension at the given file [param path] has " -"already been loaded successfully. See also [method get_loaded_extensions]." +"Returns [code]true[/code] if the extension at the given file [param path] " +"has already been loaded successfully. See also [method " +"get_loaded_extensions]." msgstr "" #: doc/classes/GDExtensionManager.xml @@ -46229,11 +46791,11 @@ msgstr "" #: doc/classes/GDExtensionManager.xml msgid "" -"Reloads the extension at the given file path. The [param path] needs to point " -"to a valid [GDExtension], otherwise this method may return either [constant " -"LOAD_STATUS_NOT_LOADED] or [constant LOAD_STATUS_FAILED]. \n" -"[b]Note:[/b] You can only reload extensions in the editor. In release builds, " -"this method always fails and returns [constant LOAD_STATUS_FAILED]." +"Reloads the extension at the given file path. The [param path] needs to " +"point to a valid [GDExtension], otherwise this method may return either " +"[constant LOAD_STATUS_NOT_LOADED] or [constant LOAD_STATUS_FAILED]. \n" +"[b]Note:[/b] You can only reload extensions in the editor. In release " +"builds, this method always fails and returns [constant LOAD_STATUS_FAILED]." msgstr "" #: doc/classes/GDExtensionManager.xml @@ -46279,9 +46841,10 @@ msgid "" "[code].gd[/code] extension. The script extends the functionality of all " "objects that instantiate it.\n" "Calling [method new] creates a new instance of the script. [method Object." -"set_script] extends an existing object, if that object's class matches one of " -"the script's base classes.\n" -"If you are looking for GDScript's built-in functions, see [@GDScript] instead." +"set_script] extends an existing object, if that object's class matches one " +"of the script's base classes.\n" +"If you are looking for GDScript's built-in functions, see [@GDScript] " +"instead." msgstr "" #: modules/gdscript/doc_classes/GDScript.xml @@ -46307,9 +46870,9 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for implementing " -"custom types of joints by locking the rotation and translation of certain " -"axes.\n" +"The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for " +"implementing custom types of joints by locking the rotation and translation " +"of certain axes.\n" "The first 3 DOF represent the linear motion of the physics bodies and the " "last 3 DOF represent the angular motion of the physics bodies. Each axis can " "be either locked, or limited." @@ -46328,8 +46891,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"When rotating across the X axis, this error tolerance factor defines how much " -"the correction gets slowed down. The lower, the slower." +"When rotating across the X axis, this error tolerance factor defines how " +"much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46371,8 +46934,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"When rotating across the Y axis, this error tolerance factor defines how much " -"the correction gets slowed down. The lower, the slower." +"When rotating across the Y axis, this error tolerance factor defines how " +"much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46414,8 +46977,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"When rotating across the Z axis, this error tolerance factor defines how much " -"the correction gets slowed down. The lower, the slower." +"When rotating across the Z axis, this error tolerance factor defines how " +"much the correction gets slowed down. The lower, the slower." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46501,8 +47064,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"A factor applied to the movement across the X axis. The lower, the slower the " -"movement." +"A factor applied to the movement across the X axis. The lower, the slower " +"the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46529,8 +47092,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"A factor applied to the movement across the Y axis. The lower, the slower the " -"movement." +"A factor applied to the movement across the Y axis. The lower, the slower " +"the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46557,8 +47120,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"A factor applied to the movement across the Z axis. The lower, the slower the " -"movement." +"A factor applied to the movement across the Z axis. The lower, the slower " +"the movement." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46629,12 +47192,13 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml msgid "" -"The amount of restitution on the axes' movement. The lower, the more momentum " -"gets lost." +"The amount of restitution on the axes' movement. The lower, the more " +"momentum gets lost." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml doc/classes/PhysicsServer3D.xml -msgid "The amount of damping that happens at the linear motion across the axes." +msgid "" +"The amount of damping that happens at the linear motion across the axes." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml @@ -46665,8 +47229,8 @@ msgstr "" #: doc/classes/Generic6DOFJoint3D.xml doc/classes/PhysicsServer3D.xml msgid "" -"The amount of rotational damping across the axes. The lower, the more damping " -"occurs." +"The amount of rotational damping across the axes. The lower, the more " +"damping occurs." msgstr "" #: doc/classes/Generic6DOFJoint3D.xml doc/classes/PhysicsServer3D.xml @@ -46793,9 +47357,9 @@ msgstr "" #: doc/classes/Geometry2D.xml msgid "" "Intersects [param polygon_a] with [param polygon_b] and returns an array of " -"intersected polygons. This performs [constant OPERATION_INTERSECTION] between " -"polygons. In other words, returns common area shared by polygons. Returns an " -"empty array if no intersection occurs.\n" +"intersected polygons. This performs [constant OPERATION_INTERSECTION] " +"between polygons. In other words, returns common area shared by polygons. " +"Returns an empty array if no intersection occurs.\n" "The operation may result in an outer polygon (boundary) and inner polygon " "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." @@ -46859,10 +47423,10 @@ msgstr "" msgid "" "Inflates or deflates [param polygon] by [param delta] units (pixels). If " "[param delta] is positive, makes the polygon grow outward. If [param delta] " -"is negative, shrinks the polygon inward. Returns an array of polygons because " -"inflating/deflating may result in multiple discrete polygons. Returns an " -"empty array if [param delta] is negative and the absolute value of it " -"approximately exceeds the minimum bounding rectangle dimensions of the " +"is negative, shrinks the polygon inward. Returns an array of polygons " +"because inflating/deflating may result in multiple discrete polygons. " +"Returns an empty array if [param delta] is negative and the absolute value " +"of it approximately exceeds the minimum bounding rectangle dimensions of the " "polygon.\n" "Each polygon's vertices will be rounded as determined by [param join_type], " "see [enum PolyJoinType].\n" @@ -46895,8 +47459,8 @@ msgid "" "Inflates or deflates [param polyline] by [param delta] units (pixels), " "producing polygons. If [param delta] is positive, makes the polyline grow " "outward. Returns an array of polygons because inflating/deflating may result " -"in multiple discrete polygons. If [param delta] is negative, returns an empty " -"array.\n" +"in multiple discrete polygons. If [param delta] is negative, returns an " +"empty array.\n" "Each polygon's vertices will be rounded as determined by [param join_type], " "see [enum PolyJoinType].\n" "Each polygon's endpoints will be rounded as determined by [param end_type], " @@ -46918,15 +47482,15 @@ msgid "" "position on the segment (as a number between 0 and 1) at which the segment " "hits the circle that is located at position [param circle_position] and has " "radius [param circle_radius]. If the segment does not intersect the circle, " -"-1 is returned (this is also the case if the line extending the segment would " -"intersect the circle, but the segment does not)." +"-1 is returned (this is also the case if the line extending the segment " +"would intersect the circle, but the segment does not)." msgstr "" #: doc/classes/Geometry2D.xml msgid "" "Checks if the two segments ([param from_a], [param to_a]) and ([param " -"from_b], [param to_b]) intersect. If yes, return the point of intersection as " -"[Vector2]. If no intersection takes place, returns [code]null[/code]." +"from_b], [param to_b]) intersect. If yes, return the point of intersection " +"as [Vector2]. If no intersection takes place, returns [code]null[/code]." msgstr "" #: doc/classes/Geometry2D.xml @@ -46967,8 +47531,8 @@ msgstr "" #: doc/classes/Geometry2D.xml msgid "" -"Create regions where either subject or clip polygons are filled but not where " -"both are filled." +"Create regions where either subject or clip polygons are filled but not " +"where both are filled." msgstr "" #: doc/classes/Geometry2D.xml @@ -46979,15 +47543,15 @@ msgstr "" #: doc/classes/Geometry2D.xml msgid "" -"While flattened paths can never perfectly trace an arc, they are approximated " -"by a series of arc chords." +"While flattened paths can never perfectly trace an arc, they are " +"approximated by a series of arc chords." msgstr "" #: doc/classes/Geometry2D.xml msgid "" "There's a necessary limit to mitered joins since offsetting edges that join " -"at very acute angles will produce excessively long and narrow \"spikes\". For " -"any given edge join, when miter offsetting would exceed that maximum " +"at very acute angles will produce excessively long and narrow \"spikes\". " +"For any given edge join, when miter offsetting would exceed that maximum " "distance, \"square\" joining is applied." msgstr "" @@ -47028,9 +47592,9 @@ msgstr "" #: doc/classes/Geometry3D.xml msgid "" -"Returns an array with 6 [Plane]s that describe the sides of a box centered at " -"the origin. The box size is defined by [param extents], which represents one " -"(positive) corner of the box (i.e. half its actual size)." +"Returns an array with 6 [Plane]s that describe the sides of a box centered " +"at the origin. The box size is defined by [param extents], which represents " +"one (positive) corner of the box (i.e. half its actual size)." msgstr "" #: doc/classes/Geometry3D.xml @@ -47102,26 +47666,27 @@ msgstr "" #: doc/classes/Geometry3D.xml msgid "" "Tests if the 3D ray starting at [param from] with the direction of [param " -"dir] intersects the triangle specified by [param a], [param b] and [param c]. " -"If yes, returns the point of intersection as [Vector3]. If no intersection " -"takes place, returns [code]null[/code]." +"dir] intersects the triangle specified by [param a], [param b] and [param " +"c]. If yes, returns the point of intersection as [Vector3]. If no " +"intersection takes place, returns [code]null[/code]." msgstr "" #: doc/classes/Geometry3D.xml msgid "" "Given a convex hull defined though the [Plane]s in the array [param planes], " -"tests if the segment ([param from], [param to]) intersects with that hull. If " -"an intersection is found, returns a [PackedVector3Array] containing the point " -"the intersection and the hull's normal. Otherwise, returns an empty array." +"tests if the segment ([param from], [param to]) intersects with that hull. " +"If an intersection is found, returns a [PackedVector3Array] containing the " +"point the intersection and the hull's normal. Otherwise, returns an empty " +"array." msgstr "" #: doc/classes/Geometry3D.xml msgid "" -"Checks if the segment ([param from], [param to]) intersects the cylinder with " -"height [param height] that is centered at the origin and has radius [param " -"radius]. If no, returns an empty [PackedVector3Array]. If an intersection " -"takes place, the returned array contains the point of intersection and the " -"cylinder's normal at the point of intersection." +"Checks if the segment ([param from], [param to]) intersects the cylinder " +"with height [param height] that is centered at the origin and has radius " +"[param radius]. If no, returns an empty [PackedVector3Array]. If an " +"intersection takes place, the returned array contains the point of " +"intersection and the cylinder's normal at the point of intersection." msgstr "" #: doc/classes/Geometry3D.xml @@ -47136,8 +47701,8 @@ msgstr "" #: doc/classes/Geometry3D.xml msgid "" "Tests if the segment ([param from], [param to]) intersects the triangle " -"[param a], [param b], [param c]. If yes, returns the point of intersection as " -"[Vector3]. If no intersection takes place, returns [code]null[/code]." +"[param a], [param b], [param c]. If yes, returns the point of intersection " +"as [Vector3]. If no intersection takes place, returns [code]null[/code]." msgstr "" #: doc/classes/Geometry3D.xml @@ -47181,8 +47746,8 @@ msgid "" "[code]uniform ...[/code] in the shader code.\n" "[b]Note:[/b] [param name] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, " -"so there is no 2D equivalent of this method." +"[b]Note:[/b] Per-instance shader uniforms are currently only available in " +"3D, so there is no 2D equivalent of this method." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47197,27 +47762,27 @@ msgid "" "to avoid the expensive [AABB] recalculation that happens when a skeleton is " "used with a [MeshInstance3D] or to have precise control over the " "[MeshInstance3D]'s bounding box. To use the default AABB, set value to an " -"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set " -"[member custom_aabb] to a very large AABB that covers your entire game world " -"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To " -"disable all forms of culling (including occlusion culling), call [method " -"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s " -"[RID]." +"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, " +"set [member custom_aabb] to a very large AABB that covers your entire game " +"world such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/" +"code]. To disable all forms of culling (including occlusion culling), call " +"[method RenderingServer.instance_set_ignore_culling] on the " +"[GeometryInstance3D]'s [RID]." msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" -"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to " -"increase its cull box." +"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) " +"to increase its cull box." msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "The texel density to use for lightmapping in [LightmapGI]. Greater scale " -"values provide higher resolution in the lightmap, which can result in sharper " -"shadows for lights that have both direct and indirect light baked. However, " -"greater scale values will also increase the space taken by the mesh in the " -"lightmap texture, which increases the memory, storage, and bake time " +"values provide higher resolution in the lightmap, which can result in " +"sharper shadows for lights that have both direct and indirect light baked. " +"However, greater scale values will also increase the space taken by the mesh " +"in the lightmap texture, which increases the memory, storage, and bake time " "requirements. When using a single mesh at different scales, consider " "adjusting this value to keep the lightmap texel density consistent across " "meshes." @@ -47238,25 +47803,25 @@ msgid "" "for gizmos that must be rendered even when occlusion culling is in use.\n" "[b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum " "culling (which is what happens when an object is not visible given the " -"camera's angle). To avoid frustum culling, set [member custom_aabb] to a very " -"large AABB that covers your entire game world such as [code]AABB(-10000, " -"-10000, -10000, 20000, 20000, 20000)[/code]." +"camera's angle). To avoid frustum culling, set [member custom_aabb] to a " +"very large AABB that covers your entire game world such as " +"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]." msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "Changes how quickly the mesh transitions to a lower level of detail. A value " -"of 0 will force the mesh to its lowest level of detail, a value of 1 will use " -"the default settings, and larger values will keep the mesh in a higher level " -"of detail at farther distances.\n" +"of 0 will force the mesh to its lowest level of detail, a value of 1 will " +"use the default settings, and larger values will keep the mesh in a higher " +"level of detail at farther distances.\n" "Useful for testing level of detail transitions in the editor." msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "The material overlay for the whole geometry.\n" -"If a material is assigned to this property, it will be rendered on top of any " -"other active material for all the surfaces." +"If a material is assigned to this property, it will be rendered on top of " +"any other active material for all the surfaces." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47271,11 +47836,11 @@ msgid "" "The transparency applied to the whole geometry (as a multiplier of the " "materials' existing transparency). [code]0.0[/code] is fully opaque, while " "[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] " -"(exclusive) will force the geometry's materials to go through the transparent " -"pipeline, which is slower to render and can exhibit rendering issues due to " -"incorrect transparency sorting. However, unlike using a transparent material, " -"setting [member transparency] to a value greater than [code]0.0[/code] " -"(exclusive) will [i]not[/i] disable shadow rendering.\n" +"(exclusive) will force the geometry's materials to go through the " +"transparent pipeline, which is slower to render and can exhibit rendering " +"issues due to incorrect transparency sorting. However, unlike using a " +"transparent material, setting [member transparency] to a value greater than " +"[code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering.\n" "In spatial shaders, [code]1.0 - transparency[/code] is set as the default " "value of the [code]ALPHA[/code] built-in.\n" "[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and " @@ -47293,8 +47858,8 @@ msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "Margin for the [member visibility_range_begin] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over or " -"under the [member visibility_range_begin] threshold by this amount.\n" +"GeometryInstance3D will only change its visibility state when it goes over " +"or under the [member visibility_range_begin] threshold by this amount.\n" "If [member visibility_range_fade_mode] is [constant " "VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If " "[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " @@ -47313,8 +47878,8 @@ msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "Margin for the [member visibility_range_end] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over or " -"under the [member visibility_range_end] threshold by this amount.\n" +"GeometryInstance3D will only change its visibility state when it goes over " +"or under the [member visibility_range_end] threshold by this amount.\n" "If [member visibility_range_fade_mode] is [constant " "VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If " "[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " @@ -47331,15 +47896,15 @@ msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" -"Will not cast any shadows. Use this to improve performance for small geometry " -"that is unlikely to cast noticeable shadows (such as debris)." +"Will not cast any shadows. Use this to improve performance for small " +"geometry that is unlikely to cast noticeable shadows (such as debris)." msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "Will cast shadows from all visible faces in the GeometryInstance3D.\n" -"Will take culling into account, so faces not being rendered will not be taken " -"into account when shadow casting." +"Will take culling into account, so faces not being rendered will not be " +"taken into account when shadow casting." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47360,10 +47925,10 @@ msgstr "" msgid "" "Disabled global illumination mode. Use for dynamic objects that do not " "contribute to global illumination (such as characters). When using [VoxelGI] " -"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections " -"but the geometry will not be considered in GI baking. When using " -"[LightmapGI], the object will receive indirect lighting using lightmap probes " -"instead of using the baked lightmap texture." +"and SDFGI, the geometry will [i]receive[/i] indirect lighting and " +"reflections but the geometry will not be considered in GI baking. When using " +"[LightmapGI], the object will receive indirect lighting using lightmap " +"probes instead of using the baked lightmap texture." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47376,9 +47941,10 @@ msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" "Dynamic global illumination mode. Use for dynamic objects that contribute to " -"global illumination. This GI mode is only effective when using [VoxelGI], but " -"it has a higher performance impact than [constant GI_MODE_STATIC]. When using " -"other GI methods, this will act the same as [constant GI_MODE_DISABLED]." +"global illumination. This GI mode is only effective when using [VoxelGI], " +"but it has a higher performance impact than [constant GI_MODE_STATIC]. When " +"using other GI methods, this will act the same as [constant " +"GI_MODE_DISABLED]." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47412,11 +47978,11 @@ msgstr "" #: doc/classes/GeometryInstance3D.xml msgid "" -"Will not fade itself nor its visibility dependencies, hysteresis will be used " -"instead. This is the fastest approach to manual LOD, but it can result in " -"noticeable LOD transitions depending on how the LOD meshes are authored. See " -"[member visibility_range_begin] and [member Node3D.visibility_parent] for " -"more information." +"Will not fade itself nor its visibility dependencies, hysteresis will be " +"used instead. This is the fastest approach to manual LOD, but it can result " +"in noticeable LOD transitions depending on how the LOD meshes are authored. " +"See [member visibility_range_begin] and [member Node3D.visibility_parent] " +"for more information." msgstr "" #: doc/classes/GeometryInstance3D.xml @@ -47462,6 +48028,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -47469,9 +48059,9 @@ msgstr "" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" "GLTFBufferView is a data structure representing GLTF a [code]bufferView[/" -"code] that would be found in the [code]\"bufferViews\"[/code] array. A buffer " -"is a blob of binary data. A buffer view is a slice of a buffer that can be " -"used to identify and extract data from the buffer.\n" +"code] that would be found in the [code]\"bufferViews\"[/code] array. A " +"buffer is a blob of binary data. A buffer view is a slice of a buffer that " +"can be used to identify and extract data from the buffer.\n" "Most custom uses of buffers only need to use the [member buffer], [member " "byte_length], and [member byte_offset]. The [member byte_stride] and [member " "indices] properties are for more advanced use cases such as interleaved mesh " @@ -47569,8 +48159,8 @@ msgstr "" msgid "" "The FOV of the camera. This class and GLTF define the camera FOV in radians, " "while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. " -"This value is only used for perspective cameras, when [member perspective] is " -"true." +"This value is only used for perspective cameras, when [member perspective] " +"is true." msgstr "" #: modules/gltf/doc_classes/GLTFCamera.xml @@ -47622,8 +48212,8 @@ msgstr "" msgid "" "Takes a [PackedByteArray] defining a GLTF and imports the data to the given " "[GLTFState] object through the [param state] parameter.\n" -"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to " -"find dependencies and can be empty." +"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where " +"to find dependencies and can be empty." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml @@ -47657,10 +48247,10 @@ msgid "" "Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If " "[param first_priority] is true, this extension will be run first. Otherwise, " "it will be run last.\n" -"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must " -"be stateless in order to function properly. If you need to store data, use " -"the [code]set_additional_data[/code] and [code]get_additional_data[/code] " -"methods in [GLTFState] or [GLTFNode]." +"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes " +"must be stateless in order to function properly. If you need to store data, " +"use the [code]set_additional_data[/code] and [code]get_additional_data[/" +"code] methods in [GLTFState] or [GLTFNode]." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml @@ -47671,8 +48261,8 @@ msgstr "" msgid "" "Takes a [GLTFState] object through the [param state] parameter and writes a " "glTF file to the filesystem.\n" -"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary " -"file or a .gltf text file." +"[b]Note:[/b] The extension of the glTF file determines if it is a .glb " +"binary file or a .gltf text file." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml @@ -47699,14 +48289,15 @@ msgid "" "How to process the root node during export. See [enum RootNodeMode] for " "details. The default and recommended value is [constant " "ROOT_NODE_MODE_SINGLE_ROOT].\n" -"[b]Note:[/b] Regardless of how the glTF file is exported, when importing, the " -"root node type and name can be overridden in the scene import settings tab." +"[b]Note:[/b] Regardless of how the glTF file is exported, when importing, " +"the root node type and name can be overridden in the scene import settings " +"tab." msgstr "" #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" -"Treat the Godot scene's root node as the root node of the glTF file, and mark " -"it as the single root node via the [code]GODOT_single_root[/code] glTF " +"Treat the Godot scene's root node as the root node of the glTF file, and " +"mark it as the single root node via the [code]GODOT_single_root[/code] glTF " "extension. This will be parsed the same as [constant " "ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support " "[code]GODOT_single_root[/code]." @@ -47739,10 +48330,10 @@ msgid "" "To use, make a new class extending GLTFDocumentExtension, override any " "methods you need, make an instance of your class, and register it using " "[method GLTFDocument.register_gltf_document_extension].\n" -"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must " -"be stateless in order to function properly. If you need to store data, use " -"the [code]set_additional_data[/code] and [code]get_additional_data[/code] " -"methods in [GLTFState] or [GLTFNode]." +"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes " +"must be stateless in order to function properly. If you need to store data, " +"use the [code]set_additional_data[/code] and [code]get_additional_data[/" +"code] methods in [GLTFState] or [GLTFNode]." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml @@ -47758,19 +48349,19 @@ msgstr "" msgid "" "Part of the export process. This method is run after [method " "_get_saveable_image_formats] and before [method _export_post]. If this " -"[GLTFDocumentExtension] is used for exporting images, this runs after [method " -"_serialize_texture_json].\n" -"This method can be used to modify the final JSON of each node. Data should be " -"primarily stored in [param gltf_node] prior to serializing the JSON, but the " -"original Godot [param node] is also provided if available. The node may be " -"null if not available, such as when exporting GLTF data not generated from a " -"Godot scene." +"[GLTFDocumentExtension] is used for exporting images, this runs after " +"[method _serialize_texture_json].\n" +"This method can be used to modify the final JSON of each node. Data should " +"be primarily stored in [param gltf_node] prior to serializing the JSON, but " +"the original Godot [param node] is also provided if available. The node may " +"be null if not available, such as when exporting GLTF data not generated " +"from a Godot scene." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml msgid "" -"Part of the export process. This method is run last, after all other parts of " -"the export process.\n" +"Part of the export process. This method is run last, after all other parts " +"of the export process.\n" "This method can be used to modify the final JSON of the generated GLTF file." msgstr "" @@ -47780,8 +48371,8 @@ msgid "" "of the export process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " "instance should be used for exporting a given GLTF file. If [constant OK], " -"the export will use this [GLTFDocumentExtension] instance. If not overridden, " -"[constant OK] is returned." +"the export will use this [GLTFDocumentExtension] instance. If not " +"overridden, [constant OK] is returned." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml @@ -47799,8 +48390,8 @@ msgid "" "Part of the import process. This method is run after [method " "_import_post_parse] and before [method _import_node].\n" "Runs when generating a Godot scene node from a GLTFNode. The returned node " -"will be added to the scene tree. Multiple nodes can be generated in this step " -"if they are added as a child of the returned node.\n" +"will be added to the scene tree. Multiple nodes can be generated in this " +"step if they are added as a child of the returned node.\n" "[b]Note:[/b] The [param scene_parent] parameter may be null if this is the " "single root node." msgstr "" @@ -47821,11 +48412,12 @@ msgid "" "_convert_scene_node] and before [method _export_node].\n" "Returns an array of the image formats that can be saved/exported by this " "extension. This extension will only be selected as the image exporter if the " -"[GLTFDocument]'s [member GLTFDocument.image_format] is in this array. If this " -"[GLTFDocumentExtension] is selected as the image exporter, one of the [method " -"_save_image_at_path] or [method _serialize_image_to_bytes] methods will run " -"next, otherwise [method _export_node] will run next. If the format name " -"contains [code]\"Lossy\"[/code], the lossy quality slider will be displayed." +"[GLTFDocument]'s [member GLTFDocument.image_format] is in this array. If " +"this [GLTFDocumentExtension] is selected as the image exporter, one of the " +"[method _save_image_at_path] or [method _serialize_image_to_bytes] methods " +"will run next, otherwise [method _export_node] will run next. If the format " +"name contains [code]\"Lossy\"[/code], the lossy quality slider will be " +"displayed." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml @@ -47847,8 +48439,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml msgid "" -"Part of the import process. This method is run last, after all other parts of " -"the import process.\n" +"Part of the import process. This method is run last, after all other parts " +"of the import process.\n" "This method can be used to modify the final Godot scene generated by the " "import process." msgstr "" @@ -47868,16 +48460,16 @@ msgid "" "of the import process.\n" "The return value is used to determine if this [GLTFDocumentExtension] " "instance should be used for importing a given GLTF file. If [constant OK], " -"the import will use this [GLTFDocumentExtension] instance. If not overridden, " -"[constant OK] is returned." +"the import will use this [GLTFDocumentExtension] instance. If not " +"overridden, [constant OK] is returned." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml msgid "" "Part of the import process. This method is run after [method " "_parse_node_extensions] and before [method _parse_texture_json].\n" -"Runs when parsing image data from a GLTF file. The data could be sourced from " -"a separate file, a URI, or a buffer, and then is passed as a byte array." +"Runs when parsing image data from a GLTF file. The data could be sourced " +"from a separate file, a URI, or a buffer, and then is passed as a byte array." msgstr "" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml @@ -47973,8 +48565,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" -"The inner angle of the cone in a spotlight. Must be less than or equal to the " -"outer cone angle.\n" +"The inner angle of the cone in a spotlight. Must be less than or equal to " +"the outer cone angle.\n" "Within this angle, the light is at full brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. When creating a Godot [SpotLight3D], the ratio between the inner " @@ -47984,9 +48576,9 @@ msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml msgid "" "The intensity of the light. This is expressed in candelas (lumens per " -"steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " -"multiplier." +"steradian) for point and spot lights, and lux (lumens per m²) for " +"directional lights. When creating a Godot light, this value is converted to " +"a unitless multiplier." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml @@ -48003,8 +48595,8 @@ msgid "" "At this angle, the light drops off to zero brightness. Between the inner and " "outer cone angles, there is a transition from full brightness to zero " "brightness. If this angle is a half turn, then the spotlight emits in all " -"directions. When creating a Godot [SpotLight3D], the outer cone angle is used " -"as the angle of the spotlight." +"directions. When creating a Godot [SpotLight3D], the outer cone angle is " +"used as the angle of the spotlight." msgstr "" #: modules/gltf/doc_classes/GLTFLight.xml @@ -48014,6 +48606,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -48021,12 +48661,12 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "Represents a GLTF node. GLTF nodes may have names, transforms, children " -"(other GLTF nodes), and more specialized properties (represented by their own " -"classes).\n" -"GLTF nodes generally exist inside of [GLTFState] which represents all data of " -"a GLTF file. Most of GLTFNode's properties are indices of other data in the " -"GLTF file. You can extend a GLTF node with additional properties by using " -"[method get_additional_data] and [method set_additional_data]." +"(other GLTF nodes), and more specialized properties (represented by their " +"own classes).\n" +"GLTF nodes generally exist inside of [GLTFState] which represents all data " +"of a GLTF file. Most of GLTFNode's properties are indices of other data in " +"the GLTF file. You can extend a GLTF node with additional properties by " +"using [method get_additional_data] and [method set_additional_data]." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48049,34 +48689,35 @@ msgid "" "to keep per-node state data in [GLTFDocumentExtension] classes, which is " "important because they are stateless.\n" "The first argument should be the [GLTFDocumentExtension] name (does not have " -"to match the extension name in the GLTF file), and the second argument can be " -"anything you want." +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "If this GLTF node is a camera, the index of the [GLTFCamera] in the " -"[GLTFState] that describes the camera's properties. If -1, this node is not a " -"camera." +"[GLTFState] that describes the camera's properties. If -1, this node is not " +"a camera." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"How deep into the node hierarchy this node is. A root node will have a height " -"of 0, its children will have a height of 1, and so on. If -1, the height has " -"not been calculated." +"How deep into the node hierarchy this node is. A root node will have a " +"height of 0, its children will have a height of 1, and so on. If -1, the " +"height has not been calculated." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"If this GLTF node is a light, the index of the [GLTFLight] in the [GLTFState] " -"that describes the light's properties. If -1, this node is not a light." +"If this GLTF node is a light, the index of the [GLTFLight] in the " +"[GLTFState] that describes the light's properties. If -1, this node is not a " +"light." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -48085,6 +48726,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -48164,8 +48809,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "" -"The angular velocity of the physics body, in radians per second. This is only " -"used when the body type is \"rigid\" or \"vehicle\"." +"The angular velocity of the physics body, in radians per second. This is " +"only used when the body type is \"rigid\" or \"vehicle\"." msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml @@ -48173,14 +48818,14 @@ msgid "" "The type of the body. When importing, this controls what type of " "[CollisionObject3D] node Godot should generate. Valid values are \"static\", " "\"animatable\", \"character\", \"rigid\", \"vehicle\", and \"trigger\". When " -"exporting, this will be squashed down to one of \"static\", \"kinematic\", or " -"\"dynamic\" motion types, or the \"trigger\" property." +"exporting, this will be squashed down to one of \"static\", \"kinematic\", " +"or \"dynamic\" motion types, or the \"trigger\" property." msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "" -"The center of mass of the body, in meters. This is in local space relative to " -"the body. By default, the center of the mass is the body's origin." +"The center of mass of the body, in meters. This is in local space relative " +"to the body. By default, the center of the mass is the body's origin." msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml @@ -48189,15 +48834,15 @@ msgid "" "This represents the inertia around the principle axes, the diagonal of the " "inertia tensor matrix. This is only used when the body type is \"rigid\" or " "\"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " -"inertia will be calculated automatically." +"When converted to a Godot [RigidBody3D] node, if this value is zero, then " +"the inertia will be calculated automatically." msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "" -"The inertia orientation of the physics body. This defines the rotation of the " -"inertia's principle axes relative to the object's local axes. This is only " -"used when the body type is \"rigid\" or \"vehicle\" and [member " +"The inertia orientation of the physics body. This defines the rotation of " +"the inertia's principle axes relative to the object's local axes. This is " +"only used when the body type is \"rigid\" or \"vehicle\" and [member " "inertia_diagonal] is set to a non-zero value." msgstr "" @@ -48205,8 +48850,8 @@ msgstr "" msgid "" "The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). " "This is only used when the body type is \"rigid\" or \"vehicle\".\n" -"When converted to a Godot [RigidBody3D] node, if this value is zero, then the " -"inertia will be calculated automatically." +"When converted to a Godot [RigidBody3D] node, if this value is zero, then " +"the inertia will be calculated automatically." msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml @@ -48278,8 +48923,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsShape.xml msgid "" -"If [code]true[/code], indicates that this shape is a trigger. For Godot, this " -"means that the shape should be a child of an Area3D node.\n" +"If [code]true[/code], indicates that this shape is a trigger. For Godot, " +"this means that the shape should be a child of an Area3D node.\n" "This is the only variable not used in the [method to_node] method, it's " "intended to be used alongside when deciding where to add the generated node " "as a child." @@ -48306,22 +48951,24 @@ msgstr "" #: modules/gltf/doc_classes/GLTFPhysicsShape.xml msgid "" "The size of the shape, in meters. This is only used when the shape type is " -"\"box\", and it represents the \"diameter\" of the box. This value should not " -"be negative." +"\"box\", and it represents the \"diameter\" of the box. This value should " +"not be negative." msgstr "" #: modules/gltf/doc_classes/GLTFSkeleton.xml msgid "" -"Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF " -"nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"Returns a [Dictionary] that maps skeleton bone indices to the indices of " +"GLTF nodes. This property is unused during import, and only set during " +"export. In a GLTF file, a bone is a node, so Godot converts skeleton bones " +"to GLTF nodes." msgstr "" #: modules/gltf/doc_classes/GLTFSkeleton.xml msgid "" "Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF " "nodes. This property is unused during import, and only set during export. In " -"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes." +"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF " +"nodes." msgstr "" #: modules/gltf/doc_classes/GLTFSpecGloss.xml @@ -48330,9 +48977,9 @@ msgstr "" #: modules/gltf/doc_classes/GLTFSpecGloss.xml msgid "" -"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means " -"that it is deprecated and not recommended for new files. However, it is still " -"supported for loading old files." +"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This " +"means that it is deprecated and not recommended for new files. However, it " +"is still supported for loading old files." msgstr "" #: modules/gltf/doc_classes/GLTFSpecGloss.xml @@ -48372,8 +49019,8 @@ msgid "" "a Godot scene. Then the data can either be used to create a Godot scene or " "save to a GLTF file. The code that converts to/from a Godot scene can be " "intercepted at arbitrary points by [GLTFDocumentExtension] classes. This " -"allows for custom data to be stored in the GLTF file or for custom data to be " -"converted to/from Godot nodes." +"allows for custom data to be stored in the GLTF file or for custom data to " +"be converted to/from Godot nodes." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48399,9 +49046,9 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Gets additional arbitrary data in this [GLTFState] instance. This can be used " -"to keep per-file state data in [GLTFDocumentExtension] classes, which is " -"important because they are stateless.\n" +"Gets additional arbitrary data in this [GLTFState] instance. This can be " +"used to keep per-file state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" "The argument should be the [GLTFDocumentExtension] name (does not have to " "match the extension name in the GLTF file), and the return value can be " "anything you set. If nothing was set, the return value is null." @@ -48409,9 +49056,9 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Returns the [AnimationPlayer] node with the given index. These nodes are only " -"used during the export process when converting Godot [AnimationPlayer] nodes " -"to GLTF animations." +"Returns the [AnimationPlayer] node with the given index. These nodes are " +"only used during the export process when converting Godot [AnimationPlayer] " +"nodes to GLTF animations." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48430,8 +49077,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Returns an array of all [GLTFCamera]s in the GLTF file. These are the cameras " -"that the [member GLTFNode.camera] index refers to." +"Returns an array of all [GLTFCamera]s in the GLTF file. These are the " +"cameras that the [member GLTFNode.camera] index refers to." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48457,9 +49104,10 @@ msgid "" "Returns the index of the [GLTFNode] corresponding to this Godot scene node. " "This is the inverse of [method get_scene_node]. Useful during the export " "process.\n" -"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], " -"and not every [GLTFNode] will have a scene node generated. If there is no " -"[GLTFNode] index for this scene node, [code]-1[/code] is returned." +"[b]Note:[/b] Not every Godot scene node will have a corresponding " +"[GLTFNode], and not every [GLTFNode] will have a scene node generated. If " +"there is no [GLTFNode] index for this scene node, [code]-1[/code] is " +"returned." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48512,12 +49160,12 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Sets additional arbitrary data in this [GLTFState] instance. This can be used " -"to keep per-file state data in [GLTFDocumentExtension] classes, which is " -"important because they are stateless.\n" +"Sets additional arbitrary data in this [GLTFState] instance. This can be " +"used to keep per-file state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" "The first argument should be the [GLTFDocumentExtension] name (does not have " -"to match the extension name in the GLTF file), and the second argument can be " -"anything you want." +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48574,8 +49222,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Sets the array of texture samplers that are used by the textures contained in " -"the GLTF." +"Sets the array of texture samplers that are used by the textures contained " +"in the GLTF." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48600,8 +49248,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"The copyright string in the asset header of the GLTF file. This is set during " -"import if present and export if non-empty. See the GLTF asset header " +"The copyright string in the asset header of the GLTF file. This is set " +"during import if present and export if non-empty. See the GLTF asset header " "documentation for more information." msgstr "" @@ -48613,12 +49261,27 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " "scene, and therefore one root node. However, a GLTF file may have multiple " -"scenes and therefore multiple root nodes, which will be generated as siblings " -"of each other and as children of the root node of the generated Godot scene." +"scenes and therefore multiple root nodes, which will be generated as " +"siblings of each other and as children of the root node of the generated " +"Godot scene." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48634,13 +49297,14 @@ msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Extracts embedded textures to be reimported and compressed. Editor only. Acts " -"as uncompressed at runtime." +"Extracts embedded textures to be reimported and compressed. Editor only. " +"Acts as uncompressed at runtime." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml msgid "" -"Embeds textures VRAM compressed with Basis Universal into the generated scene." +"Embeds textures VRAM compressed with Basis Universal into the generated " +"scene." msgstr "" #: modules/gltf/doc_classes/GLTFState.xml @@ -48649,6 +49313,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -48699,8 +49367,9 @@ msgstr "" #: modules/mono/doc_classes/GodotSharp.xml msgid "" -"This class is a bridge between Godot and the Mono runtime. It exposes several " -"low-level operations and is only available in Mono-enabled Godot builds.\n" +"This class is a bridge between Godot and the Mono runtime. It exposes " +"several low-level operations and is only available in Mono-enabled Godot " +"builds.\n" "See also [CSharpScript]." msgstr "" @@ -48719,9 +49388,10 @@ msgid "" "2D particle node used to create a variety of particle systems and effects. " "[GPUParticles2D] features an emitter that generates some number of particles " "at a given rate.\n" -"Use the [member process_material] property to add a [ParticleProcessMaterial] " -"to configure particle appearance and behavior. Alternatively, you can add a " -"[ShaderMaterial] which will be applied to all particles.\n" +"Use the [member process_material] property to add a " +"[ParticleProcessMaterial] to configure particle appearance and behavior. " +"Alternatively, you can add a [ShaderMaterial] which will be applied to all " +"particles.\n" "2D particles can optionally collide with [LightOccluder2D], but they don't " "collide with [PhysicsBody2D] nodes." msgstr "" @@ -48732,7 +49402,8 @@ msgstr "" #: doc/classes/GPUParticles2D.xml msgid "" -"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " +"player)" msgstr "" #: doc/classes/GPUParticles2D.xml @@ -48762,10 +49433,11 @@ msgstr "" #: doc/classes/GPUParticles2D.xml doc/classes/GPUParticles3D.xml msgid "" -"The number of particles to emit in one emission cycle. The effective emission " -"rate is [code](amount * amount_ratio) / lifetime[/code] particles per second. " -"Higher values will increase GPU requirements, even if not all particles are " -"visible at a given time or if [member amount_ratio] is decreased.\n" +"The number of particles to emit in one emission cycle. The effective " +"emission rate is [code](amount * amount_ratio) / lifetime[/code] particles " +"per second. Higher values will increase GPU requirements, even if not all " +"particles are visible at a given time or if [member amount_ratio] is " +"decreased.\n" "[b]Note:[/b] Changing this value will cause the particle system to restart. " "To avoid this, change [member amount_ratio] instead." msgstr "" @@ -48776,15 +49448,15 @@ msgid "" "lower than [code]1.0[/code], this will set the amount of emitted particles " "throughout the lifetime to [code]amount * amount_ratio[/code]. Unlike " "changing [member amount], changing [member amount_ratio] while emitting does " -"not affect already-emitted particles and doesn't cause the particle system to " -"restart. [member amount_ratio] can be used to create effects that make the " -"number of emitted particles vary over time.\n" +"not affect already-emitted particles and doesn't cause the particle system " +"to restart. [member amount_ratio] can be used to create effects that make " +"the number of emitted particles vary over time.\n" "[b]Note:[/b] Reducing the [member amount_ratio] has no performance benefit, " "since resources need to be allocated and processed for the total [member " "amount] of particles regardless of the [member amount_ratio]. If you don't " "intend to change the number of particles emitted while the particles are " -"emitting, make sure [member amount_ratio] is set to [code]1[/code] and change " -"[member amount] to your liking instead." +"emitting, make sure [member amount_ratio] is set to [code]1[/code] and " +"change [member amount] to your liking instead." msgstr "" #: doc/classes/GPUParticles2D.xml @@ -48800,8 +49472,8 @@ msgstr "" #: doc/classes/GPUParticles2D.xml doc/classes/GPUParticles3D.xml msgid "" -"Causes all the particles in this node to interpolate towards the end of their " -"lifetime.\n" +"Causes all the particles in this node to interpolate towards the end of " +"their lifetime.\n" "[b]Note:[/b] This only works when used with a [ParticleProcessMaterial]. It " "needs to be manually implemented for custom process shaders." msgstr "" @@ -48821,12 +49493,12 @@ msgstr "" #: doc/classes/GPUParticles2D.xml msgid "" -"If [code]true[/code], particles use the parent node's coordinate space (known " -"as local coordinates). This will cause particles to move and rotate along the " -"[GPUParticles2D] node (and its parents) when it is moved or rotated. If " -"[code]false[/code], particles use global coordinates; they will not move or " -"rotate along the [GPUParticles2D] node (and its parents) when it is moved or " -"rotated." +"If [code]true[/code], particles use the parent node's coordinate space " +"(known as local coordinates). This will cause particles to move and rotate " +"along the [GPUParticles2D] node (and its parents) when it is moved or " +"rotated. If [code]false[/code], particles use global coordinates; they will " +"not move or rotate along the [GPUParticles2D] node (and its parents) when it " +"is moved or rotated." msgstr "" #: doc/classes/GPUParticles2D.xml doc/classes/GPUParticles3D.xml @@ -48847,14 +49519,14 @@ msgstr "" #: doc/classes/GPUParticles2D.xml msgid "" -"Particle texture. If [code]null[/code], particles will be squares with a size " -"of 1×1 pixels.\n" +"Particle texture. If [code]null[/code], particles will be squares with a " +"size of 1×1 pixels.\n" "[b]Note:[/b] To use a flipbook texture, assign a new [CanvasItemMaterial] to " "the [GPUParticles2D]'s [member CanvasItem.material] property, then enable " "[member CanvasItemMaterial.particles_animation] and set [member " "CanvasItemMaterial.particles_anim_h_frames], [member CanvasItemMaterial." -"particles_anim_v_frames], and [member CanvasItemMaterial.particles_anim_loop] " -"to match the flipbook texture." +"particles_anim_v_frames], and [member CanvasItemMaterial." +"particles_anim_loop] to match the flipbook texture." msgstr "" #: doc/classes/GPUParticles2D.xml @@ -48874,17 +49546,17 @@ msgstr "" #: doc/classes/GPUParticles2D.xml msgid "" "The number of subdivisions to use for the particle trail rendering. Higher " -"values can result in smoother trail curves, at the cost of performance due to " -"increased mesh complexity. See also [member trail_sections]. Only effective " -"if [member trail_enabled] is [code]true[/code]." +"values can result in smoother trail curves, at the cost of performance due " +"to increased mesh complexity. See also [member trail_sections]. Only " +"effective if [member trail_enabled] is [code]true[/code]." msgstr "" #: doc/classes/GPUParticles2D.xml msgid "" -"The number of sections to use for the particle trail rendering. Higher values " -"can result in smoother trail curves, at the cost of performance due to " -"increased mesh complexity. See also [member trail_section_subdivisions]. Only " -"effective if [member trail_enabled] is [code]true[/code]." +"The number of sections to use for the particle trail rendering. Higher " +"values can result in smoother trail curves, at the cost of performance due " +"to increased mesh complexity. See also [member trail_section_subdivisions]. " +"Only effective if [member trail_enabled] is [code]true[/code]." msgstr "" #: doc/classes/GPUParticles2D.xml @@ -48942,8 +49614,8 @@ msgid "" "3D particle node used to create a variety of particle systems and effects. " "[GPUParticles3D] features an emitter that generates some number of particles " "at a given rate.\n" -"Use [member process_material] to add a [ParticleProcessMaterial] to configure " -"particle appearance and behavior. Alternatively, you can add a " +"Use [member process_material] to add a [ParticleProcessMaterial] to " +"configure particle appearance and behavior. Alternatively, you can add a " "[ShaderMaterial] which will be applied to all particles." msgstr "" @@ -48976,11 +49648,11 @@ msgstr "" #: doc/classes/GPUParticles3D.xml msgid "" "The base diameter for particle collision in meters. If particles appear to " -"sink into the ground when colliding, increase this value. If particles appear " -"to float when colliding, decrease this value. Only effective if [member " -"ParticleProcessMaterial.collision_mode] is [constant ParticleProcessMaterial." -"COLLISION_RIGID] or [constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT].\n" +"sink into the ground when colliding, increase this value. If particles " +"appear to float when colliding, decrease this value. Only effective if " +"[member ParticleProcessMaterial.collision_mode] is [constant " +"ParticleProcessMaterial.COLLISION_RIGID] or [constant " +"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT].\n" "[b]Note:[/b] Particles always have a spherical collision shape." msgstr "" @@ -49020,12 +49692,12 @@ msgstr "" #: doc/classes/GPUParticles3D.xml msgid "" -"If [code]true[/code], particles use the parent node's coordinate space (known " -"as local coordinates). This will cause particles to move and rotate along the " -"[GPUParticles3D] node (and its parents) when it is moved or rotated. If " -"[code]false[/code], particles use global coordinates; they will not move or " -"rotate along the [GPUParticles3D] node (and its parents) when it is moved or " -"rotated." +"If [code]true[/code], particles use the parent node's coordinate space " +"(known as local coordinates). This will cause particles to move and rotate " +"along the [GPUParticles3D] node (and its parents) when it is moved or " +"rotated. If [code]false[/code], particles use global coordinates; they will " +"not move or rotate along the [GPUParticles3D] node (and its parents) when it " +"is moved or rotated." msgstr "" #: doc/classes/GPUParticles3D.xml @@ -49064,9 +49736,9 @@ msgstr "" msgid "" "If [code]true[/code], enables particle trails using a mesh skinning system. " "Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].\n" -"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled " -"on the particle mesh's material. Otherwise, setting [member trail_enabled] to " -"[code]true[/code] will have no effect.\n" +"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be " +"enabled on the particle mesh's material. Otherwise, setting [member " +"trail_enabled] to [code]true[/code] will have no effect.\n" "[b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and " "subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s " "properties." @@ -49079,8 +49751,8 @@ msgid "" "extra_cull_margin] is added on each of the AABB's axes. Particle collisions " "and attraction will only occur within this area.\n" "Grow the box if particles suddenly appear/disappear when the node enters/" -"exits the screen. The [AABB] can be grown via code or with the [b]Particles → " -"Generate AABB[/b] editor tool.\n" +"exits the screen. The [AABB] can be grown via code or with the [b]Particles " +"→ Generate AABB[/b] editor tool.\n" "[b]Note:[/b] [member visibility_aabb] is overridden by [member " "GeometryInstance3D.custom_aabb] if that property is set to a non-default " "value." @@ -49117,17 +49789,17 @@ msgstr "" #: doc/classes/GPUParticlesAttractor3D.xml msgid "" -"The particle rendering layers ([member VisualInstance3D.layers]) that will be " -"affected by the attractor. By default, all particles are affected by an " +"The particle rendering layers ([member VisualInstance3D.layers]) that will " +"be affected by the attractor. By default, all particles are affected by an " "attractor.\n" "After configuring particle nodes accordingly, specific layers can be " -"unchecked to prevent certain particles from being affected by attractors. For " -"example, this can be used if you're using an attractor as part of a spell " -"effect but don't want the attractor to affect unrelated weather particles at " -"the same position.\n" +"unchecked to prevent certain particles from being affected by attractors. " +"For example, this can be used if you're using an attractor as part of a " +"spell effect but don't want the attractor to affect unrelated weather " +"particles at the same position.\n" "Particle attraction can also be disabled on a per-process material basis by " -"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " -"[GPUParticles3D] node." +"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on " +"the [GPUParticles3D] node." msgstr "" #: doc/classes/GPUParticlesAttractor3D.xml @@ -49136,8 +49808,8 @@ msgid "" "is not directional at all: it will attract particles towards its center. At " "[code]1.0[/code], the attractor is fully directional: particles will always " "be pushed towards local -Z (or +Z if [member strength] is negative).\n" -"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the " -"direction in which particles are pushed can be changed by rotating the " +"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], " +"the direction in which particles are pushed can be changed by rotating the " "[GPUParticlesAttractor3D] node." msgstr "" @@ -49157,9 +49829,9 @@ msgstr "" #: doc/classes/GPUParticlesAttractorBox3D.xml msgid "" -"A box-shaped attractor that influences particles from [GPUParticles3D] nodes. " -"Can be used to attract particles towards its origin, or to push them away " -"from its origin.\n" +"A box-shaped attractor that influences particles from [GPUParticles3D] " +"nodes. Can be used to attract particles towards its origin, or to push them " +"away from its origin.\n" "Particle attractors work in real-time and can be moved, rotated and scaled " "during gameplay. Unlike collision shapes, non-uniform scaling of attractors " "is also supported.\n" @@ -49260,19 +49932,20 @@ msgstr "" #: doc/classes/GPUParticlesCollision3D.xml msgid "" -"The particle rendering layers ([member VisualInstance3D.layers]) that will be " -"affected by the collision shape. By default, all particles that have [member " -"ParticleProcessMaterial.collision_mode] set to [constant " -"ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial." -"COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.\n" +"The particle rendering layers ([member VisualInstance3D.layers]) that will " +"be affected by the collision shape. By default, all particles that have " +"[member ParticleProcessMaterial.collision_mode] set to [constant " +"ParticleProcessMaterial.COLLISION_RIGID] or [constant " +"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] will be affected by a " +"collision shape.\n" "After configuring particle nodes accordingly, specific layers can be " -"unchecked to prevent certain particles from being affected by attractors. For " -"example, this can be used if you're using an attractor as part of a spell " -"effect but don't want the attractor to affect unrelated weather particles at " -"the same position.\n" +"unchecked to prevent certain particles from being affected by attractors. " +"For example, this can be used if you're using an attractor as part of a " +"spell effect but don't want the attractor to affect unrelated weather " +"particles at the same position.\n" "Particle attraction can also be disabled on a per-process material basis by " -"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the " -"[GPUParticles3D] node." +"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on " +"the [GPUParticles3D] node." msgstr "" #: doc/classes/GPUParticlesCollisionBox3D.xml @@ -49308,8 +49981,8 @@ msgstr "" msgid "" "A real-time heightmap-shaped 3D particle collision shape affecting " "[GPUParticles3D] nodes.\n" -"Heightmap shapes allow for efficiently representing collisions for convex and " -"concave objects with a single \"floor\" (such as terrain). This is less " +"Heightmap shapes allow for efficiently representing collisions for convex " +"and concave objects with a single \"floor\" (such as terrain). This is less " "flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking " "step.\n" "[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time " @@ -49319,8 +49992,8 @@ msgid "" "is limited since heightmaps cannot represent overhangs (e.g. indoors or " "caves).\n" "[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " -"[code]true[/code] on the [GPUParticles3D]'s process material for collision to " -"work.\n" +"[code]true[/code] on the [GPUParticles3D]'s process material for collision " +"to work.\n" "[b]Note:[/b] Particle collision only affects [GPUParticles3D], not " "[CPUParticles3D]." msgstr "" @@ -49331,8 +50004,9 @@ msgid "" "the current camera in global space. The [GPUParticlesCollisionHeightField3D] " "does not need to be a child of the [Camera3D] node for this to work.\n" "Following the camera has a performance cost, as it will force the heightmap " -"to update whenever the camera moves. Consider lowering [member resolution] to " -"improve performance if [member follow_camera_enabled] is [code]true[/code]." +"to update whenever the camera moves. Consider lowering [member resolution] " +"to improve performance if [member follow_camera_enabled] is [code]true[/" +"code]." msgstr "" #: doc/classes/GPUParticlesCollisionHeightField3D.xml @@ -49406,8 +50080,8 @@ msgstr "" #: doc/classes/GPUParticlesCollisionHeightField3D.xml msgid "" "Update the heightmap every frame. This has a significant performance cost. " -"This update should only be used when geometry that particles can collide with " -"changes significantly during gameplay." +"This update should only be used when geometry that particles can collide " +"with changes significantly during gameplay." msgstr "" #: doc/classes/GPUParticlesCollisionSDF3D.xml @@ -49427,11 +50101,11 @@ msgid "" "[b]Baking:[/b] The signed distance field texture can be baked by selecting " "the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake " "SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s " -"within the [member size] will be taken into account for baking, regardless of " -"their [member GeometryInstance3D.gi_mode].\n" -"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only " -"possible within the editor, as there is no bake method exposed for use in " -"exported projects. However, it's still possible to load pre-baked " +"within the [member size] will be taken into account for baking, regardless " +"of their [member GeometryInstance3D.gi_mode].\n" +"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is " +"only possible within the editor, as there is no bake method exposed for use " +"in exported projects. However, it's still possible to load pre-baked " "[Texture3D]s into its [member texture] property in an exported project.\n" "[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be " "[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant " @@ -49441,13 +50115,15 @@ msgid "" "[CPUParticles3D]." msgstr "" -#: doc/classes/GPUParticlesCollisionSDF3D.xml doc/classes/OccluderInstance3D.xml +#: doc/classes/GPUParticlesCollisionSDF3D.xml +#: doc/classes/OccluderInstance3D.xml msgid "" "Returns whether or not the specified layer of the [member bake_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" -#: doc/classes/GPUParticlesCollisionSDF3D.xml doc/classes/OccluderInstance3D.xml +#: doc/classes/GPUParticlesCollisionSDF3D.xml +#: doc/classes/OccluderInstance3D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " "[member bake_mask], given a [param layer_number] between 1 and 32." @@ -49455,11 +50131,11 @@ msgstr "" #: doc/classes/GPUParticlesCollisionSDF3D.xml msgid "" -"The visual layers to account for when baking the particle collision SDF. Only " -"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this " -"[member bake_mask] will be included in the generated particle collision SDF. " -"By default, all objects are taken into account for the particle collision SDF " -"baking." +"The visual layers to account for when baking the particle collision SDF. " +"Only [MeshInstance3D]s whose [member VisualInstance3D.layers] match with " +"this [member bake_mask] will be included in the generated particle collision " +"SDF. By default, all objects are taken into account for the particle " +"collision SDF baking." msgstr "" #: doc/classes/GPUParticlesCollisionSDF3D.xml @@ -49469,8 +50145,8 @@ msgid "" "property to be effective. Higher resolutions have a greater performance cost " "and take more time to bake. Higher resolutions also result in larger baked " "textures, leading to increased VRAM and storage space requirements. To " -"improve performance and reduce bake times, use the lowest resolution possible " -"for the object you're representing the collision of." +"improve performance and reduce bake times, use the lowest resolution " +"possible for the object you're representing the collision of." msgstr "" #: doc/classes/GPUParticlesCollisionSDF3D.xml @@ -49601,16 +50277,16 @@ msgstr "" msgid "" "Gradient's colors returned as a [PackedColorArray].\n" "[b]Note:[/b] This property returns a copy, modifying the return value does " -"not update the gradient. To update the gradient use [method set_color] method " -"(for updating colors individually) or assign to this property directly (for " -"bulk-updating all colors at once)." +"not update the gradient. To update the gradient use [method set_color] " +"method (for updating colors individually) or assign to this property " +"directly (for bulk-updating all colors at once)." msgstr "" #: doc/classes/Gradient.xml msgid "" "The color space used to interpolate between points of the gradient. It does " -"not affect the returned colors, which will always be in sRGB space. See [enum " -"ColorSpace] for available modes.\n" +"not affect the returned colors, which will always be in sRGB space. See " +"[enum ColorSpace] for available modes.\n" "[b]Note:[/b] This setting has no effect when [member interpolation_mode] is " "set to [constant GRADIENT_INTERPOLATE_CONSTANT]." msgstr "" @@ -49662,9 +50338,9 @@ msgstr "" #: doc/classes/GradientTexture1D.xml msgid "" "A 1D texture that obtains colors from a [Gradient] to fill the texture data. " -"The texture is filled by sampling the gradient for each pixel. Therefore, the " -"texture does not necessarily represent an exact copy of the gradient, as it " -"may miss some colors if there are not enough pixels. See also " +"The texture is filled by sampling the gradient for each pixel. Therefore, " +"the texture does not necessarily represent an exact copy of the gradient, as " +"it may miss some colors if there are not enough pixels. See also " "[GradientTexture2D], [CurveTexture] and [CurveXYZTexture]." msgstr "" @@ -49708,7 +50384,8 @@ msgid "" msgstr "" #: doc/classes/GradientTexture2D.xml -msgid "The initial offset used to fill the texture specified in UV coordinates." +msgid "" +"The initial offset used to fill the texture specified in UV coordinates." msgstr "" #: doc/classes/GradientTexture2D.xml @@ -49748,8 +50425,8 @@ msgstr "" #: doc/classes/GradientTexture2D.xml msgid "" -"The gradient fill is restricted to the range defined by [member fill_from] to " -"[member fill_to] offsets." +"The gradient fill is restricted to the range defined by [member fill_from] " +"to [member fill_to] offsets." msgstr "" #: doc/classes/GradientTexture2D.xml @@ -49770,10 +50447,10 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"[GraphEdit] provides tools for creation, manipulation, and display of various " -"graphs. Its main purpose in the engine is to power the visual programming " -"systems, such as visual shaders, but it is also available for use in user " -"projects.\n" +"[GraphEdit] provides tools for creation, manipulation, and display of " +"various graphs. Its main purpose in the engine is to power the visual " +"programming systems, such as visual shaders, but it is also available for " +"use in user projects.\n" "[GraphEdit] by itself is only an empty container, representing an infinite " "grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in " "the graph, a single unit of data in the connected scheme. [GraphEdit], in " @@ -49788,7 +50465,8 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Virtual method which can be overridden to customize how connections are drawn." +"Virtual method which can be overridden to customize how connections are " +"drawn." msgstr "" #: doc/classes/GraphEdit.xml @@ -49898,16 +50576,16 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Removes the connection between the [param from_port] of the [param from_node] " -"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If " -"the connection does not exist, no connection is removed." +"Removes the connection between the [param from_port] of the [param " +"from_node] [GraphNode] and the [param to_port] of the [param to_node] " +"[GraphNode]. If the connection does not exist, no connection is removed." msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Ends the creation of the current connection. In other words, if you are " -"dragging a connection you can use this method to abort the process and remove " -"the line that followed your cursor.\n" +"dragging a connection you can use this method to abort the process and " +"remove the line that followed your cursor.\n" "This is best used together with [signal connection_drag_started] and [signal " "connection_drag_ended] to add custom behavior like node addition through " "shortcuts.\n" @@ -49918,24 +50596,25 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" "Returns the closest connection to the given point in screen space. If no " -"connection is found within [param max_distance] pixels, an empty [Dictionary] " -"is returned.\n" +"connection is found within [param max_distance] pixels, an empty " +"[Dictionary] is returned.\n" "A connection consists in a structure of the form [code]{ from_port: 0, " -"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }[/" -"code].\n" +"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }" +"[/code].\n" "For example, getting a connection at a given mouse position can be achieved " "like this:\n" "[codeblocks]\n" "[gdscript]\n" -"var connection = get_closest_connection_at_point(mouse_event.get_position())\n" +"var connection = get_closest_connection_at_point(mouse_event." +"get_position())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Returns the points which would make up a connection between [param from_node] " -"and [param to_node]." +"Returns the points which would make up a connection between [param " +"from_node] and [param to_node]." msgstr "" #: doc/classes/GraphEdit.xml @@ -49947,8 +50626,8 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Returns an [Array] containing the list of connections that intersect with the " -"given [Rect2]. A connection consists in a structure of the form [code]" +"Returns an [Array] containing the list of connections that intersect with " +"the given [Rect2]. A connection consists in a structure of the form [code]" "{ from_port: 0, from_node: \"GraphNode name 0\", to_port: 1, to_node: " "\"GraphNode name 1\" }[/code]." msgstr "" @@ -49958,8 +50637,8 @@ msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " "the top left of the graph. You can use this method to reposition the toolbar " "or to add your own custom controls to it.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -49972,9 +50651,9 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Returns whether it's possible to make a connection between two different port " -"types. The port type is defined individually for the left and the right port " -"of each slot with the [method GraphNode.set_slot] method.\n" +"Returns whether it's possible to make a connection between two different " +"port types. The port type is defined individually for the left and the right " +"port of each slot with the [method GraphNode.set_slot] method.\n" "See also [method add_valid_connection_type] and [method " "remove_valid_connection_type]." msgstr "" @@ -49992,7 +50671,8 @@ msgstr "" msgid "" "Disallows to disconnect nodes when dragging from the left port of the " "[GraphNode]'s slot if it has the specified type. Use this to disable " -"disconnection previously allowed with [method add_valid_left_disconnect_type]." +"disconnection previously allowed with [method " +"add_valid_left_disconnect_type]." msgstr "" #: doc/classes/GraphEdit.xml @@ -50043,8 +50723,8 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"The size of the minimap rectangle. The map itself is based on the size of the " -"grid area and is scaled to fit this rectangle." +"The size of the minimap rectangle. The map itself is based on the size of " +"the grid area and is scaled to fit this rectangle." msgstr "" #: doc/classes/GraphEdit.xml @@ -50098,7 +50778,8 @@ msgid "" msgstr "" #: doc/classes/GraphEdit.xml -msgid "The snapping distance in pixels, also determines the grid line distance." +msgid "" +"The snapping distance in pixels, also determines the grid line distance." msgstr "" #: doc/classes/GraphEdit.xml @@ -50141,15 +50822,15 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Emitted to the GraphEdit when the connection between the [param from_port] of " -"the [param from_node] [GraphNode] and the [param to_port] of the [param " +"Emitted to the GraphEdit when the connection between the [param from_port] " +"of the [param from_node] [GraphNode] and the [param to_port] of the [param " "to_node] [GraphNode] is attempted to be created." msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Emitted when user drags a connection from an output port into the empty space " -"of the graph." +"Emitted when user drags a connection from an output port into the empty " +"space of the graph." msgstr "" #: doc/classes/GraphEdit.xml @@ -50163,8 +50844,8 @@ msgstr "" msgid "" "Emitted when this [GraphEdit] captures a [code]ui_graph_delete[/code] action " "([kbd]Delete[/kbd] by default).\n" -"[param nodes] is an array of node names that should be removed. These usually " -"include all selected nodes." +"[param nodes] is an array of node names that should be removed. These " +"usually include all selected nodes." msgstr "" #: doc/classes/GraphEdit.xml @@ -50209,20 +50890,20 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Emitted when the scroll offset is changed by the user. It will not be emitted " -"when changed in code." +"Emitted when the scroll offset is changed by the user. It will not be " +"emitted when changed in code." msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move the " -"view." +"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move " +"the view." msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] will " -"zoom." +"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] " +"will zoom." msgstr "" #: doc/classes/GraphEdit.xml @@ -50235,8 +50916,8 @@ msgstr "" #: doc/classes/GraphEdit.xml msgid "" -"Color the connection line is interpolated to based on the activity value of a " -"connection (see [method set_connection_activity])." +"Color the connection line is interpolated to based on the activity value of " +"a connection (see [method set_connection_activity])." msgstr "" #: doc/classes/GraphEdit.xml @@ -50390,7 +51071,8 @@ msgid "" msgstr "" #: doc/classes/GraphNode.xml -msgid "A container with connection ports, representing a node in a [GraphEdit]." +msgid "" +"A container with connection ports, representing a node in a [GraphEdit]." msgstr "" #: doc/classes/GraphNode.xml @@ -50405,12 +51087,12 @@ msgid "" "left port is also referred to as the [b]input port[/b] and the right port is " "referred to as the [b]output port[/b]. Each port can be enabled and " "configured individually, using different type and color. The type is an " -"arbitrary value that you can define using your own considerations. The parent " -"[GraphEdit] will receive this information on each connect and disconnect " -"request.\n" -"Slots can be configured in the Inspector dock once you add at least one child " -"[Control]. The properties are grouped by each slot's index in the \"Slot\" " -"section.\n" +"arbitrary value that you can define using your own considerations. The " +"parent [GraphEdit] will receive this information on each connect and " +"disconnect request.\n" +"Slots can be configured in the Inspector dock once you add at least one " +"child [Control]. The properties are grouped by each slot's index in the " +"\"Slot\" section.\n" "[b]Note:[/b] While GraphNode is set up using slots and slot indices, " "connections are made between the ports which are enabled. Because of that " "[GraphEdit] uses the port's index and not the slot's index. You can use " @@ -50461,13 +51143,14 @@ msgid "Returns the number of slots with an enabled output port." msgstr "" #: doc/classes/GraphNode.xml -msgid "Returns the position of the output port with the given [param port_idx]." +msgid "" +"Returns the position of the output port with the given [param port_idx]." msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Returns the corresponding slot index of the output port with the given [param " -"port_idx]." +"Returns the corresponding slot index of the output port with the given " +"[param port_idx]." msgstr "" #: doc/classes/GraphNode.xml @@ -50488,8 +51171,8 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Returns the left (input) custom [Texture2D] of the slot with the given [param " -"slot_index]." +"Returns the left (input) custom [Texture2D] of the slot with the given " +"[param slot_index]." msgstr "" #: doc/classes/GraphNode.xml @@ -50505,14 +51188,15 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Returns the right (output) type of the slot with the given [param slot_index]." +"Returns the right (output) type of the slot with the given [param " +"slot_index]." msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Returns the [HBoxContainer] used for the title bar, only containing a [Label] " -"for displaying the title by default. This can be used to add custom controls " -"to the title bar such as option or close buttons." +"Returns the [HBoxContainer] used for the title bar, only containing a " +"[Label] for displaying the title by default. This can be used to add custom " +"controls to the title bar such as option or close buttons." msgstr "" #: doc/classes/GraphNode.xml @@ -50536,15 +51220,16 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "" "Sets properties of the slot with the given [param slot_index].\n" -"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a " -"port will appear and the slot will be able to be connected from this side.\n" +"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], " +"a port will appear and the slot will be able to be connected from this " +"side.\n" "With [param type_left]/[param type_right] an arbitrary type can be assigned " "to each port. Two ports can be connected if they share the same type, or if " "the connection between their types is allowed in the parent [GraphEdit] (see " "[method GraphEdit.add_valid_connection_type]). Keep in mind that the " -"[GraphEdit] has the final say in accepting the connection. Type compatibility " -"simply allows the [signal GraphEdit.connection_request] signal to be " -"emitted.\n" +"[GraphEdit] has the final say in accepting the connection. Type " +"compatibility simply allows the [signal GraphEdit.connection_request] signal " +"to be emitted.\n" "Ports can be further customized using [param color_left]/[param color_right] " "and [param custom_icon_left]/[param custom_icon_right]. The color parameter " "adds a tint to the icon. The custom icon can be used to override the default " @@ -50553,8 +51238,8 @@ msgid "" "of the background stylebox for each slot. See [theme_item slot].\n" "Individual properties can also be set using one of the [code]set_slot_*[/" "code] methods.\n" -"[b]Note:[/b] This method only sets properties of the slot. To create the slot " -"itself, add a [Control]-derived child to the GraphNode." +"[b]Note:[/b] This method only sets properties of the slot. To create the " +"slot itself, add a [Control]-derived child to the GraphNode." msgstr "" #: doc/classes/GraphNode.xml @@ -50565,8 +51250,8 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Sets the [Color] of the right (output) side of the slot with the given [param " -"slot_index] to [param color]." +"Sets the [Color] of the right (output) side of the slot with the given " +"[param slot_index] to [param color]." msgstr "" #: doc/classes/GraphNode.xml @@ -50604,15 +51289,15 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "" "Sets the left (input) type of the slot with the given [param slot_index] to " -"[param type]. If the value is negative, all connections will be disallowed to " -"be created via user inputs." +"[param type]. If the value is negative, all connections will be disallowed " +"to be created via user inputs." msgstr "" #: doc/classes/GraphNode.xml msgid "" -"Sets the right (output) type of the slot with the given [param slot_index] to " -"[param type]. If the value is negative, all connections will be disallowed to " -"be created via user inputs." +"Sets the right (output) type of the slot with the given [param slot_index] " +"to [param type]. If the value is negative, all connections will be " +"disallowed to be created via user inputs." msgstr "" #: doc/classes/GraphNode.xml @@ -50686,8 +51371,9 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" -"GridMap lets you place meshes on a grid interactively. It works both from the " -"editor and from scripts, which can help you create in-game level editors.\n" +"GridMap lets you place meshes on a grid interactively. It works both from " +"the editor and from scripts, which can help you create in-game level " +"editors.\n" "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a " "mesh with materials plus optional collision and navigation shapes.\n" "A GridMap contains a collection of cells. Each grid cell refers to a tile in " @@ -50695,10 +51381,10 @@ msgid "" "Internally, a GridMap is split into a sparse collection of octants for " "efficient rendering and physics processing. Every octant has the same " "dimensions and can contain several cells.\n" -"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be " -"hidden or cull masked based on [member VisualInstance3D.layers]. If you make " -"a light not affect the first layer, the whole GridMap won't be lit by the " -"light in question." +"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't " +"be hidden or cull masked based on [member VisualInstance3D.layers]. If you " +"make a light not affect the first layer, the whole GridMap won't be lit by " +"the light in question." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml @@ -50742,8 +51428,8 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" -"The orientation of the cell at the given grid coordinates. [code]-1[/code] is " -"returned if the cell is empty." +"The orientation of the cell at the given grid coordinates. [code]-1[/code] " +"is returned if the cell is empty." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml @@ -50766,14 +51452,14 @@ msgid "" "This function considers a discretization of rotations into 24 points on unit " "sphere, lying along the vectors (x,y,z) with each component being either -1, " "0, or 1, and returns the index (in the range from 0 to 23) of the point best " -"representing the orientation of the object. For further details, refer to the " -"Godot source code." +"representing the orientation of the object. For further details, refer to " +"the Godot source code." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" -"Returns an array of [Vector3] with the non-empty cell coordinates in the grid " -"map." +"Returns an array of [Vector3] with the non-empty cell coordinates in the " +"grid map." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml @@ -50785,9 +51471,9 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the map coordinates of the cell containing the given [param " -"local_position]. If [param local_position] is in global coordinates, consider " -"using [method Node3D.to_local] before passing it to this method. See also " -"[method map_to_local]." +"local_position]. If [param local_position] is in global coordinates, " +"consider using [method Node3D.to_local] before passing it to this method. " +"See also [method map_to_local]." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml @@ -50845,8 +51531,8 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "The scale of the cell items.\n" -"This does not affect the size of the grid cells themselves, only the items in " -"them. This can be used to make cell items overlap their neighbors." +"This does not affect the size of the grid cells themselves, only the items " +"in them. This can be used to make cell items overlap their neighbors." msgstr "" #: modules/gridmap/doc_classes/GridMap.xml @@ -50928,9 +51614,9 @@ msgstr "" #: doc/classes/HashingContext.xml msgid "" "The HashingContext class provides an interface for computing cryptographic " -"hashes over multiple iterations. Useful for computing hashes of big files (so " -"you don't have to load them all in memory), network streams, and data streams " -"in general (so you don't have to hold buffers).\n" +"hashes over multiple iterations. Useful for computing hashes of big files " +"(so you don't have to load them all in memory), network streams, and data " +"streams in general (so you don't have to hold buffers).\n" "The [enum HashType] enum shows the supported hashing algorithms.\n" "[codeblocks]\n" "[gdscript]\n" @@ -51026,9 +51712,10 @@ msgstr "" #: doc/classes/HeightMapShape3D.xml msgid "" "A 3D heightmap shape, intended for use in physics. Usually used to provide a " -"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited " -"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] " -"are created by assigning very low values to points in the desired area.\n" +"shape for a [CollisionShape3D]. This is useful for terrain, but it is " +"limited as overhangs (such as caves) cannot be stored. Holes in a " +"[HeightMapShape3D] are created by assigning very low values to points in the " +"desired area.\n" "[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against " "than [ConcavePolygonShape3D], but it is significantly slower than primitive " "shapes like [BoxShape3D]." @@ -51202,8 +51889,8 @@ msgstr "" #: doc/classes/HMACContext.xml msgid "" -"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is " -"returned." +"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] " +"is returned." msgstr "" #: doc/classes/HMACContext.xml @@ -51272,14 +51959,14 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used " -"to make HTTP requests to download web content, upload files and other data or " -"to communicate with various services, among other use cases.\n" +"to make HTTP requests to download web content, upload files and other data " +"or to communicate with various services, among other use cases.\n" "See the [HTTPRequest] node for a higher-level alternative.\n" "[b]Note:[/b] This client only needs to connect to a host once (see [method " "connect_to_host]) to send multiple requests. Because of this, methods that " "take URLs usually take just the part after the host instead of the full URL, " -"as the client is already connected to a host. See [method request] for a full " -"example and to get started.\n" +"as the client is already connected to a host. See [method request] for a " +"full example and to get started.\n" "A [HTTPClient] should be reused between multiple requests or to connect to " "different hosts instead of creating one client per request. Supports " "Transport Layer Security (TLS), including server certificate verification. " @@ -51328,10 +52015,10 @@ msgstr "" msgid "" "Connects to a host. This needs to be done before any requests are sent.\n" "If no [param port] is specified (or [code]-1[/code] is used), it is " -"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the optional " -"[param tls_options] parameter to customize the trusted certification " -"authorities, or the common name verification when using HTTPS. See [method " -"TLSOptions.client] and [method TLSOptions.client_unsafe]." +"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the " +"optional [param tls_options] parameter to customize the trusted " +"certification authorities, or the common name verification when using HTTPS. " +"See [method TLSOptions.client] and [method TLSOptions.client_unsafe]." msgstr "" #: doc/classes/HTTPClient.xml @@ -51340,8 +52027,8 @@ msgid "" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " "value returned will be [code]-1[/code]. If using chunked transfer encoding, " "the body length will also be [code]-1[/code].\n" -"[b]Note:[/b] This function always returns [code]-1[/code] on the Web platform " -"due to browsers limitations." +"[b]Note:[/b] This function always returns [code]-1[/code] on the Web " +"platform due to browsers limitations." msgstr "" #: doc/classes/HTTPClient.xml @@ -51355,9 +52042,9 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "Returns all response headers as a Dictionary of structure [code]{ \"key\": " -"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values " -"is kept like the server delivers it. A value is a simple String, this string " -"can have more than one value where \"; \" is used as separator.\n" +"\"value1; value2\" }[/code] where the case-sensitivity of the keys and " +"values is kept like the server delivers it. A value is a simple String, this " +"string can have more than one value where \"; \" is used as separator.\n" "[b]Example:[/b]\n" "[codeblock]\n" "{\n" @@ -51383,8 +52070,8 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"This needs to be called in order to have any request processed. Check results " -"with [method get_status]." +"This needs to be called in order to have any request processed. Check " +"results with [method get_status]." msgstr "" #: doc/classes/HTTPClient.xml @@ -51405,8 +52092,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "Furthermore, if a key has a [code]null[/code] value, only the key itself is " -"added, without equal sign and value. If the value is an array, for each value " -"in it a pair with the same key is added.\n" +"added, without equal sign and value. If the value is an array, for each " +"value in it a pair with the same key is added.\n" "[codeblocks]\n" "[gdscript]\n" "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, " @@ -51447,8 +52134,8 @@ msgid "" "[gdscript]\n" "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n" "var query_string = http_client.query_string_from_dict(fields)\n" -"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-" -"Length: \" + str(query_string.length())]\n" +"var headers = [\"Content-Type: application/x-www-form-urlencoded\", " +"\"Content-Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", " "headers, query_string)\n" "[/gdscript]\n" @@ -51464,8 +52151,8 @@ msgid "" "[/codeblocks]\n" "[b]Note:[/b] The [param body] parameter is ignored if [param method] is " "[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain " -"request data. As a workaround, you can pass request data as a query string in " -"the URL. See [method String.uri_encode] for an example." +"request data. As a workaround, you can pass request data as a query string " +"in the URL. See [method String.uri_encode] for an example." msgstr "" #: doc/classes/HTTPClient.xml @@ -51565,8 +52252,8 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP PATCH method. The PATCH method is used to apply partial modifications to " -"a resource." +"HTTP PATCH method. The PATCH method is used to apply partial modifications " +"to a resource." msgstr "" #: doc/classes/HTTPClient.xml @@ -51623,8 +52310,8 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an " -"[code]Upgrade[/code] request header by the client. Indicates the protocol the " -"server is switching to." +"[code]Upgrade[/code] request header by the client. Indicates the protocol " +"the server is switching to." msgstr "" #: doc/classes/HTTPClient.xml @@ -51654,41 +52341,41 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]202 Accepted[/code]. The request has been received but " -"not yet acted upon. It is non-committal, meaning that there is no way in HTTP " -"to later send an asynchronous response indicating the outcome of processing " -"the request. It is intended for cases where another process or server handles " -"the request, or for batch processing." +"HTTP status code [code]202 Accepted[/code]. The request has been received " +"but not yet acted upon. It is non-committal, meaning that there is no way in " +"HTTP to later send an asynchronous response indicating the outcome of " +"processing the request. It is intended for cases where another process or " +"server handles the request, or for batch processing." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]203 Non-Authoritative Information[/code]. This " "response code means returned meta-information set is not exact set as " -"available from the origin server, but collected from a local or a third party " -"copy. Except this condition, 200 OK response should be preferred instead of " -"this response." +"available from the origin server, but collected from a local or a third " +"party copy. Except this condition, 200 OK response should be preferred " +"instead of this response." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]204 No Content[/code]. There is no content to send for " -"this request, but the headers may be useful. The user-agent may update its " -"cached headers for this resource with the new ones." +"HTTP status code [code]204 No Content[/code]. There is no content to send " +"for this request, but the headers may be useful. The user-agent may update " +"its cached headers for this resource with the new ones." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the " -"request and desires that the client resets the \"document view\" that caused " -"the request to be sent to its original state as received from the origin " -"server." +"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled " +"the request and desires that the client resets the \"document view\" that " +"caused the request to be sent to its original state as received from the " +"origin server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]206 Partial Content[/code]. This response code is used " -"because of a range header sent by the client to separate download into " +"HTTP status code [code]206 Partial Content[/code]. This response code is " +"used because of a range header sent by the client to separate download into " "multiple streams." msgstr "" @@ -51729,10 +52416,10 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]302 Found[/code]. Temporary redirection. This response " -"code means the URI of requested resource has been changed temporarily. New " -"changes in the URI might be made in the future. Therefore, this same URI " -"should be used by the client in future requests." +"HTTP status code [code]302 Found[/code]. Temporary redirection. This " +"response code means the URI of requested resource has been changed " +"temporarily. New changes in the URI might be made in the future. Therefore, " +"this same URI should be used by the client in future requests." msgstr "" #: doc/classes/HTTPClient.xml @@ -51773,9 +52460,9 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]308 Permanent Redirect[/code]. The target resource has " -"been assigned a new permanent URI and any future references to this resource " -"ought to use one of the enclosed URIs." +"HTTP status code [code]308 Permanent Redirect[/code]. The target resource " +"has been assigned a new permanent URI and any future references to this " +"resource ought to use one of the enclosed URIs." msgstr "" #: doc/classes/HTTPClient.xml @@ -51805,16 +52492,16 @@ msgstr "" msgid "" "HTTP status code [code]403 Forbidden[/code]. The client does not have access " "rights to the content, i.e. they are unauthorized, so server is rejecting to " -"give proper response. Unlike [code]401[/code], the client's identity is known " -"to the server." +"give proper response. Unlike [code]401[/code], the client's identity is " +"known to the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]404 Not Found[/code]. The server can not find " -"requested resource. Either the URL is not recognized or the endpoint is valid " -"but the resource itself does not exist. May also be sent instead of 403 to " -"hide existence of a resource if the client is not authorized." +"requested resource. Either the URL is not recognized or the endpoint is " +"valid but the resource itself does not exist. May also be sent instead of " +"403 to hide existence of a resource if the client is not authorized." msgstr "" #: doc/classes/HTTPClient.xml @@ -51828,9 +52515,9 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]406 Not Acceptable[/code]. The target resource does " -"not have a current representation that would be acceptable to the user agent, " -"according to the proactive negotiation header fields received in the request. " -"Used when negotiation content." +"not have a current representation that would be acceptable to the user " +"agent, according to the proactive negotiation header fields received in the " +"request. Used when negotiation content." msgstr "" #: doc/classes/HTTPClient.xml @@ -51842,8 +52529,9 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]408 Request Timeout[/code]. The server did not receive " -"a complete request message within the time that it was prepared to wait." +"HTTP status code [code]408 Request Timeout[/code]. The server did not " +"receive a complete request message within the time that it was prepared to " +"wait." msgstr "" #: doc/classes/HTTPClient.xml @@ -51868,23 +52556,23 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]412 Precondition Failed[/code]. One or more conditions " -"given in the request header fields evaluated to [code]false[/code] when " -"tested on the server." +"HTTP status code [code]412 Precondition Failed[/code]. One or more " +"conditions given in the request header fields evaluated to [code]false[/" +"code] when tested on the server." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to " -"process a request because the request payload is larger than the server is " -"willing or able to process." +"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing " +"to process a request because the request payload is larger than the server " +"is willing or able to process." msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]414 Request-URI Too Long[/code]. The server is " -"refusing to service the request because the request-target is longer than the " -"server is willing to interpret." +"refusing to service the request because the request-target is longer than " +"the server is willing to interpret." msgstr "" #: doc/classes/HTTPClient.xml @@ -51898,8 +52586,8 @@ msgstr "" msgid "" "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of " "the ranges in the request's Range header field overlap the current extent of " -"the selected resource or the set of ranges requested has been rejected due to " -"invalid ranges or an excessive request of small or overlapping ranges." +"the selected resource or the set of ranges requested has been rejected due " +"to invalid ranges or an excessive request of small or overlapping ranges." msgstr "" #: doc/classes/HTTPClient.xml @@ -51919,9 +52607,9 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]421 Misdirected Request[/code]. The request was " -"directed at a server that is not able to produce a response. This can be sent " -"by a server that is not configured to produce responses for the combination " -"of scheme and authority that are included in the request URI." +"directed at a server that is not able to produce a response. This can be " +"sent by a server that is not configured to produce responses for the " +"combination of scheme and authority that are included in the request URI." msgstr "" #: doc/classes/HTTPClient.xml @@ -51962,22 +52650,23 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too " -"many requests in a given amount of time (see \"rate limiting\"). Back off and " -"increase time between requests or try again later." +"many requests in a given amount of time (see \"rate limiting\"). Back off " +"and increase time between requests or try again later." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]431 Request Header Fields Too Large[/code]. The server " -"is unwilling to process the request because its header fields are too large. " -"The request MAY be resubmitted after reducing the size of the request header " -"fields." +"HTTP status code [code]431 Request Header Fields Too Large[/code]. The " +"server is unwilling to process the request because its header fields are too " +"large. The request MAY be resubmitted after reducing the size of the request " +"header fields." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The " -"server is denying access to the resource as a consequence of a legal demand." +"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. " +"The server is denying access to the resource as a consequence of a legal " +"demand." msgstr "" #: doc/classes/HTTPClient.xml @@ -52013,15 +52702,15 @@ msgstr "" msgid "" "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting " "as a gateway or proxy, did not receive a timely response from an upstream " -"server it needed to access in order to complete the request. Usually returned " -"by load balancers or proxies." +"server it needed to access in order to complete the request. Usually " +"returned by load balancers or proxies." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does " -"not support, or refuses to support, the major version of HTTP that was used " -"in the request message." +"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server " +"does not support, or refuses to support, the major version of HTTP that was " +"used in the request message." msgstr "" #: doc/classes/HTTPClient.xml @@ -52050,14 +52739,14 @@ msgstr "" #: doc/classes/HTTPClient.xml msgid "" "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the " -"resource has not been met in the request. The server should send back all the " -"information necessary for the client to issue an extended request." +"resource has not been met in the request. The server should send back all " +"the information necessary for the client to issue an extended request." msgstr "" #: doc/classes/HTTPClient.xml msgid "" -"HTTP status code [code]511 Network Authentication Required[/code]. The client " -"needs to authenticate to gain network access." +"HTTP status code [code]511 Network Authentication Required[/code]. The " +"client needs to authenticate to gain network access." msgstr "" #: doc/classes/HTTPRequest.xml @@ -52066,7 +52755,8 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "" -"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n" +"A node with the ability to send HTTP requests. Uses [HTTPClient] " +"internally.\n" "Can be used to make HTTP requests, i.e. download or upload files or web " "content via HTTP.\n" "[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, " @@ -52075,8 +52765,8 @@ msgid "" "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " "communication of any kind will be blocked by Android.\n" -"[b]Example of contacting a REST API and printing one of its returned fields:[/" -"b]\n" +"[b]Example of contacting a REST API and printing one of its returned fields:" +"[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -52095,8 +52785,8 @@ msgid "" "node.\n" " # The snippet below is provided for reference only.\n" " var body = JSON.new().stringify({\"name\": \"Godette\"})\n" -" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient." -"METHOD_POST, body)\n" +" error = http_request.request(\"https://httpbin.org/post\", [], " +"HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" " push_error(\"An error occurred in the HTTP request.\")\n" "\n" @@ -52173,7 +52863,8 @@ msgid "" "# Called when the HTTP request is completed.\n" "func _http_request_completed(result, response_code, headers, body):\n" " if result != HTTPRequest.RESULT_SUCCESS:\n" -" push_error(\"Image couldn't be downloaded. Try a different image.\")\n" +" push_error(\"Image couldn't be downloaded. Try a different image." +"\")\n" "\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" @@ -52233,7 +52924,8 @@ msgid "" "decompression of response bodies. A [code]Accept-Encoding[/code] header will " "be automatically added to each of your requests, unless one is already " "specified. Any response with a [code]Content-Encoding: gzip[/code] header " -"will automatically be decompressed and delivered to you as uncompressed bytes." +"will automatically be decompressed and delivered to you as uncompressed " +"bytes." msgstr "" #: doc/classes/HTTPRequest.xml @@ -52287,10 +52979,10 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "" -"Creates request on the underlying [HTTPClient] using a raw array of bytes for " -"the request body. If there is no configuration errors, it tries to connect " -"using [method HTTPClient.connect_to_host] and passes parameters onto [method " -"HTTPClient.request].\n" +"Creates request on the underlying [HTTPClient] using a raw array of bytes " +"for the request body. If there is no configuration errors, it tries to " +"connect using [method HTTPClient.connect_to_host] and passes parameters onto " +"[method HTTPClient.request].\n" "Returns [constant OK] if request is successfully created. (Does not imply " "that the server has responded), [constant ERR_UNCONFIGURED] if not in the " "tree, [constant ERR_BUSY] if still processing previous request, [constant " @@ -52307,15 +52999,15 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "" -"If [code]true[/code], this header will be added to each request: [code]Accept-" -"Encoding: gzip, deflate[/code] telling servers that it's okay to compress " -"response bodies.\n" +"If [code]true[/code], this header will be added to each request: " +"[code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay " +"to compress response bodies.\n" "Any Response body declaring a [code]Content-Encoding[/code] of either " "[code]gzip[/code] or [code]deflate[/code] will then be automatically " "decompressed, and the uncompressed bytes will be delivered via [signal " "request_completed].\n" -"If the user has specified their own [code]Accept-Encoding[/code] header, then " -"no header will be added regardless of [member accept_gzip].\n" +"If the user has specified their own [code]Accept-Encoding[/code] header, " +"then no header will be added regardless of [member accept_gzip].\n" "If [code]false[/code] no header will be added, and no decompression will be " "performed on response bodies. The raw bytes of the response body will be " "returned via [signal request_completed]." @@ -52323,8 +53015,9 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "" -"Maximum allowed size for response bodies. If the response body is compressed, " -"this will be used as the maximum allowed size for the decompressed body." +"Maximum allowed size for response bodies. If the response body is " +"compressed, this will be used as the maximum allowed size for the " +"decompressed body." msgstr "" #: doc/classes/HTTPRequest.xml @@ -52346,15 +53039,16 @@ msgstr "" #: doc/classes/HTTPRequest.xml msgid "" "The duration to wait in seconds before a request times out. If [member " -"timeout] is set to [code]0.0[/code] then the request will never time out. For " -"simple requests, such as communication with a REST API, it is recommended " -"that [member timeout] is set to a value suitable for the server response time " -"(e.g. between [code]1.0[/code] and [code]10.0[/code]). This will help prevent " -"unwanted timeouts caused by variation in server response times while still " -"allowing the application to detect when a request has timed out. For larger " -"requests such as file downloads it is suggested the [member timeout] be set " -"to [code]0.0[/code], disabling the timeout functionality. This will help to " -"prevent large transfers from failing due to exceeding the timeout value." +"timeout] is set to [code]0.0[/code] then the request will never time out. " +"For simple requests, such as communication with a REST API, it is " +"recommended that [member timeout] is set to a value suitable for the server " +"response time (e.g. between [code]1.0[/code] and [code]10.0[/code]). This " +"will help prevent unwanted timeouts caused by variation in server response " +"times while still allowing the application to detect when a request has " +"timed out. For larger requests such as file downloads it is suggested the " +"[member timeout] be set to [code]0.0[/code], disabling the timeout " +"functionality. This will help to prevent large transfers from failing due to " +"exceeding the timeout value." msgstr "" #: doc/classes/HTTPRequest.xml @@ -52450,9 +53144,9 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Alpha-blends [param src_rect] from [param src] image to this image at " -"coordinates [param dst], clipped accordingly to both image bounds. This image " -"and [param src] image [b]must[/b] have the same format. [param src_rect] with " -"non-positive size is treated as empty." +"coordinates [param dst], clipped accordingly to both image bounds. This " +"image and [param src] image [b]must[/b] have the same format. [param " +"src_rect] with non-positive size is treated as empty." msgstr "" #: doc/classes/Image.xml @@ -52481,10 +53175,11 @@ msgid "" "Blits [param src_rect] area from [param src] image to this image at the " "coordinates given by [param dst], clipped accordingly to both image bounds. " "[param src] pixel is copied onto [param dst] if the corresponding [param " -"mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/" -"b] have the same format. [param src] image and [param mask] image [b]must[/b] " -"have the same size (width and height) but they can have different formats. " -"[param src_rect] with non-positive size is treated as empty." +"mask] pixel's alpha value is not 0. This image and [param src] image " +"[b]must[/b] have the same format. [param src] image and [param mask] image " +"[b]must[/b] have the same size (width and height) but they can have " +"different formats. [param src_rect] with non-positive size is treated as " +"empty." msgstr "" #: doc/classes/Image.xml @@ -52522,8 +53217,8 @@ msgstr "" msgid "" "Compute image metrics on the current image and the compared image.\n" "The dictionary contains [code]max[/code], [code]mean[/code], " -"[code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/" -"code]." +"[code]mean_squared[/code], [code]root_mean_squared[/code] and " +"[code]peak_snr[/code]." msgstr "" #: doc/classes/Image.xml @@ -52536,9 +53231,9 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Creates an empty image of given size and format. See [enum Format] constants. " -"If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this " -"image. See the [method generate_mipmaps]." +"Creates an empty image of given size and format. See [enum Format] " +"constants. If [param use_mipmaps] is [code]true[/code], then generate " +"mipmaps for this image. See the [method generate_mipmaps]." msgstr "" #: doc/classes/Image.xml @@ -52552,8 +53247,8 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Crops the image to the given [param width] and [param height]. If the " -"specified size is larger than the current size, the extra area is filled with " -"black pixels." +"specified size is larger than the current size, the extra area is filled " +"with black pixels." msgstr "" #: doc/classes/Image.xml @@ -52604,10 +53299,10 @@ msgid "" "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution " "copies of the image that are automatically used if the image needs to be " "scaled down when rendered. They help improve image quality and performance " -"when rendering. This method returns an error if the image is compressed, in a " -"custom format, or if the image's width/height is [code]0[/code]. Enabling " -"[param renormalize] when generating mipmaps for normal map textures will make " -"sure all resulting vector values are normalized.\n" +"when rendering. This method returns an error if the image is compressed, in " +"a custom format, or if the image's width/height is [code]0[/code]. Enabling " +"[param renormalize] when generating mipmaps for normal map textures will " +"make sure all resulting vector values are normalized.\n" "It is possible to check if the image has mipmaps by calling [method " "has_mipmaps] or [method get_mipmap_count]. Calling [method generate_mipmaps] " "on an image that already has mipmaps will replace existing mipmaps in the " @@ -52687,15 +53382,15 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Returns [code]true[/code] if all the image's pixels have an alpha value of 0. " -"Returns [code]false[/code] if any pixel has an alpha value higher than 0." +"Returns [code]true[/code] if all the image's pixels have an alpha value of " +"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from file [param path]. See [url=$DOCS_URL/tutorials/" -"assets_pipeline/importing_images.html#supported-image-formats]Supported image " -"formats[/url] for a list of supported image formats and limitations.\n" +"assets_pipeline/importing_images.html#supported-image-formats]Supported " +"image formats[/url] for a list of supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " "when you need to load external images at run-time, such as images located at " "the [code]user://[/code] directory, and may not work in exported projects.\n" @@ -52705,11 +53400,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a BMP file.\n" -"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only " -"1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.\n" +"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. " +"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are " +"supported.\n" "[b]Note:[/b] This method is only available in engine builds with the BMP " -"module enabled. By default, the BMP module is enabled, but it can be disabled " -"at build-time using the [code]module_bmp_enabled=no[/code] SCons option." +"module enabled. By default, the BMP module is enabled, but it can be " +"disabled at build-time using the [code]module_bmp_enabled=no[/code] SCons " +"option." msgstr "" #: doc/classes/Image.xml @@ -52725,11 +53422,12 @@ msgid "" "Loads an image from the binary contents of a [url=https://github.com/" "KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can " "store VRAM-compressed data and embed mipmaps.\n" -"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, " -"texture arrays, and de-padding are not supported.\n" +"[b]Note:[/b] Godot's libktx implementation only supports 2D images. " +"Cubemaps, texture arrays, and de-padding are not supported.\n" "[b]Note:[/b] This method is only available in engine builds with the KTX " -"module enabled. By default, the KTX module is enabled, but it can be disabled " -"at build-time using the [code]module_ktx_enabled=no[/code] SCons option." +"module enabled. By default, the KTX module is enabled, but it can be " +"disabled at build-time using the [code]module_ktx_enabled=no[/code] SCons " +"option." msgstr "" #: doc/classes/Image.xml @@ -52740,27 +53438,30 @@ msgstr "" msgid "" "Loads an image from the UTF-8 binary contents of an [b]uncompressed[/b] SVG " "file ([b].svg[/b]).\n" -"[b]Note:[/b] Beware when using compressed SVG files (like [b].svgz[/b]), they " -"need to be [code]decompressed[/code] before loading.\n" +"[b]Note:[/b] Beware when using compressed SVG files (like [b].svgz[/b]), " +"they need to be [code]decompressed[/code] before loading.\n" "[b]Note:[/b] This method is only available in engine builds with the SVG " -"module enabled. By default, the SVG module is enabled, but it can be disabled " -"at build-time using the [code]module_svg_enabled=no[/code] SCons option." +"module enabled. By default, the SVG module is enabled, but it can be " +"disabled at build-time using the [code]module_svg_enabled=no[/code] SCons " +"option." msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the string contents of a SVG file ([b].svg[/b]).\n" "[b]Note:[/b] This method is only available in engine builds with the SVG " -"module enabled. By default, the SVG module is enabled, but it can be disabled " -"at build-time using the [code]module_svg_enabled=no[/code] SCons option." +"module enabled. By default, the SVG module is enabled, but it can be " +"disabled at build-time using the [code]module_svg_enabled=no[/code] SCons " +"option." msgstr "" #: doc/classes/Image.xml msgid "" "Loads an image from the binary contents of a TGA file.\n" "[b]Note:[/b] This method is only available in engine builds with the TGA " -"module enabled. By default, the TGA module is enabled, but it can be disabled " -"at build-time using the [code]module_tga_enabled=no[/code] SCons option." +"module enabled. By default, the TGA module is enabled, but it can be " +"disabled at build-time using the [code]module_tga_enabled=no[/code] SCons " +"option." msgstr "" #: doc/classes/Image.xml @@ -52776,9 +53477,9 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Multiplies color values with alpha values. Resulting color values for a pixel " -"are [code](color * alpha)/256[/code]. See also [member CanvasItemMaterial." -"blend_mode]." +"Multiplies color values with alpha values. Resulting color values for a " +"pixel are [code](color * alpha)/256[/code]. See also [member " +"CanvasItemMaterial.blend_mode]." msgstr "" #: doc/classes/Image.xml @@ -52791,9 +53492,9 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Resizes the image to the nearest power of 2 for the width and height. If " -"[param square] is [code]true[/code] then set width and height to be the same. " -"New pixels are calculated using the [param interpolation] mode defined via " -"[enum Interpolation] constants." +"[param square] is [code]true[/code] then set width and height to be the " +"same. New pixels are calculated using the [param interpolation] mode defined " +"via [enum Interpolation] constants." msgstr "" #: doc/classes/Image.xml @@ -52821,9 +53522,9 @@ msgid "" "explicitly as monochrome rather than one red channel. This function will " "return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR " "module.\n" -"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " -"[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called " -"from an exported project." +"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " +"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is " +"called from an exported project." msgstr "" #: doc/classes/Image.xml @@ -52831,10 +53532,11 @@ msgid "" "Saves the image as an EXR file to a byte array. If [param grayscale] is " "[code]true[/code] and the image has only one channel, it will be saved " "explicitly as monochrome rather than one red channel. This function will " -"return an empty byte array if Godot was compiled without the TinyEXR module.\n" -"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means " -"[method save_exr] will return an empty byte array when it is called from an " -"exported project." +"return an empty byte array if Godot was compiled without the TinyEXR " +"module.\n" +"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which " +"means [method save_exr] will return an empty byte array when it is called " +"from an exported project." msgstr "" #: doc/classes/Image.xml @@ -52931,15 +53633,16 @@ msgid "" "var img_height = 5\n" "var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n" "\n" -"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red.\n" +"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to " +"red.\n" "[/gdscript]\n" "[csharp]\n" "int imgWidth = 10;\n" "int imgHeight = 5;\n" "var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n" "\n" -"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to " -"red.\n" +"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) " +"to red.\n" "[/csharp]\n" "[/codeblocks]\n" "This is the same as [method set_pixel], but with a [Vector2i] argument " @@ -52948,8 +53651,8 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Shrinks the image by a factor of 2 on each axis (this divides the pixel count " -"by 4)." +"Shrinks the image by a factor of 2 on each axis (this divides the pixel " +"count by 4)." msgstr "" #: doc/classes/Image.xml @@ -52976,20 +53679,20 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"OpenGL texture format with two values, luminance and alpha each stored with 8 " -"bits." +"OpenGL texture format with two values, luminance and alpha each stored with " +"8 bits." msgstr "" #: doc/classes/Image.xml msgid "" -"OpenGL texture format [code]RED[/code] with a single component and a bitdepth " -"of 8." +"OpenGL texture format [code]RED[/code] with a single component and a " +"bitdepth of 8." msgstr "" #: doc/classes/Image.xml msgid "" -"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 " -"for each." +"OpenGL texture format [code]RG[/code] with two components and a bitdepth of " +"8 for each." msgstr "" #: doc/classes/Image.xml @@ -53097,10 +53800,10 @@ msgstr "" #: doc/classes/Image.xml msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " -"texture format also known as Block Compression 3 or BC3 that contains 64 bits " -"of alpha channel data followed by 64 bits of DXT1-encoded color data. Color " -"data is not premultiplied by alpha, same as DXT3. DXT5 generally produces " -"superior results for transparent gradients compared to DXT3.\n" +"texture format also known as Block Compression 3 or BC3 that contains 64 " +"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. " +"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally " +"produces superior results for transparent gradients compared to DXT3.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -53124,8 +53827,8 @@ msgstr "" #: doc/classes/Image.xml msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" -"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA " -"components.\n" +"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " +"RGBA components.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -53146,48 +53849,49 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson " -"Texture Compression format 1[/url], also referred to as \"ETC1\", and is part " -"of the OpenGL ES graphics standard. This format cannot store an alpha channel." +"[url=https://en.wikipedia.org/wiki/" +"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" +"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " +"standard. This format cannot store an alpha channel." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of " -"signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " +"channel of signed data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of " -"unsigned data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " +"of unsigned data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels " -"of signed data." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " +"channels of signed data." msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and " "compresses RGB888 data.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." @@ -53196,9 +53900,9 @@ msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full " -"alpha support.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data " +"with full alpha support.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -53206,9 +53910,10 @@ msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses " -"RGBA data to make alpha either fully transparent or fully opaque.\n" +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which " +"compresses RGBA data to make alpha either fully transparent or fully " +"opaque.\n" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" @@ -53216,9 +53921,10 @@ msgstr "" #: doc/classes/Image.xml msgid "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format " -"2[/url] ([code]RGBA8[/code] variant), which compresses RA data and interprets " -"it as two channels (red and green). See also [constant FORMAT_ETC2_RGBA8]." +"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " +"format 2[/url] ([code]RGBA8[/code] variant), which compresses RA data and " +"interprets it as two channels (red and green). See also [constant " +"FORMAT_ETC2_RGBA8]." msgstr "" #: doc/classes/Image.xml @@ -53233,7 +53939,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53246,7 +53952,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -53283,15 +53989,15 @@ msgstr "" msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " "linearly interpolates between them.\n" -"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-quality " -"results with far fewer aliasing artifacts.\n" +"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-" +"quality results with far fewer aliasing artifacts.\n" "If the image does not have mipmaps, they will be generated and used " "internally, but no mipmaps will be generated on the resulting image.\n" "[b]Note:[/b] If you intend to scale multiple copies of the original image, " "it's better to call [method generate_mipmaps]] on it in advance, to avoid " "wasting processing power in generating them again and again.\n" -"On the other hand, if the image already has mipmaps, they will be used, and a " -"new set will be generated for the resulting image." +"On the other hand, if the image already has mipmaps, they will be used, and " +"a new set will be generated for the resulting image." msgstr "" #: doc/classes/Image.xml @@ -53378,13 +54084,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -53422,7 +54128,8 @@ msgid "" msgstr "" #: doc/classes/ImageFormatLoaderExtension.xml -msgid "Loads the content of [param fileaccess] into the provided [param image]." +msgid "" +"Loads the content of [param fileaccess] into the provided [param image]." msgstr "" #: doc/classes/ImageFormatLoaderExtension.xml @@ -53442,8 +54149,8 @@ msgstr "" #: doc/classes/ImageTexture.xml msgid "" "A [Texture2D] based on an [Image]. For an image to be displayed, an " -"[ImageTexture] has to be created from it using the [method create_from_image] " -"method:\n" +"[ImageTexture] has to be created from it using the [method " +"create_from_image] method:\n" "[codeblock]\n" "var image = Image.load_from_file(\"res://icon.svg\")\n" "var texture = ImageTexture.create_from_image(image)\n" @@ -53451,9 +54158,9 @@ msgid "" "[/codeblock]\n" "This way, textures can be created at run-time by loading images both from " "within the editor and externally.\n" -"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] " -"over loading them from within the filesystem dynamically with [method Image." -"load], as it may not work in exported projects:\n" +"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript." +"load] over loading them from within the filesystem dynamically with [method " +"Image.load], as it may not work in exported projects:\n" "[codeblock]\n" "var texture = load(\"res://icon.svg\")\n" "$Sprite2D.texture = texture\n" @@ -53461,7 +54168,8 @@ msgid "" "This is because images have to be imported as a [CompressedTexture2D] first " "to be loaded with [method @GDScript.load]. If you'd still like to load an " "image file just like any other [Resource], import it as an [Image] resource " -"instead, and then load it normally using the [method @GDScript.load] method.\n" +"instead, and then load it normally using the [method @GDScript.load] " +"method.\n" "[b]Note:[/b] The image can be retrieved from an imported texture using the " "[method Texture2D.get_image] method, which returns a copy of the image:\n" "[codeblock]\n" @@ -53470,17 +54178,17 @@ msgid "" "[/codeblock]\n" "An [ImageTexture] is not meant to be operated from within the editor " "interface directly, and is mostly useful for rendering images on screen " -"dynamically via code. If you need to generate images procedurally from within " -"the editor, consider saving and importing images as custom texture resources " -"implementing a new [EditorImportPlugin].\n" +"dynamically via code. If you need to generate images procedurally from " +"within the editor, consider saving and importing images as custom texture " +"resources implementing a new [EditorImportPlugin].\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" #: doc/classes/ImageTexture.xml msgid "" -"Creates a new [ImageTexture] and initializes it by allocating and setting the " -"data from an [Image]." +"Creates a new [ImageTexture] and initializes it by allocating and setting " +"the data from an [Image]." msgstr "" #: doc/classes/ImageTexture.xml @@ -53519,8 +54227,8 @@ msgstr "" msgid "" "[ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, " "and depth. See also [ImageTextureLayered].\n" -"3D textures are typically used to store density maps for [FogMaterial], color " -"correction LUTs for [Environment], vector fields for " +"3D textures are typically used to store density maps for [FogMaterial], " +"color correction LUTs for [Environment], vector fields for " "[GPUParticlesAttractorVectorField3D] and collision maps for " "[GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders." msgstr "" @@ -53549,17 +54257,18 @@ msgstr "" #: doc/classes/ImageTextureLayered.xml msgid "" -"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used " -"directly, but contains all the functions necessary for accessing the derived " -"resource types. See also [Texture3D]." +"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be " +"used directly, but contains all the functions necessary for accessing the " +"derived resource types. See also [Texture3D]." msgstr "" #: doc/classes/ImageTextureLayered.xml msgid "" -"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image." -"create] for the expected data format. The first image decides the width, " -"height, image format and mipmapping setting. The other images [i]must[/i] " -"have the same width, height, image format and mipmapping setting.\n" +"Creates an [ImageTextureLayered] from an array of [Image]s. See [method " +"Image.create] for the expected data format. The first image decides the " +"width, height, image format and mipmapping setting. The other images " +"[i]must[/i] have the same width, height, image format and mipmapping " +"setting.\n" "Each [Image] represents one [code]layer[/code]." msgstr "" @@ -53602,8 +54311,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly " -"inefficient. Instead, it is designed to generate simple geometry that changes " -"often." +"inefficient. Instead, it is designed to generate simple geometry that " +"changes often." msgstr "" #: doc/classes/ImmediateMesh.xml @@ -53663,8 +54372,9 @@ msgid "" "ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains " "vertex array-based geometry, divided in [i]surfaces[/i]. Each surface " "contains a completely separate array and a material used to draw it. Design " -"wise, a mesh with multiple surfaces is preferred to a single surface, because " -"objects created in 3D editing software commonly contain multiple materials.\n" +"wise, a mesh with multiple surfaces is preferred to a single surface, " +"because objects created in 3D editing software commonly contain multiple " +"materials.\n" "Unlike its runtime counterpart, [ImporterMesh] contains mesh data before " "various import steps, such as lod and shadow mesh generation, have taken " "place. Modify surface data by calling [method clear], followed by [method " @@ -53685,8 +54395,8 @@ msgstr "" msgid "" "Generates all lods for this ImporterMesh.\n" "[param normal_merge_angle] and [param normal_split_angle] are in degrees and " -"used in the same way as the importer settings in [code]lods[/code]. As a good " -"default, use 25 and 60 respectively.\n" +"used in the same way as the importer settings in [code]lods[/code]. As a " +"good default, use 25 and 60 respectively.\n" "The number of generated lods can be accessed using [method " "get_surface_lod_count], and each LOD is available in [method " "get_surface_lod_size] and [method get_surface_lod_indices].\n" @@ -53796,10 +54506,10 @@ msgstr "" #: doc/classes/Input.xml msgid "" "This will simulate pressing the specified action.\n" -"The strength can be used for non-boolean actions, it's ranged between 0 and 1 " -"representing the intensity of the given action.\n" -"[b]Note:[/b] This method will not cause any [method Node._input] calls. It is " -"intended to be used with [method is_action_pressed] and [method " +"The strength can be used for non-boolean actions, it's ranged between 0 and " +"1 representing the intensity of the given action.\n" +"[b]Note:[/b] This method will not cause any [method Node._input] calls. It " +"is intended to be used with [method is_action_pressed] and [method " "is_action_just_pressed]. If you want to simulate [code]_input[/code], use " "[method parse_input_event] instead." msgstr "" @@ -53810,28 +54520,28 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally " -"update already connected devices." +"Adds a new mapping entry (in SDL2 format) to the mapping database. " +"Optionally update already connected devices." msgstr "" #: doc/classes/Input.xml msgid "" "Sends all input events which are in the current buffer to the game loop. " -"These events may have been buffered as a result of accumulated input ([member " -"use_accumulated_input]) or agile input flushing ([member ProjectSettings." -"input_devices/buffering/agile_event_flushing]).\n" -"The engine will already do this itself at key execution points (at least once " -"per frame). However, this can be useful in advanced cases where you want " -"precise control over the timing of event handling." +"These events may have been buffered as a result of accumulated input " +"([member use_accumulated_input]) or agile input flushing ([member " +"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" +"The engine will already do this itself at key execution points (at least " +"once per frame). However, this can be useful in advanced cases where you " +"want precise control over the timing of event handling." msgstr "" #: doc/classes/Input.xml msgid "" -"Returns the acceleration in m/s² of the device's accelerometer sensor, if the " -"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" -"Note this method returns an empty [Vector3] when running from the editor even " -"when your device has an accelerometer. You must export your project to a " -"supported device to read values from the accelerometer.\n" +"Returns the acceleration in m/s² of the device's accelerometer sensor, if " +"the device has one. Otherwise, the method returns [constant Vector3.ZERO].\n" +"Note this method returns an empty [Vector3] when running from the editor " +"even when your device has an accelerometer. You must export your project to " +"a supported device to read values from the accelerometer.\n" "[b]Note:[/b] This method only works on Android and iOS. On other platforms, " "it always returns [constant Vector3.ZERO]." msgstr "" @@ -53839,8 +54549,8 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " -"action, ignoring the action's deadzone. In most cases, you should use [method " -"get_action_strength] instead.\n" +"action, ignoring the action's deadzone. In most cases, you should use " +"[method get_action_strength] instead.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." @@ -53849,10 +54559,10 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Returns a value between 0 and 1 representing the intensity of the given " -"action. In a joypad, for example, the further away the axis (analog sticks or " -"L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If " -"the action is mapped to a control that has no axis such as the keyboard, the " -"value returned will be 0 or 1.\n" +"action. In a joypad, for example, the further away the axis (analog sticks " +"or L2, R2 triggers) is from the dead zone, the closer the value will be to " +"1. If the action is mapped to a control that has no axis such as the " +"keyboard, the value returned will be 0 or 1.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." @@ -53913,7 +54623,8 @@ msgid "" "Returns a dictionary with extra platform-specific information about the " "device, e.g. the raw gamepad name from the OS or the Steam Input index.\n" "On Windows the dictionary contains the following fields:\n" -"[code]xinput_index[/code]: The index of the controller in the XInput system.\n" +"[code]xinput_index[/code]: The index of the controller in the XInput " +"system.\n" "On Linux:\n" "[code]raw_name[/code]: The name of the controller as it came from the OS, " "before getting renamed by the godot controller database.\n" @@ -53927,8 +54638,8 @@ msgstr "" msgid "" "Returns the name of the joypad at the specified device index, e.g. [code]PS4 " "Controller[/code]. Godot uses the [url=https://github.com/gabomdq/" -"SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad " -"names." +"SDL_GameControllerDB]SDL2 game controller database[/url] to determine " +"gamepad names." msgstr "" #: doc/classes/Input.xml @@ -53973,11 +54684,12 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Gets an input vector by specifying four actions for the positive and negative " -"X and Y axes.\n" +"Gets an input vector by specifying four actions for the positive and " +"negative X and Y axes.\n" "This method is useful when getting vector input, such as from a joystick, " "directional pad, arrows, or WASD. The vector has its length limited to 1 and " -"has a circular deadzone, which is useful for using vector input as movement.\n" +"has a circular deadzone, which is useful for using vector input as " +"movement.\n" "By default, the deadzone is automatically calculated from the average of the " "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." @@ -54068,10 +54780,10 @@ msgid "" "Returns [code]true[/code] if you are pressing the Latin key in the current " "keyboard layout. You can pass a [enum Key] constant.\n" "[method is_key_pressed] is only recommended over [method " -"is_physical_key_pressed] in non-game applications. This ensures that shortcut " -"keys behave as expected depending on the user's keyboard layout, as keyboard " -"shortcuts are generally dependent on the keyboard layout in non-game " -"applications. If in doubt, use [method is_physical_key_pressed].\n" +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -54080,8 +54792,8 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the mouse button specified with " -"[enum MouseButton]." +"Returns [code]true[/code] if you are pressing the mouse button specified " +"with [enum MouseButton]." msgstr "" #: doc/classes/Input.xml @@ -54118,7 +54830,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -54129,10 +54846,10 @@ msgstr "" #: doc/classes/Input.xml msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " -"debugging on devices without a hardware sensor, for example in an editor on a " -"PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " -"value on Android and iOS." +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml @@ -54141,8 +54858,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -54158,8 +54876,8 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Sets the default cursor shape to be used in the viewport instead of [constant " -"CURSOR_ARROW].\n" +"Sets the default cursor shape to be used in the viewport instead of " +"[constant CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " "nodes, use [member Control.mouse_default_cursor_shape] instead.\n" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " @@ -54168,19 +54886,20 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Sets the gravity value of the accelerometer sensor. Can be used for debugging " -"on devices without a hardware sensor, for example in an editor on a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " -"value on Android and iOS." +"Sets the gravity value of the accelerometer sensor. Can be used for " +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " -"debugging on devices without a hardware sensor, for example in an editor on a " -"PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " -"value on Android and iOS." +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml @@ -54188,8 +54907,8 @@ msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " "on a PC.\n" -"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor " -"value on Android and iOS." +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." msgstr "" #: doc/classes/Input.xml @@ -54199,9 +54918,9 @@ msgid "" "[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki." "libsdl.org/SDL2]SDL documentation[/url] for more information.\n" "[b]Note:[/b] Some 3rd party tools can contribute to the list of ignored " -"devices. For example, [i]SteamInput[/i] creates virtual devices from physical " -"devices for remapping purposes. To avoid handling the same input device " -"twice, the original device is added to the ignore list." +"devices. For example, [i]SteamInput[/i] creates virtual devices from " +"physical devices for remapping purposes. To avoid handling the same input " +"device twice, the original device is added to the ignore list." msgstr "" #: doc/classes/Input.xml @@ -54232,8 +54951,8 @@ msgid "" "[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the " "[code]VIBRATE[/code] permission in the export preset. Otherwise, [method " "vibrate_handheld] will have no effect.\n" -"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and " -"later.\n" +"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 " +"and later.\n" "[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not " "support [method vibrate_handheld]." msgstr "" @@ -54252,8 +54971,8 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"If [code]true[/code], sends mouse input events when tapping or swiping on the " -"touchscreen. See also [member ProjectSettings.input_devices/pointing/" +"If [code]true[/code], sends mouse input events when tapping or swiping on " +"the touchscreen. See also [member ProjectSettings.input_devices/pointing/" "emulate_mouse_from_touch]." msgstr "" @@ -54305,22 +55024,21 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Cross cursor. Typically appears over regions in which a drawing operation can " -"be performed or for selections." +"Cross cursor. Typically appears over regions in which a drawing operation " +"can be performed or for selections." msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -54400,11 +55118,12 @@ msgid "" msgstr "" #: doc/classes/InputEvent.xml doc/classes/InputEventGesture.xml -#: doc/classes/InputEventJoypadButton.xml doc/classes/InputEventJoypadMotion.xml -#: doc/classes/InputEventKey.xml doc/classes/InputEventMagnifyGesture.xml -#: doc/classes/InputEventMouse.xml doc/classes/InputEventMouseButton.xml -#: doc/classes/InputEventMouseMotion.xml doc/classes/InputEventPanGesture.xml -#: doc/classes/InputEventScreenDrag.xml doc/classes/InputEventScreenTouch.xml +#: doc/classes/InputEventJoypadButton.xml +#: doc/classes/InputEventJoypadMotion.xml doc/classes/InputEventKey.xml +#: doc/classes/InputEventMagnifyGesture.xml doc/classes/InputEventMouse.xml +#: doc/classes/InputEventMouseButton.xml doc/classes/InputEventMouseMotion.xml +#: doc/classes/InputEventPanGesture.xml doc/classes/InputEventScreenDrag.xml +#: doc/classes/InputEventScreenTouch.xml #: doc/classes/InputEventWithModifiers.xml msgid "Using InputEvent" msgstr "" @@ -54433,8 +55152,8 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" -"Returns [code]true[/code] if this input event matches a pre-defined action of " -"any type.\n" +"Returns [code]true[/code] if this input event matches a pre-defined action " +"of any type.\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." @@ -54442,8 +55161,8 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" -"Returns [code]true[/code] if the given action is being pressed (and is not an " -"echo event for [InputEventKey] events, unless [param allow_echo] is " +"Returns [code]true[/code] if the given action is being pressed (and is not " +"an echo event for [InputEventKey] events, unless [param allow_echo] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" "If [param exact_match] is [code]false[/code], it ignores additional input " @@ -54457,8 +55176,8 @@ msgstr "" #: doc/classes/InputEvent.xml msgid "" -"Returns [code]true[/code] if the given action is released (i.e. not pressed). " -"Not relevant for events of type [InputEventMouseMotion] or " +"Returns [code]true[/code] if the given action is released (i.e. not " +"pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" "If [param exact_match] is [code]false[/code], it ignores additional input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " @@ -54514,15 +55233,16 @@ msgid "" "Returns a copy of the given input event which has been offset by [param " "local_ofs] and transformed by [param xform]. Relevant for events of type " "[InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], " -"[InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture]." +"[InputEventScreenDrag], [InputEventMagnifyGesture] and " +"[InputEventPanGesture]." msgstr "" #: doc/classes/InputEvent.xml msgid "" "The event's device ID.\n" -"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse " -"input from a touchscreen. This can be used to distinguish emulated mouse " -"input from physical mouse input." +"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated " +"mouse input from a touchscreen. This can be used to distinguish emulated " +"mouse input from physical mouse input." msgstr "" #: doc/classes/InputEventAction.xml @@ -54531,15 +55251,15 @@ msgstr "" #: doc/classes/InputEventAction.xml msgid "" -"Contains a generic action which can be targeted from several types of inputs. " -"Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project " -"> Project Settings[/b], or with the [InputMap] class.\n" +"Contains a generic action which can be targeted from several types of " +"inputs. Actions and their events can be set in the [b]Input Map[/b] tab in " +"[b]Project > Project Settings[/b], or with the [InputMap] class.\n" "[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique " -"physical events, this virtual one is not emitted by the engine. This class is " -"useful to emit actions manually with [method Input.parse_input_event], which " -"are then received in [method Node._input]. To check if a physical event " -"matches an action from the Input Map, use [method InputEvent.is_action] and " -"[method InputEvent.is_action_pressed]." +"physical events, this virtual one is not emitted by the engine. This class " +"is useful to emit actions manually with [method Input.parse_input_event], " +"which are then received in [method Node._input]. To check if a physical " +"event matches an action from the Input Map, use [method InputEvent." +"is_action] and [method InputEvent.is_action_pressed]." msgstr "" #: doc/classes/InputEventAction.xml @@ -54558,8 +55278,8 @@ msgstr "" #: doc/classes/InputEventAction.xml msgid "" -"The action's strength between 0 and 1. This value is considered as equal to 0 " -"if pressed is [code]false[/code]. The event strength allows faking analog " +"The action's strength between 0 and 1. This value is considered as equal to " +"0 if pressed is [code]false[/code]. The event strength allows faking analog " "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" @@ -54570,9 +55290,9 @@ msgstr "" #: doc/classes/InputEventFromWindow.xml msgid "" -"InputEventFromWindow represents events specifically received by windows. This " -"includes mouse events, keyboard events in focused windows or touch screen " -"actions." +"InputEventFromWindow represents events specifically received by windows. " +"This includes mouse events, keyboard events in focused windows or touch " +"screen actions." msgstr "" #: doc/classes/InputEventFromWindow.xml @@ -54650,15 +55370,15 @@ msgstr "" #: doc/classes/InputEventKey.xml msgid "" -"An input event for keys on a keyboard. Supports key presses, key releases and " -"[member echo] events. It can also be received in [method Node." +"An input event for keys on a keyboard. Supports key presses, key releases " +"and [member echo] events. It can also be received in [method Node." "_unhandled_key_input].\n" "[b]Note:[/b] Events received from the keyboard usually have all properties " "set. Event mappings should have only one of the [member keycode], [member " "physical_keycode] or [member unicode] set.\n" "When events are compared, properties are checked in the following priority - " -"[member keycode], [member physical_keycode] and [member unicode]. Events with " -"the first matching value will be considered equal." +"[member keycode], [member physical_keycode] and [member unicode]. Events " +"with the first matching value will be considered equal." msgstr "" #: doc/classes/InputEventKey.xml @@ -54675,8 +55395,8 @@ msgstr "" #: doc/classes/InputEventKey.xml msgid "" -"Returns a [String] representation of the event's [member location]. This will " -"be a blank string if the event is not specific to a location." +"Returns a [String] representation of the event's [member location]. This " +"will be a blank string if the event is not specific to a location." msgstr "" #: doc/classes/InputEventKey.xml @@ -54689,33 +55409,36 @@ msgstr "" msgid "" "Returns the localized key label combined with modifier keys such as " "[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with modifiers, " -"use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] " -"where [code]event[/code] is the [InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with " +"modifiers, use [code]OS.get_keycode_string(event." +"get_key_label_with_modifiers())[/code] where [code]event[/code] is the " +"[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with modifiers, " -"use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] " -"where [code]event[/code] is the [InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with " +"modifiers, use [code]OS.get_keycode_string(event." +"get_keycode_with_modifiers())[/code] where [code]event[/code] is the " +"[InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Returns the physical keycode combined with modifier keys such as [kbd]Shift[/" "kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n" -"To get a human-readable representation of the [InputEventKey] with modifiers, " -"use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/" -"code] where [code]event[/code] is the [InputEventKey]." +"To get a human-readable representation of the [InputEventKey] with " +"modifiers, use [code]OS.get_keycode_string(event." +"get_physical_keycode_with_modifiers())[/code] where [code]event[/code] is " +"the [InputEventKey]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" -"If [code]true[/code], the key was already pressed before this event. It means " -"the user is holding the key down." +"If [code]true[/code], the key was already pressed before this event. It " +"means the user is holding the key down." msgstr "" #: doc/classes/InputEventKey.xml @@ -54753,16 +55476,16 @@ msgstr "" #: doc/classes/InputEventKey.xml msgid "" -"Represents the location of a key which has both left and right versions, such " -"as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." +"Represents the location of a key which has both left and right versions, " +"such as [kbd]Shift[/kbd] or [kbd]Alt[/kbd]." msgstr "" #: doc/classes/InputEventKey.xml msgid "" "Represents the physical location of a key on the 101/102-key US QWERTY " "keyboard, which corresponds to one of the [enum Key] constants.\n" -"To get a human-readable representation of the [InputEventKey], use [method OS." -"get_keycode_string] in combination with [method DisplayServer." +"To get a human-readable representation of the [InputEventKey], use [method " +"OS.get_keycode_string] in combination with [method DisplayServer." "keyboard_get_keycode_from_physical]:\n" "[codeblocks]\n" "[gdscript]\n" @@ -54809,8 +55532,8 @@ msgid "" "Stores the factor of a magnifying touch gesture. This is usually performed " "when the user pinches the touch screen and used for zooming in/out.\n" "[b]Note:[/b] On Android, this requires the [member ProjectSettings." -"input_devices/pointing/android/enable_pan_and_scale_gestures] project setting " -"to be enabled." +"input_devices/pointing/android/enable_pan_and_scale_gestures] project " +"setting to be enabled." msgstr "" #: doc/classes/InputEventMagnifyGesture.xml @@ -54914,9 +55637,9 @@ msgid "" "The unique number of the controller, if [member message] is [constant " "MIDI_MESSAGE_CONTROL_CHANGE], otherwise this is [code]0[/code]. This value " "can be used to identify sliders for volume, balance, and panning, as well as " -"switches and pedals on the MIDI device. See the [url=https://en.wikipedia.org/" -"wiki/General_MIDI#Controller_events]General MIDI specification[/url] for a " -"small list." +"switches and pedals on the MIDI device. See the [url=https://en.wikipedia." +"org/wiki/General_MIDI#Controller_events]General MIDI specification[/url] for " +"a small list." msgstr "" #: doc/classes/InputEventMIDI.xml @@ -54931,10 +55654,10 @@ msgstr "" msgid "" "The instrument (also called [i]program[/i] or [i]preset[/i]) used on this " "MIDI message. This value ranges from [code]0[/code] to [code]127[/code].\n" -"To see what each value means, refer to the [url=https://en.wikipedia.org/wiki/" -"General_MIDI#Program_change_events]General MIDI's instrument list[/url]. Keep " -"in mind that the list is off by 1 because it does not begin from 0. A value " -"of [code]0[/code] corresponds to the acoustic grand piano." +"To see what each value means, refer to the [url=https://en.wikipedia.org/" +"wiki/General_MIDI#Program_change_events]General MIDI's instrument list[/" +"url]. Keep in mind that the list is off by 1 because it does not begin from " +"0. A value of [code]0[/code] corresponds to the acoustic grand piano." msgstr "" #: doc/classes/InputEventMIDI.xml @@ -54949,11 +55672,11 @@ msgstr "" msgid "" "The pitch index number of this MIDI message. This value ranges from [code]0[/" "code] to [code]127[/code].\n" -"On a piano, the [b]middle C[/b] is [code]60[/code], followed by a [b]C-sharp[/" -"b] ([code]61[/code]), then a [b]D[/b] ([code]62[/code]), and so on. Each " -"octave is split in offsets of 12. See the \"MIDI note number\" column of the " -"[url=https://en.wikipedia.org/wiki/Piano_key_frequencies]piano key frequency " -"chart[/url] a full list." +"On a piano, the [b]middle C[/b] is [code]60[/code], followed by a [b]C-" +"sharp[/b] ([code]61[/code]), then a [b]D[/b] ([code]62[/code]), and so on. " +"Each octave is split in offsets of 12. See the \"MIDI note number\" column " +"of the [url=https://en.wikipedia.org/wiki/Piano_key_frequencies]piano key " +"frequency chart[/url] a full list." msgstr "" #: doc/classes/InputEventMIDI.xml @@ -54968,12 +55691,12 @@ msgstr "" #: doc/classes/InputEventMIDI.xml msgid "" "The velocity of the MIDI message. This value ranges from [code]0[/code] to " -"[code]127[/code]. For a musical keyboard, this corresponds to how quickly the " -"key was pressed, and is rarely above [code]110[/code] in practice.\n" +"[code]127[/code]. For a musical keyboard, this corresponds to how quickly " +"the key was pressed, and is rarely above [code]110[/code] in practice.\n" "[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] " "message with [code]0[/code] velocity and expect it to be treated the same as " -"a [constant MIDI_MESSAGE_NOTE_OFF] message. If necessary, this can be handled " -"with a few lines of code:\n" +"a [constant MIDI_MESSAGE_NOTE_OFF] message. If necessary, this can be " +"handled with a few lines of code:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMIDI:\n" @@ -55001,9 +55724,9 @@ msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the root [Viewport] using the coordinate " "system of the root [Viewport].\n" -"When received in [method Control._gui_input], returns the mouse's position in " -"the [CanvasLayer] that the [Control] is in using the coordinate system of the " -"[CanvasLayer]." +"When received in [method Control._gui_input], returns the mouse's position " +"in the [CanvasLayer] that the [Control] is in using the coordinate system of " +"the [CanvasLayer]." msgstr "" #: doc/classes/InputEventMouse.xml @@ -55011,8 +55734,8 @@ msgid "" "When received in [method Node._input] or [method Node._unhandled_input], " "returns the mouse's position in the [Viewport] this [Node] is in using the " "coordinate system of this [Viewport].\n" -"When received in [method Control._gui_input], returns the mouse's position in " -"the [Control] using the local coordinate system of the [Control]." +"When received in [method Control._gui_input], returns the mouse's position " +"in the [Control] using the local coordinate system of the [Control]." msgstr "" #: doc/classes/InputEventMouseButton.xml @@ -55100,9 +55823,9 @@ msgid "" "[b]Note:[/b] [member relative] is automatically scaled according to the " "content scale factor, which is defined by the project's stretch mode " "settings. This means mouse sensitivity will appear different depending on " -"resolution when using [member relative] in a script that handles mouse aiming " -"with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid this, use " -"[member screen_relative] instead." +"resolution when using [member relative] in a script that handles mouse " +"aiming with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid " +"this, use [member screen_relative] instead." msgstr "" #: doc/classes/InputEventMouseMotion.xml @@ -55113,9 +55836,9 @@ msgid "" "moves, the last event won't have a relative position of [code]Vector2(0, 0)[/" "code] when the user stops moving the mouse. This coordinate is [i]not[/i] " "scaled according to the content scale factor or calls to [method InputEvent." -"xformed_by]. This should be preferred over [member relative] for mouse aiming " -"when using the [constant Input.MOUSE_MODE_CAPTURED] mouse mode, regardless of " -"the project's stretch mode." +"xformed_by]. This should be preferred over [member relative] for mouse " +"aiming when using the [constant Input.MOUSE_MODE_CAPTURED] mouse mode, " +"regardless of the project's stretch mode." msgstr "" #: doc/classes/InputEventMouseMotion.xml @@ -55141,9 +55864,9 @@ msgid "" "[b]Note:[/b] [member velocity] is automatically scaled according to the " "content scale factor, which is defined by the project's stretch mode " "settings. This means mouse sensitivity will appear different depending on " -"resolution when using [member velocity] in a script that handles mouse aiming " -"with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid this, use " -"[member screen_velocity] instead." +"resolution when using [member velocity] in a script that handles mouse " +"aiming with the [constant Input.MOUSE_MODE_CAPTURED] mouse mode. To avoid " +"this, use [member screen_velocity] instead." msgstr "" #: doc/classes/InputEventPanGesture.xml @@ -55156,8 +55879,8 @@ msgid "" "user swipes the touch screen with two fingers. It's typically used for " "panning/scrolling.\n" "[b]Note:[/b] On Android, this requires the [member ProjectSettings." -"input_devices/pointing/android/enable_pan_and_scale_gestures] project setting " -"to be enabled." +"input_devices/pointing/android/enable_pan_and_scale_gestures] project " +"setting to be enabled." msgstr "" #: doc/classes/InputEventPanGesture.xml @@ -55200,8 +55923,8 @@ msgid "" "The unscaled drag position relative to the previous position in screen " "coordinates (position at the last frame). This position is [i]not[/i] scaled " "according to the content scale factor or calls to [method InputEvent." -"xformed_by]. This should be preferred over [member relative] for touch aiming " -"regardless of the project's stretch mode." +"xformed_by]. This should be preferred over [member relative] for touch " +"aiming regardless of the project's stretch mode." msgstr "" #: doc/classes/InputEventScreenDrag.xml @@ -55229,7 +55952,8 @@ msgstr "" #: doc/classes/InputEventScreenTouch.xml msgid "" "Stores information about multi-touch press/release input events. Supports " -"touch press, touch release and [member index] for multi-touch count and order." +"touch press, touch release and [member index] for multi-touch count and " +"order." msgstr "" #: doc/classes/InputEventScreenTouch.xml @@ -55269,8 +55993,8 @@ msgstr "" #: doc/classes/InputEventShortcut.xml msgid "" -"The [Shortcut] represented by this event. Its [method Shortcut.matches_event] " -"method will always return [code]true[/code] for this event." +"The [Shortcut] represented by this event. Its [method Shortcut." +"matches_event] method will always return [code]true[/code] for this event." msgstr "" #: doc/classes/InputEventWithModifiers.xml @@ -55329,9 +56053,10 @@ msgstr "" #: doc/classes/InputMap.xml msgid "" -"Manages all [InputEventAction] which can be created/modified from the project " -"settings menu [b]Project > Project Settings > Input Map[/b] or in code with " -"[method add_action] and [method action_add_event]. See [method Node._input]." +"Manages all [InputEventAction] which can be created/modified from the " +"project settings menu [b]Project > Project Settings > Input Map[/b] or in " +"code with [method add_action] and [method action_add_event]. See [method " +"Node._input]." msgstr "" #: doc/classes/InputMap.xml @@ -55366,8 +56091,8 @@ msgstr "" #: doc/classes/InputMap.xml msgid "" -"Returns [code]true[/code] if the action has the given [InputEvent] associated " -"with it." +"Returns [code]true[/code] if the action has the given [InputEvent] " +"associated with it." msgstr "" #: doc/classes/InputMap.xml @@ -55376,7 +56101,8 @@ msgstr "" #: doc/classes/InputMap.xml msgid "" -"Adds an empty action to the [InputMap] with a configurable [param deadzone].\n" +"Adds an empty action to the [InputMap] with a configurable [param " +"deadzone].\n" "An [InputEvent] can then be added to this action with [method " "action_add_event]." msgstr "" @@ -55418,12 +56144,12 @@ msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" -"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in " -"the editor causes it to be replaced by an [InstancePlaceholder] when running " -"the game, this will not replace the node in the editor. This makes it " -"possible to delay actually loading the scene until calling [method " -"create_instance]. This is useful to avoid loading large scenes all at once by " -"loading parts of it selectively.\n" +"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene " +"in the editor causes it to be replaced by an [InstancePlaceholder] when " +"running the game, this will not replace the node in the editor. This makes " +"it possible to delay actually loading the scene until calling [method " +"create_instance]. This is useful to avoid loading large scenes all at once " +"by loading parts of it selectively.\n" "The [InstancePlaceholder] does not have a transform. This causes any child " "nodes to be positioned relatively to the [Viewport] from point (0,0), rather " "than their parent as displayed in the editor. Replacing the placeholder with " @@ -55434,8 +56160,8 @@ msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "" "Call this method to actually load in the node. The created node will be " -"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. " -"The [Node]'s reference is also returned for convenience.\n" +"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene " +"tree. The [Node]'s reference is also returned for convenience.\n" "[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object." "call_deferred] if calling from a thread." msgstr "" @@ -55467,11 +56193,11 @@ msgid "" "[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " "[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When " "it exceeds these bounds, it will wrap around.\n" -"[int]s can be automatically converted to [float]s when necessary, for example " -"when passing them as arguments in functions. The [float] will be as close to " -"the original integer as possible.\n" +"[int]s can be automatically converted to [float]s when necessary, for " +"example when passing them as arguments in functions. The [float] will be as " +"close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -55540,7 +56266,8 @@ msgid "" msgstr "" #: doc/classes/int.xml -msgid "Returns [code]true[/code] if the [int] is not equivalent to the [float]." +msgid "" +"Returns [code]true[/code] if the [int] is not equivalent to the [float]." msgstr "" #: doc/classes/int.xml @@ -55580,8 +56307,8 @@ msgstr "" #: doc/classes/int.xml msgid "" -"Multiplies each component of the [Quaternion] by the [int]. This operation is " -"not meaningful on its own, but it can be used as a part of a larger " +"Multiplies each component of the [Quaternion] by the [int]. This operation " +"is not meaningful on its own, but it can be used as a part of a larger " "expression." msgstr "" @@ -55804,14 +56531,14 @@ msgstr "" #: doc/classes/IP.xml msgid "" -"Removes all of a [param hostname]'s cached references. If no [param hostname] " -"is given, all cached IP addresses are removed." +"Removes all of a [param hostname]'s cached references. If no [param " +"hostname] is given, all cached IP addresses are removed." msgstr "" #: doc/classes/IP.xml msgid "" -"Removes a given item [param id] from the queue. This should be used to free a " -"queue after it has completed to enable more queries to happen." +"Removes a given item [param id] from the queue. This should be used to free " +"a queue after it has completed to enable more queries to happen." msgstr "" #: doc/classes/IP.xml @@ -55827,8 +56554,8 @@ msgid "" " \"index\": \"1\", # Interface index.\n" " \"name\": \"eth0\", # Interface name.\n" " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n" -" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses associated " -"to this interface.\n" +" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses " +"associated to this interface.\n" "}\n" "[/codeblock]" msgstr "" @@ -55848,8 +56575,8 @@ msgstr "" #: doc/classes/IP.xml msgid "" -"Returns a queued hostname's status as a [enum ResolverStatus] constant, given " -"its queue [param id]." +"Returns a queued hostname's status as a [enum ResolverStatus] constant, " +"given its queue [param id]." msgstr "" #: doc/classes/IP.xml @@ -55996,8 +56723,8 @@ msgid "" "Returns the item index at the given [param position].\n" "When there is no item at that point, -1 will be returned if [param exact] is " "[code]true[/code], and the closest item index will be returned otherwise.\n" -"[b]Note:[/b] The returned value is unreliable if called right after modifying " -"the [ItemList], before it redraws in the next frame." +"[b]Note:[/b] The returned value is unreliable if called right after " +"modifying the [ItemList], before it redraws in the next frame." msgstr "" #: doc/classes/ItemList.xml @@ -56039,8 +56766,8 @@ msgid "" "Returns the position and size of the item with the specified index, in the " "coordinate system of the [ItemList] node. If [param expand] is [code]true[/" "code] the last column expands to fill the rest of the row.\n" -"[b]Note:[/b] The returned value is unreliable if called right after modifying " -"the [ItemList], before it redraws in the next frame." +"[b]Note:[/b] The returned value is unreliable if called right after " +"modifying the [ItemList], before it redraws in the next frame." msgstr "" #: doc/classes/ItemList.xml @@ -56062,8 +56789,8 @@ msgstr "" #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" "Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -56078,8 +56805,8 @@ msgstr "" #: doc/classes/ItemList.xml msgid "" -"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the " -"X and Y axes are swapped." +"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " +"the X and Y axes are swapped." msgstr "" #: doc/classes/ItemList.xml @@ -56127,13 +56854,14 @@ msgstr "" #: doc/classes/ItemList.xml msgid "" "Disables (or enables) the item at the specified index.\n" -"Disabled items cannot be selected and do not trigger activation signals (when " -"double-clicking or pressing [kbd]Enter[/kbd])." +"Disabled items cannot be selected and do not trigger activation signals " +"(when double-clicking or pressing [kbd]Enter[/kbd])." msgstr "" #: doc/classes/ItemList.xml msgid "" -"Sets (or replaces) the icon's [Texture2D] associated with the specified index." +"Sets (or replaces) the icon's [Texture2D] associated with the specified " +"index." msgstr "" #: doc/classes/ItemList.xml @@ -56165,7 +56893,8 @@ msgstr "" #: doc/classes/ItemList.xml msgid "" -"Allows or disallows selection of the item associated with the specified index." +"Allows or disallows selection of the item associated with the specified " +"index." msgstr "" #: doc/classes/ItemList.xml @@ -56189,7 +56918,8 @@ msgid "Sorts items in the list by their text." msgstr "" #: doc/classes/ItemList.xml doc/classes/OptionButton.xml -msgid "If [code]true[/code], the currently selected item can be selected again." +msgid "" +"If [code]true[/code], the currently selected item can be selected again." msgstr "" #: doc/classes/ItemList.xml @@ -56204,15 +56934,15 @@ msgstr "" #: doc/classes/ItemList.xml msgid "" -"If [code]true[/code], the control will automatically resize the height to fit " -"its content." +"If [code]true[/code], the control will automatically resize the height to " +"fit its content." msgstr "" #: doc/classes/ItemList.xml msgid "" "The width all columns will be adjusted to.\n" -"A value of zero disables the adjustment, each item will have a width equal to " -"the width of its content and the columns will have an uneven width." +"A value of zero disables the adjustment, each item will have a width equal " +"to the width of its content and the columns will have an uneven width." msgstr "" #: doc/classes/ItemList.xml @@ -56234,14 +56964,16 @@ msgid "" "takes effect." msgstr "" -#: doc/classes/ItemList.xml doc/classes/MenuButton.xml doc/classes/PopupMenu.xml +#: doc/classes/ItemList.xml doc/classes/MenuButton.xml +#: doc/classes/PopupMenu.xml msgid "The number of items currently in the list." msgstr "" #: doc/classes/ItemList.xml msgid "" "Maximum columns the list will have.\n" -"If greater than zero, the content will be split among the specified columns.\n" +"If greater than zero, the content will be split among the specified " +"columns.\n" "A value of zero means unlimited columns, i.e. all items will be put in the " "same row." msgstr "" @@ -56264,7 +56996,8 @@ msgstr "" #: doc/classes/ItemList.xml msgid "" -"Allows single or multiple item selection. See the [enum SelectMode] constants." +"Allows single or multiple item selection. See the [enum SelectMode] " +"constants." msgstr "" #: doc/classes/ItemList.xml @@ -56422,8 +57155,8 @@ msgstr "" #: doc/classes/JavaScriptBridge.xml msgid "" "The JavaScriptBridge singleton is implemented only in the Web export. It's " -"used to access the browser's JavaScript context. This allows interaction with " -"embedding pages or calling third-party JavaScript APIs.\n" +"used to access the browser's JavaScript context. This allows interaction " +"with embedding pages or calling third-party JavaScript APIs.\n" "[b]Note:[/b] This singleton can be disabled at build-time to improve " "security. By default, the JavaScriptBridge singleton is enabled. Official " "export templates also have the JavaScriptBridge singleton enabled. See " @@ -56456,17 +57189,17 @@ msgid "" "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/" "Media_type]MIME type[/url] provided based on the file [param name]'s " "extension.\n" -"[b]Note:[/b] Browsers might block the download if [method download_buffer] is " -"not being called from a user interaction (e.g. button click).\n" -"[b]Note:[/b] Browsers might ask the user for permission or block the download " -"if multiple download requests are made in a quick succession." +"[b]Note:[/b] Browsers might block the download if [method download_buffer] " +"is not being called from a user interaction (e.g. button click).\n" +"[b]Note:[/b] Browsers might ask the user for permission or block the " +"download if multiple download requests are made in a quick succession." msgstr "" #: doc/classes/JavaScriptBridge.xml msgid "" -"Execute the string [param code] as JavaScript code within the browser window. " -"This is a call to the actual global JavaScript function [code skip-lint]eval()" -"[/code].\n" +"Execute the string [param code] as JavaScript code within the browser " +"window. This is a call to the actual global JavaScript function [code skip-" +"lint]eval()[/code].\n" "If [param use_global_execution_context] is [code]true[/code], the code will " "be evaluated in the global execution context. Otherwise, it is evaluated in " "the execution context of a function within the engine's runtime environment." @@ -56483,8 +57216,9 @@ msgstr "" msgid "" "Returns an interface to a JavaScript object that can be used by scripts. The " "[param interface] must be a valid property of the JavaScript [code]window[/" -"code]. The callback must accept a single [Array] argument, which will contain " -"the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage." +"code]. The callback must accept a single [Array] argument, which will " +"contain the JavaScript [code]arguments[/code]. See [JavaScriptObject] for " +"usage." msgstr "" #: doc/classes/JavaScriptBridge.xml @@ -56499,8 +57233,8 @@ msgid "" "Performs the live update of the progressive web app. Forcing the new version " "to be installed and the page to be reloaded.\n" "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n" -"[b]Note:[/b] Only relevant when exported as a Progressive Web App and [method " -"pwa_needs_update] returns [code]true[/code]." +"[b]Note:[/b] Only relevant when exported as a Progressive Web App and " +"[method pwa_needs_update] returns [code]true[/code]." msgstr "" #: doc/classes/JavaScriptBridge.xml @@ -56517,8 +57251,9 @@ msgstr "" #: doc/classes/JavaScriptObject.xml msgid "" "JavaScriptObject is used to interact with JavaScript objects retrieved or " -"created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge." -"create_object], or [method JavaScriptBridge.create_callback].\n" +"created via [method JavaScriptBridge.get_interface], [method " +"JavaScriptBridge.create_object], or [method JavaScriptBridge." +"create_callback].\n" "[b]Example:[/b]\n" "[codeblock]\n" "extends Node\n" @@ -56562,11 +57297,12 @@ msgstr "" #: doc/classes/JNISingleton.xml msgid "" -"The JNISingleton is implemented only in the Android export. It's used to call " -"methods and connect signals from an Android plugin written in Java or Kotlin. " -"Methods and signals can be called and connected to the JNISingleton as if it " -"is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java " -"Native Interface - Wikipedia[/url] for more information." +"The JNISingleton is implemented only in the Android export. It's used to " +"call methods and connect signals from an Android plugin written in Java or " +"Kotlin. Methods and signals can be called and connected to the JNISingleton " +"as if it is a Node. See [url=https://en.wikipedia.org/wiki/" +"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more " +"information." msgstr "" #: doc/classes/JNISingleton.xml @@ -56579,8 +57315,8 @@ msgstr "" #: doc/classes/Joint2D.xml msgid "" -"Abstract base class for all joints in 2D physics. 2D joints bind together two " -"physics bodies and apply a constraint." +"Abstract base class for all joints in 2D physics. 2D joints bind together " +"two physics bodies and apply a constraint." msgstr "" #: doc/classes/Joint2D.xml doc/classes/Joint3D.xml @@ -56591,8 +57327,8 @@ msgstr "" msgid "" "When [member node_a] and [member node_b] move in different directions the " "[member bias] controls how fast the joint pulls them back to their original " -"position. The lower the [member bias] the more the two bodies can pull on the " -"joint.\n" +"position. The lower the [member bias] the more the two bodies can pull on " +"the joint.\n" "When set to [code]0[/code], the default value from [member ProjectSettings." "physics/2d/solver/default_constraint_bias] is used." msgstr "" @@ -56607,7 +57343,8 @@ msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint2D.xml -msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]." +msgid "" +"The second body attached to the joint. Must derive from [PhysicsBody2D]." msgstr "" #: doc/classes/Joint3D.xml @@ -56616,8 +57353,8 @@ msgstr "" #: doc/classes/Joint3D.xml msgid "" -"Abstract base class for all joints in 3D physics. 3D joints bind together two " -"physics bodies and apply a constraint." +"Abstract base class for all joints in 3D physics. 3D joints bind together " +"two physics bodies and apply a constraint." msgstr "" #: doc/classes/Joint3D.xml doc/classes/RigidBody3D.xml @@ -56652,14 +57389,15 @@ msgstr "" #: doc/classes/JSON.xml msgid "" "The [JSON] enables all data types to be converted to and from a JSON string. " -"This useful for serializing data to save to a file or send over the network.\n" +"This useful for serializing data to save to a file or send over the " +"network.\n" "[method stringify] is used to convert any data type into a JSON string.\n" "[method parse] is used to convert any existing JSON data into a [Variant] " "that can be used within Godot. If successfully parsed, use [member data] to " -"retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's " -"type is what you expect. JSON Objects are converted into a [Dictionary], but " -"JSON data can be used to store [Array]s, numbers, [String]s and even just a " -"boolean.\n" +"retrieve the [Variant], and use [code]typeof[/code] to check if the " +"Variant's type is what you expect. JSON Objects are converted into a " +"[Dictionary], but JSON data can be used to store [Array]s, numbers, " +"[String]s and even just a boolean.\n" "[b]Example[/b]\n" "[codeblock]\n" "var data_to_send = [\"a\", \"b\", \"c\"]\n" @@ -56705,8 +57443,8 @@ msgstr "" #: doc/classes/JSON.xml msgid "" -"Returns an empty string if the last call to [method parse] was successful, or " -"the error message if it failed." +"Returns an empty string if the last call to [method parse] was successful, " +"or the error message if it failed." msgstr "" #: doc/classes/JSON.xml @@ -56719,9 +57457,9 @@ msgstr "" msgid "" "Attempts to parse the [param json_text] provided.\n" "Returns an [enum Error]. If the parse was successful, it returns [constant " -"OK] and the result can be retrieved using [member data]. If unsuccessful, use " -"[method get_error_line] and [method get_error_message] for identifying the " -"source of the failure.\n" +"OK] and the result can be retrieved using [member data]. If unsuccessful, " +"use [method get_error_line] and [method get_error_message] for identifying " +"the source of the failure.\n" "Non-static variant of [method parse_string], if you want custom error " "handling.\n" "The optional [param keep_text] argument instructs the parser to keep a copy " @@ -56744,8 +57482,8 @@ msgid "" "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text " "will convert all numerical values to [float] types.\n" "[b]Note:[/b] If [param full_precision] is [code]true[/code], when " -"stringifying floats, the unreliable digits are stringified in addition to the " -"reliable digits to guarantee exact decoding.\n" +"stringifying floats, the unreliable digits are stringified in addition to " +"the reliable digits to guarantee exact decoding.\n" "The [param indent] parameter controls if and how something is indented, the " "string used for this parameter will be used where there should be an indent " "in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/" @@ -56805,9 +57543,9 @@ msgid "" "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a " "method call in a [JSON] object. The object has a particular structure and " "identifies which method is called, the parameters to that function, and " -"carries an ID to keep track of responses. This class implements that standard " -"on top of [Dictionary]; you will have to convert between a [Dictionary] and " -"[JSON] with other functions." +"carries an ID to keep track of responses. This class implements that " +"standard on top of [Dictionary]; you will have to convert between a " +"[Dictionary] and [JSON] with other functions." msgstr "" #: doc/classes/JSONRPC.xml @@ -56894,8 +57632,8 @@ msgstr "" #: doc/classes/KinematicCollision2D.xml msgid "" -"Returns the unique instance ID of the colliding body's attached [Object]. See " -"[method Object.get_instance_id]." +"Returns the unique instance ID of the colliding body's attached [Object]. " +"See [method Object.get_instance_id]." msgstr "" #: doc/classes/KinematicCollision2D.xml @@ -56991,8 +57729,8 @@ msgstr "" #: doc/classes/KinematicCollision3D.xml msgid "" -"Returns the colliding body's shape index given a collision index (the deepest " -"collision by default). See [CollisionObject3D]." +"Returns the colliding body's shape index given a collision index (the " +"deepest collision by default). See [CollisionObject3D]." msgstr "" #: doc/classes/KinematicCollision3D.xml @@ -57014,8 +57752,8 @@ msgstr "" #: doc/classes/KinematicCollision3D.xml msgid "" -"Returns the colliding body's shape's normal at the point of collision given a " -"collision index (the deepest collision by default)." +"Returns the colliding body's shape's normal at the point of collision given " +"a collision index (the deepest collision by default)." msgstr "" #: doc/classes/KinematicCollision3D.xml @@ -57030,10 +57768,10 @@ msgstr "" #: doc/classes/Label.xml msgid "" -"A control for displaying plain text. It gives you control over the horizontal " -"and vertical alignment and can wrap the text inside the node's bounding " -"rectangle. It doesn't support bold, italics, or other rich text formatting. " -"For that, use [RichTextLabel] instead." +"A control for displaying plain text. It gives you control over the " +"horizontal and vertical alignment and can wrap the text inside the node's " +"bounding rectangle. It doesn't support bold, italics, or other rich text " +"formatting. For that, use [RichTextLabel] instead." msgstr "" #: doc/classes/Label.xml @@ -57070,9 +57808,9 @@ msgstr "" #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "" "If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " -"gets wrapped inside the node's bounding rectangle. If you resize the node, it " -"will change its height automatically to show all the text. To see how each " -"mode behaves, see [enum TextServer.AutowrapMode]." +"gets wrapped inside the node's bounding rectangle. If you resize the node, " +"it will change its height automatically to show all the text. To see how " +"each mode behaves, see [enum TextServer.AutowrapMode]." msgstr "" #: doc/classes/Label.xml @@ -57100,8 +57838,8 @@ msgstr "" #: doc/classes/Label.xml msgid "" -"A [LabelSettings] resource that can be shared between multiple [Label] nodes. " -"Takes priority over theme properties." +"A [LabelSettings] resource that can be shared between multiple [Label] " +"nodes. Takes priority over theme properties." msgstr "" #: doc/classes/Label.xml @@ -57149,7 +57887,8 @@ msgid "" "The number of characters to display. If set to [code]-1[/code], all " "characters are displayed. This can be useful when animating the text " "appearing in a dialog box.\n" -"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly." +"[b]Note:[/b] Setting this property updates [member visible_ratio] " +"accordingly." msgstr "" #: doc/classes/Label.xml doc/classes/RichTextLabel.xml @@ -57163,9 +57902,9 @@ msgstr "" msgid "" "The fraction of characters to display, relative to the total number of " "characters (see [method get_total_character_count]). If set to [code]1.0[/" -"code], all characters are displayed. If set to [code]0.5[/code], only half of " -"the characters will be displayed. This can be useful when animating the text " -"appearing in a dialog box.\n" +"code], all characters are displayed. If set to [code]0.5[/code], only half " +"of the characters will be displayed. This can be useful when animating the " +"text appearing in a dialog box.\n" "[b]Note:[/b] Setting this property updates [member visible_characters] " "accordingly." msgstr "" @@ -57228,9 +57967,9 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" -"A node for displaying plain text in 3D space. By adjusting various properties " -"of this node, you can configure things such as the text's appearance and " -"whether it always faces the camera." +"A node for displaying plain text in 3D space. By adjusting various " +"properties of this node, you can configure things such as the text's " +"appearance and whether it always faces the camera." msgstr "" #: doc/classes/Label3D.xml doc/classes/TextMesh.xml @@ -57273,8 +58012,8 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" -"If [code]true[/code], text can be seen from the back as well, if [code]false[/" -"code], it is invisible when looking at it from behind." +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml @@ -57290,10 +58029,10 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" "Font size of the [Label3D]'s text. To make the font look more detailed when " -"up close, increase [member font_size] while decreasing [member pixel_size] at " -"the same time.\n" -"Higher font sizes require more time to render new characters, which can cause " -"stuttering during gameplay." +"up close, increase [member font_size] while decreasing [member pixel_size] " +"at the same time.\n" +"Higher font sizes require more time to render new characters, which can " +"cause stuttering during gameplay." msgstr "" #: doc/classes/Label3D.xml @@ -57337,8 +58076,8 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" -"Sets the render priority for the text. Higher priority objects will be sorted " -"in front of lower priority objects.\n" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " @@ -57375,8 +58114,8 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" -"If set, text can be seen from the back as well. If not, the text is invisible " -"when looking at it from behind." +"If set, text can be seen from the back as well. If not, the text is " +"invisible when looking at it from behind." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml @@ -57396,35 +58135,37 @@ msgstr "" #: doc/classes/Label3D.xml msgid "" -"This mode performs standard alpha blending. It can display translucent areas, " -"but transparency sorting issues may be visible when multiple transparent " -"materials are overlapping. [member GeometryInstance3D.cast_shadow] has no " -"effect when this transparency mode is used; the [Label3D] will never cast " -"shadows." +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping. [member GeometryInstance3D." +"cast_shadow] has no effect when this transparency mode is used; the " +"[Label3D] will never cast shadows." msgstr "" #: doc/classes/Label3D.xml msgid "" "This mode only allows fully transparent or fully opaque pixels. Harsh edges " -"will be visible unless some form of screen-space antialiasing is enabled (see " -"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). " -"This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/" -"i].\n" +"will be visible unless some form of screen-space antialiasing is enabled " +"(see [member ProjectSettings.rendering/anti_aliasing/quality/" +"screen_space_aa]). This mode is also known as [i]alpha testing[/i] or [i]1-" +"bit transparency[/i].\n" "[b]Note:[/b] This mode might have issues with anti-aliased fonts and " -"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.\n" -"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), " -"this mode might have transparency sorting issues between the main text and " -"the outline." +"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF " +"font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." msgstr "" #: doc/classes/Label3D.xml msgid "" -"This mode draws fully opaque pixels in the depth prepass. This is slower than " -"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " -"displaying translucent areas and smooth edges while using proper sorting.\n" -"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), " -"this mode might have transparency sorting issues between the main text and " -"the outline." +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." msgstr "" #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml @@ -57576,8 +58317,8 @@ msgstr "" msgid "" "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders " "with a matching [member CanvasItem.light_mask] will cast shadows. See also " -"[member range_item_cull_mask], which affects which objects can [i]receive[/i] " -"the light." +"[member range_item_cull_mask], which affects which objects can [i]receive[/" +"i] the light." msgstr "" #: doc/classes/Light2D.xml @@ -57601,8 +58342,8 @@ msgstr "" #: doc/classes/Light2D.xml msgid "" -"Adds the value of pixels corresponding to the Light2D to the values of pixels " -"under it. This is the common behavior of a light." +"Adds the value of pixels corresponding to the Light2D to the values of " +"pixels under it. This is the common behavior of a light." msgstr "" #: doc/classes/Light2D.xml @@ -57633,8 +58374,8 @@ msgstr "" msgid "" "Returns the [Color] of an idealized blackbody at the given [member " "light_temperature]. This value is calculated internally based on the [member " -"light_temperature]. This [Color] is multiplied by [member light_color] before " -"being sent to the [RenderingServer]." +"light_temperature]. This [Color] is multiplied by [member light_color] " +"before being sent to the [RenderingServer]." msgstr "" #: doc/classes/Light3D.xml @@ -57674,9 +58415,9 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" "The distance from the camera at which the light's shadow cuts off (in 3D " -"units). Set this to a value lower than [member distance_fade_begin] + [member " -"distance_fade_length] to further improve performance, as shadow rendering is " -"often more expensive than light rendering itself.\n" +"units). Set this to a value lower than [member distance_fade_begin] + " +"[member distance_fade_length] to further improve performance, as shadow " +"rendering is often more expensive than light rendering itself.\n" "[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only " "when [member shadow_enabled] is [code]true[/code]." msgstr "" @@ -57690,10 +58431,10 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"The light's angular size in degrees. Increasing this will make shadows softer " -"at greater distances (also called percentage-closer soft shadows, or PCSS). " -"Only available for [DirectionalLight3D]s. For reference, the Sun from the " -"Earth is approximately [code]0.5[/code]. Increasing this value above " +"The light's angular size in degrees. Increasing this will make shadows " +"softer at greater distances (also called percentage-closer soft shadows, or " +"PCSS). Only available for [DirectionalLight3D]s. For reference, the Sun from " +"the Earth is approximately [code]0.5[/code]. Increasing this value above " "[code]0.0[/code] for lights with shadows enabled will have a noticeable " "performance cost due to PCSS.\n" "[b]Note:[/b] [member light_angular_distance] is not affected by [member " @@ -57712,8 +58453,8 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"The light's color. An [i]overbright[/i] color can be used to achieve a result " -"equivalent to increasing the light's [member light_energy]." +"The light's color. An [i]overbright[/i] color can be used to achieve a " +"result equivalent to increasing the light's [member light_energy]." msgstr "" #: doc/classes/Light3D.xml @@ -57739,16 +58480,16 @@ msgstr "" msgid "" "Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is " -"[code]true[/code]. Sets the intensity of the light source measured in Lumens. " -"Lumens are a measure of luminous flux, which is the total amount of visible " -"light emitted by a light source per unit of time.\n" +"[code]true[/code]. Sets the intensity of the light source measured in " +"Lumens. Lumens are a measure of luminous flux, which is the total amount of " +"visible light emitted by a light source per unit of time.\n" "For [SpotLight3D]s, we assume that the area outside the visible cone is " "surrounded by a perfect light absorbing material. Accordingly, the apparent " "brightness of the cone area does not change as the cone increases and " "decreases in size.\n" "A typical household lightbulb can range from around 600 lumens to 1,200 " -"lumens, a candle is about 13 lumens, while a streetlight can be approximately " -"60,000 lumens." +"lumens, a candle is about 13 lumens, while a streetlight can be " +"approximately 60,000 lumens." msgstr "" #: doc/classes/Light3D.xml @@ -57772,9 +58513,9 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" "[Texture2D] projected by light. [member shadow_enabled] must be on for the " -"projector to work. Light projectors make the light appear as if it is shining " -"through a colored but transparent object, almost like light shining through " -"stained-glass.\n" +"projector to work. Light projectors make the light appear as if it is " +"shining through a colored but transparent object, almost like light shining " +"through stained-glass.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " "per-material basis, the filter mode for light projector textures is set " "globally with [member ProjectSettings.rendering/textures/light_projectors/" @@ -57786,15 +58527,15 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" "The size of the light in Godot units. Only available for [OmniLight3D]s and " -"[SpotLight3D]s. Increasing this value will make the light fade out slower and " -"shadows appear blurrier (also called percentage-closer soft shadows, or " -"PCSS). This can be used to simulate area lights to an extent. Increasing this " -"value above [code]0.0[/code] for lights with shadows enabled will have a " -"noticeable performance cost due to PCSS.\n" +"[SpotLight3D]s. Increasing this value will make the light fade out slower " +"and shadows appear blurrier (also called percentage-closer soft shadows, or " +"PCSS). This can be used to simulate area lights to an extent. Increasing " +"this value above [code]0.0[/code] for lights with shadows enabled will have " +"a noticeable performance cost due to PCSS.\n" "[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale).\n" -"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and " -"Mobile rendering methods, not Compatibility." +"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ " +"and Mobile rendering methods, not Compatibility." msgstr "" #: doc/classes/Light3D.xml @@ -57817,8 +58558,8 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"Secondary multiplier multiplied with [member light_energy] then used with the " -"[Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], " +"Secondary multiplier multiplied with [member light_energy] then used with " +"the [Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], " "computing volumetric fog will be skipped for this light, which can improve " "performance for large amounts of lights when volumetric fog is enabled.\n" "[b]Note:[/b] To prevent short-lived dynamic light effects from poorly " @@ -57830,9 +58571,9 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"Used to adjust shadow appearance. Too small a value results in self-shadowing " -"(\"shadow acne\"), while too large a value causes shadows to separate from " -"casters (\"peter-panning\"). Adjust as needed." +"Used to adjust shadow appearance. Too small a value results in self-" +"shadowing (\"shadow acne\"), while too large a value causes shadows to " +"separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" #: doc/classes/Light3D.xml @@ -57893,8 +58634,8 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D." -"spot_range]." +"Constant for accessing [member OmniLight3D.omni_range] or [member " +"SpotLight3D.spot_range]." msgstr "" #: doc/classes/Light3D.xml @@ -57923,17 +58664,20 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]." +"Constant for accessing [member DirectionalLight3D." +"directional_shadow_split_1]." msgstr "" #: doc/classes/Light3D.xml msgid "" -"Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]." +"Constant for accessing [member DirectionalLight3D." +"directional_shadow_split_2]." msgstr "" #: doc/classes/Light3D.xml msgid "" -"Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]." +"Constant for accessing [member DirectionalLight3D." +"directional_shadow_split_3]." msgstr "" #: doc/classes/Light3D.xml @@ -57977,8 +58721,8 @@ msgstr "" #: doc/classes/Light3D.xml msgid "" -"Light is ignored when baking. This is the fastest mode, but the light will be " -"taken into account when baking global illumination. This mode should " +"Light is ignored when baking. This is the fastest mode, but the light will " +"be taken into account when baking global illumination. This mode should " "generally be used for dynamic lights that change quickly, as the effect of " "global illumination is less noticeable on those lights.\n" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. " @@ -58015,20 +58759,20 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" -"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps " -"are used to provide high-quality indirect lighting with very little light " -"leaking. [LightmapGI] can also provide rough reflections using spherical " -"harmonics if [member directional] is enabled. Dynamic objects can receive " -"indirect lighting thanks to [i]light probes[/i], which can be automatically " -"placed by setting [member generate_probes_subdiv] to a value other than " -"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be " -"added by creating [LightmapProbe] nodes. The downside is that lightmaps are " -"fully static and cannot be baked in an exported project. Baking a " -"[LightmapGI] node is also slower compared to [VoxelGI].\n" -"[b]Procedural generation:[/b] Lightmap baking functionality is only available " -"in the editor. This means [LightmapGI] is not suited to procedurally " -"generated or user-built levels. For procedurally generated or user-built " -"levels, use [VoxelGI] or SDFGI instead (see [member Environment." +"The [LightmapGI] node is used to compute and store baked lightmaps. " +"Lightmaps are used to provide high-quality indirect lighting with very " +"little light leaking. [LightmapGI] can also provide rough reflections using " +"spherical harmonics if [member directional] is enabled. Dynamic objects can " +"receive indirect lighting thanks to [i]light probes[/i], which can be " +"automatically placed by setting [member generate_probes_subdiv] to a value " +"other than [constant GENERATE_PROBES_DISABLED]. Additional lightmap probes " +"can also be added by creating [LightmapProbe] nodes. The downside is that " +"lightmaps are fully static and cannot be baked in an exported project. " +"Baking a [LightmapGI] node is also slower compared to [VoxelGI].\n" +"[b]Procedural generation:[/b] Lightmap baking functionality is only " +"available in the editor. This means [LightmapGI] is not suited to " +"procedurally generated or user-built levels. For procedurally generated or " +"user-built levels, use [VoxelGI] or SDFGI instead (see [member Environment." "sdfgi_enabled]).\n" "[b]Performance:[/b] [LightmapGI] provides the best possible run-time " "performance for global illumination. It is suitable for low-end hardware " @@ -58056,11 +58800,11 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" "The energy multiplier for each bounce. Higher values will make indirect " -"lighting brighter. A value of [code]1.0[/code] represents physically accurate " -"behavior, but higher values can be used to make indirect lighting propagate " -"more visibly when using a low number of bounces. This can be used to speed up " -"bake times by lowering the number of [member bounces] then increasing [member " -"bounce_indirect_energy].\n" +"lighting brighter. A value of [code]1.0[/code] represents physically " +"accurate behavior, but higher values can be used to make indirect lighting " +"propagate more visibly when using a low number of bounces. This can be used " +"to speed up bake times by lowering the number of [member bounces] then " +"increasing [member bounce_indirect_energy].\n" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" @@ -58069,8 +58813,8 @@ msgstr "" msgid "" "Number of light bounces that are taken into account during baking. Higher " "values result in brighter, more realistic lighting, at the cost of longer " -"bake times. If set to [code]0[/code], only environment lighting, direct light " -"and emissive lighting is baked." +"bake times. If set to [code]0[/code], only environment lighting, direct " +"light and emissive lighting is baked." msgstr "" #: doc/classes/LightmapGI.xml @@ -58093,14 +58837,14 @@ msgstr "" msgid "" "If [code]true[/code], bakes lightmaps to contain directional information as " "spherical harmonics. This results in more realistic lighting appearance, " -"especially with normal mapped materials and for lights that have their direct " -"light baked ([member Light3D.light_bake_mode] set to [constant Light3D." -"BAKE_STATIC] and with [member Light3D.editor_only] set to [code]false[/" -"code]). The directional information is also used to provide rough reflections " -"for static and dynamic objects. This has a small run-time performance cost as " -"the shader has to perform more work to interpret the direction information " -"from the lightmap. Directional lightmaps also take longer to bake and result " -"in larger file sizes.\n" +"especially with normal mapped materials and for lights that have their " +"direct light baked ([member Light3D.light_bake_mode] set to [constant " +"Light3D.BAKE_STATIC] and with [member Light3D.editor_only] set to " +"[code]false[/code]). The directional information is also used to provide " +"rough reflections for static and dynamic objects. This has a small run-time " +"performance cost as the shader has to perform more work to interpret the " +"direction information from the lightmap. Directional lightmaps also take " +"longer to bake and result in larger file sizes.\n" "[b]Note:[/b] The property's name has no relationship with " "[DirectionalLight3D]. [member directional] works with all light types." msgstr "" @@ -58119,8 +58863,8 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" -"The sky to use as a source of environment lighting. Only effective if [member " -"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]." +"The sky to use as a source of environment lighting. Only effective if " +"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" #: doc/classes/LightmapGI.xml @@ -58141,7 +58885,8 @@ msgid "" msgstr "" #: doc/classes/LightmapGI.xml -msgid "If [code]true[/code], ignore environment lighting when baking lightmaps." +msgid "" +"If [code]true[/code], ignore environment lighting when baking lightmaps." msgstr "" #: doc/classes/LightmapGI.xml @@ -58153,24 +58898,24 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" "The maximum texture size for the generated texture atlas. Higher values will " -"result in fewer slices being generated, but may not work on all hardware as a " -"result of hardware limitations on texture sizes. Leave [member " +"result in fewer slices being generated, but may not work on all hardware as " +"a result of hardware limitations on texture sizes. Leave [member " "max_texture_size] at its default value of [code]16384[/code] if unsure." msgstr "" #: doc/classes/LightmapGI.xml msgid "" -"The quality preset to use when baking lightmaps. This affects bake times, but " -"output file sizes remain mostly identical across quality levels.\n" +"The quality preset to use when baking lightmaps. This affects bake times, " +"but output file sizes remain mostly identical across quality levels.\n" "To further speed up bake times, decrease [member bounces], disable [member " -"use_denoiser] and increase the lightmap texel size on 3D scenes in the Import " -"doc." +"use_denoiser] and increase the lightmap texel size on 3D scenes in the " +"Import doc." msgstr "" #: doc/classes/LightmapGI.xml msgid "" -"Scales the lightmap texel density of all meshes for the current bake. This is " -"a multiplier that builds upon the existing lightmap texel size defined in " +"Scales the lightmap texel density of all meshes for the current bake. This " +"is a multiplier that builds upon the existing lightmap texel size defined in " "each imported 3D scene, along with the per-mesh density multiplier (which is " "designed to be used when the same mesh is used at different scales). Lower " "values will result in faster bake times." @@ -58188,11 +58933,11 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" "If [code]true[/code], a texture with the lighting information will be " -"generated to speed up the generation of indirect lighting at the cost of some " -"accuracy. The geometry might exhibit extra light leak artifacts when using " -"low resolution lightmaps or UVs that stretch the lightmap significantly " -"across surfaces. Leave [member use_texture_for_bounces] at its default value " -"of [code]true[/code] if unsure.\n" +"generated to speed up the generation of indirect lighting at the cost of " +"some accuracy. The geometry might exhibit extra light leak artifacts when " +"using low resolution lightmaps or UVs that stretch the lightmap " +"significantly across surfaces. Leave [member use_texture_for_bounces] at its " +"default value of [code]true[/code] if unsure.\n" "[b]Note:[/b] [member use_texture_for_bounces] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" @@ -58261,8 +59006,8 @@ msgstr "" #: doc/classes/LightmapGI.xml msgid "" -"Lightmap baking failed as the lightmap data resource is embedded in a foreign " -"resource." +"Lightmap baking failed as the lightmap data resource is embedded in a " +"foreign resource." msgstr "" #: doc/classes/LightmapGI.xml @@ -58318,9 +59063,9 @@ msgstr "" msgid "" "Use the scene's environment lighting when baking lightmaps.\n" "[b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, " -"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview " -"sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking " -"lightmaps." +"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's " +"preview sky and sun is [i]not[/i] taken into account by [LightmapGI] when " +"baking lightmaps." msgstr "" #: doc/classes/LightmapGI.xml @@ -58373,8 +59118,8 @@ msgstr "" #: doc/classes/LightmapGIData.xml msgid "" -"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine to " -"treat the lightmap data as if it was baked with directional information.\n" +"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine " +"to treat the lightmap data as if it was baked with directional information.\n" "[b]Note:[/b] Changing this value on already baked lightmaps will not cause " "them to be baked again. This means the material appearance will look " "incorrect until lightmaps are baked again, in which case the value set here " @@ -58402,9 +59147,9 @@ msgstr "" #: doc/classes/Lightmapper.xml msgid "" -"This class should be extended by custom lightmapper classes. Lightmappers can " -"then be used with [LightmapGI] to provide fast baked global illumination in " -"3D.\n" +"This class should be extended by custom lightmapper classes. Lightmappers " +"can then be used with [LightmapGI] to provide fast baked global illumination " +"in 3D.\n" "Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " "compute shaders, but custom lightmappers can be implemented by C++ modules." msgstr "" @@ -58415,11 +59160,11 @@ msgstr "" #: doc/classes/LightmapperRD.xml msgid "" -"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based " -"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake " -"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses " -"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL " -"libraries to be installed to be usable.\n" +"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-" +"based lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can " +"bake lightmaps much faster than most CPU-based lightmappers. LightmapperRD " +"uses compute shaders to bake lightmaps, so it does not require CUDA or " +"OpenCL libraries to be installed to be usable.\n" "[b]Note:[/b] Only usable when using the Vulkan backend (Forward+ or Mobile), " "not OpenGL." msgstr "" @@ -58432,13 +59177,14 @@ msgstr "" #: doc/classes/LightmapProbe.xml msgid "" -"[LightmapProbe] represents the position of a single manually placed probe for " -"dynamic object lighting with [LightmapGI].\n" +"[LightmapProbe] represents the position of a single manually placed probe " +"for dynamic object lighting with [LightmapGI].\n" "Typically, [LightmapGI] probes are placed automatically by setting [member " -"LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI." -"GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking " -"lightmaps, you can add more probes in specific areas for greater detail, or " -"disable automatic generation and rely only on manually placed probes instead." +"LightmapGI.generate_probes_subdiv] to a value other than [constant " +"LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes " +"before baking lightmaps, you can add more probes in specific areas for " +"greater detail, or disable automatic generation and rely only on manually " +"placed probes instead." msgstr "" #: doc/classes/LightOccluder2D.xml @@ -58478,17 +59224,17 @@ msgid "" "connected by segments. [Line2D] is not a mathematical polyline, i.e. the " "segments are not infinitely thin. It is intended for rendering and it can be " "colored and optionally textured.\n" -"[b]Warning:[/b] Certain configurations may be impossible to draw nicely, such " -"as very sharp angles. In these situations, the node uses fallback drawing " -"logic to look decent.\n" +"[b]Warning:[/b] Certain configurations may be impossible to draw nicely, " +"such as very sharp angles. In these situations, the node uses fallback " +"drawing logic to look decent.\n" "[b]Note:[/b] [Line2D] is drawn using a 2D mesh." msgstr "" #: doc/classes/Line2D.xml msgid "" "Adds a point with the specified [param position] relative to the polyline's " -"own position. If no [param index] is provided, the new point will be added to " -"the end of the points array.\n" +"own position. If no [param index] is provided, the new point will be added " +"to the end of the points array.\n" "If [param index] is given, the new point is inserted before the existing " "point identified by index [param index]. The indices of the points after the " "new point get increased by 1. The provided [param index] must not exceed the " @@ -58536,9 +59282,9 @@ msgid "" "[b]Note:[/b] The shape of the closing segment is not guaranteed to be " "seamless if a [member width_curve] is provided.\n" "[b]Note:[/b] The joint between the closing segment and the first segment is " -"drawn first and it samples the [member gradient] and the [member width_curve] " -"at the beginning. This is an implementation detail that might change in a " -"future version." +"drawn first and it samples the [member gradient] and the [member " +"width_curve] at the beginning. This is an implementation detail that might " +"change in a future version." msgstr "" #: doc/classes/Line2D.xml @@ -58565,8 +59311,8 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"The points of the polyline, interpreted in local 2D coordinates. Segments are " -"drawn between the adjacent points in this array." +"The points of the polyline, interpreted in local 2D coordinates. Segments " +"are drawn between the adjacent points in this array." msgstr "" #: doc/classes/Line2D.xml @@ -58602,15 +59348,15 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"The polyline's width curve. The width of the polyline over its length will be " -"equivalent to the value of the width curve over its domain." +"The polyline's width curve. The width of the polyline over its length will " +"be equivalent to the value of the width curve over its domain." msgstr "" #: doc/classes/Line2D.xml msgid "" "Makes the polyline's joints pointy, connecting the sides of the two segments " -"by extending them until they intersect. If the rotation of a joint is too big " -"(based on [member sharp_limit]), the joint falls back to [constant " +"by extending them until they intersect. If the rotation of a joint is too " +"big (based on [member sharp_limit]), the joint falls back to [constant " "LINE_JOINT_BEVEL] to prevent very long miters." msgstr "" @@ -58622,8 +59368,9 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"Makes the polyline's joints rounded, connecting the sides of the two segments " -"with an arc. The detail of this arc depends on [member round_precision]." +"Makes the polyline's joints rounded, connecting the sides of the two " +"segments with an arc. The detail of this arc depends on [member " +"round_precision]." msgstr "" #: doc/classes/Line2D.xml @@ -58640,7 +59387,8 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"Takes the left pixels of the texture and renders them over the whole polyline." +"Takes the left pixels of the texture and renders them over the whole " +"polyline." msgstr "" #: doc/classes/Line2D.xml @@ -58652,9 +59400,9 @@ msgstr "" #: doc/classes/Line2D.xml msgid "" -"Stretches the texture across the polyline. [member CanvasItem.texture_repeat] " -"of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] " -"for best results." +"Stretches the texture across the polyline. [member CanvasItem." +"texture_repeat] of the [Line2D] node must be [constant CanvasItem." +"TEXTURE_REPEAT_DISABLED] for best results." msgstr "" #: doc/classes/LineEdit.xml @@ -58696,10 +59444,10 @@ msgid "" "beginning of the line\n" "- [kbd]Cmd + E[/kbd]: Same as [kbd]End[/kbd], move the caret to the end of " "the line\n" -"- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the caret to the " -"beginning of the line\n" -"- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the caret to the " -"end of the line" +"- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the caret to " +"the beginning of the line\n" +"- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the caret to " +"the end of the line" msgstr "" #: doc/classes/LineEdit.xml @@ -58708,8 +59456,8 @@ msgstr "" #: doc/classes/LineEdit.xml msgid "" -"Deletes one character at the caret's current position (equivalent to pressing " -"[kbd]Delete[/kbd])." +"Deletes one character at the caret's current position (equivalent to " +"pressing [kbd]Delete[/kbd])." msgstr "" #: doc/classes/LineEdit.xml @@ -58767,8 +59515,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -58863,8 +59611,8 @@ msgstr "" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" -"Allow moving caret, selecting and removing the individual composite character " -"components.\n" +"Allow moving caret, selecting and removing the individual composite " +"character components.\n" "[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite " "character components." msgstr "" @@ -58882,7 +59630,8 @@ msgstr "" #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml msgid "" -"If [code]true[/code], the selected text will be deselected when focus is lost." +"If [code]true[/code], the selected text will be deselected when focus is " +"lost." msgstr "" #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml @@ -58921,11 +59670,12 @@ msgstr "" msgid "" "Maximum number of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" -"When a limit is defined, characters that would exceed [member max_length] are " -"truncated. This happens both for existing [member text] contents when setting " -"the max length, or for new text inserted in the [LineEdit], including " -"pasting. If any input text is truncated, the [signal text_change_rejected] " -"signal is emitted with the truncated substring as parameter.\n" +"When a limit is defined, characters that would exceed [member max_length] " +"are truncated. This happens both for existing [member text] contents when " +"setting the max length, or for new text inserted in the [LineEdit], " +"including pasting. If any input text is truncated, the [signal " +"text_change_rejected] signal is emitted with the truncated substring as " +"parameter.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -58984,8 +59734,8 @@ msgstr "" #: doc/classes/LineEdit.xml msgid "" -"If [code]true[/code], the [LineEdit] will select the whole text when it gains " -"focus." +"If [code]true[/code], the [LineEdit] will select the whole text when it " +"gains focus." msgstr "" #: doc/classes/LineEdit.xml @@ -59232,8 +59982,8 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended " +"for accessibility reasons." msgstr "" #: doc/classes/LineEdit.xml @@ -59254,8 +60004,8 @@ msgstr "" msgid "" "A button that represents a link. This type of button is primarily used for " "interactions that cause a context change (like linking to a web page).\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node." +"See also [BaseButton] which contains common properties and methods " +"associated with this node." msgstr "" #: doc/classes/LinkButton.xml @@ -59354,8 +60104,8 @@ msgid "" "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." +"harm keyboard/controller navigation usability, so this is not recommended " +"for accessibility reasons." msgstr "" #: doc/classes/MainLoop.xml @@ -59369,10 +60119,10 @@ msgid "" "in Godot projects, though it is also possible to write and use one's own " "[MainLoop] subclass instead of the scene tree.\n" "Upon the application start, a [MainLoop] implementation must be provided to " -"the OS; otherwise, the application will exit. This happens automatically (and " -"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the " -"command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main Loop " -"Type\" project setting is overwritten.\n" +"the OS; otherwise, the application will exit. This happens automatically " +"(and a [SceneTree] is created) unless a [MainLoop] [Script] is provided from " +"the command line (with e.g. [code]godot -s my_loop.gd[/code]) or the \"Main " +"Loop Type\" project setting is overwritten.\n" "Here is an example script implementing a simple [MainLoop]:\n" "[codeblocks]\n" "[gdscript]\n" @@ -59398,6 +60148,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -59466,16 +60217,16 @@ msgstr "" #: doc/classes/MainLoop.xml doc/classes/Node.xml msgid "" -"Notification received when translations may have changed. Can be triggered by " -"the user changing the locale. Can be used to respond to language changes, for " -"example to change the UI strings on the fly. Useful when working with the " -"built-in translation support, like [method Object.tr]." +"Notification received when translations may have changed. Can be triggered " +"by the user changing the locale. Can be used to respond to language changes, " +"for example to change the UI strings on the fly. Useful when working with " +"the built-in translation support, like [method Object.tr]." msgstr "" #: doc/classes/MainLoop.xml msgid "" -"Notification received from the OS when a request for \"About\" information is " -"sent.\n" +"Notification received from the OS when a request for \"About\" information " +"is sent.\n" "Specific to the macOS platform." msgstr "" @@ -59550,7 +60301,8 @@ msgid "" "add_theme_constant_override(\"margin_right\", margin_value)\n" "[/gdscript]\n" "[csharp]\n" -"// This code sample assumes the current script is extending MarginContainer.\n" +"// This code sample assumes the current script is extending " +"MarginContainer.\n" "int marginValue = 100;\n" "AddThemeConstantOverride(\"margin_top\", marginValue);\n" "AddThemeConstantOverride(\"margin_left\", marginValue);\n" @@ -59562,26 +60314,26 @@ msgstr "" #: doc/classes/MarginContainer.xml msgid "" -"Offsets towards the inside direct children of the container by this amount of " -"pixels from the bottom." +"Offsets towards the inside direct children of the container by this amount " +"of pixels from the bottom." msgstr "" #: doc/classes/MarginContainer.xml msgid "" -"Offsets towards the inside direct children of the container by this amount of " -"pixels from the left." +"Offsets towards the inside direct children of the container by this amount " +"of pixels from the left." msgstr "" #: doc/classes/MarginContainer.xml msgid "" -"Offsets towards the inside direct children of the container by this amount of " -"pixels from the right." +"Offsets towards the inside direct children of the container by this amount " +"of pixels from the right." msgstr "" #: doc/classes/MarginContainer.xml msgid "" -"Offsets towards the inside direct children of the container by this amount of " -"pixels from the top." +"Offsets towards the inside direct children of the container by this amount " +"of pixels from the top." msgstr "" #: doc/classes/Marker2D.xml @@ -59590,8 +60342,8 @@ msgstr "" #: doc/classes/Marker2D.xml msgid "" -"Generic 2D position hint for editing. It's just like a plain [Node2D], but it " -"displays as a cross in the 2D editor at all times. You can set the cross' " +"Generic 2D position hint for editing. It's just like a plain [Node2D], but " +"it displays as a cross in the 2D editor at all times. You can set the cross' " "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" @@ -59605,8 +60357,8 @@ msgstr "" #: doc/classes/Marker3D.xml msgid "" -"Generic 3D position hint for editing. It's just like a plain [Node3D], but it " -"displays as a cross in the 3D editor at all times." +"Generic 3D position hint for editing. It's just like a plain [Node3D], but " +"it displays as a cross in the 3D editor at all times." msgstr "" #: doc/classes/Marshalls.xml @@ -59631,14 +60383,14 @@ msgstr "" #: doc/classes/Marshalls.xml msgid "" -"Returns a decoded [Variant] corresponding to the Base64-encoded string [param " -"base64_str]. If [param allow_objects] is [code]true[/code], decoding objects " -"is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method @GlobalScope." -"bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " -"not use this option if the serialized object comes from untrusted sources to " -"avoid potential security threats such as remote code execution." +"Returns a decoded [Variant] corresponding to the Base64-encoded string " +"[param base64_str]. If [param allow_objects] is [code]true[/code], decoding " +"objects is allowed.\n" +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/Marshalls.xml @@ -59654,14 +60406,14 @@ msgid "" "Returns a Base64-encoded string of the [Variant] [param variant]. If [param " "full_objects] is [code]true[/code], encoding objects is allowed (and can " "potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method @GlobalScope." -"var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method." msgstr "" #: doc/classes/Material.xml msgid "" -"Virtual base class for applying visual properties to an object, such as color " -"and roughness." +"Virtual base class for applying visual properties to an object, such as " +"color and roughness." msgstr "" #: doc/classes/Material.xml @@ -59716,10 +60468,10 @@ msgid "" "Sets the [Material] to be used for the next pass. This renders the object " "again using a different material.\n" "[b]Note:[/b] [member next_pass] materials are not necessarily drawn " -"immediately after the source [Material]. Draw order is determined by material " -"properties, [member render_priority], and distance to camera.\n" -"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s " -"with type \"Spatial\"." +"immediately after the source [Material]. Draw order is determined by " +"material properties, [member render_priority], and distance to camera.\n" +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " +"[ShaderMaterial]s with type \"Spatial\"." msgstr "" #: doc/classes/Material.xml @@ -59728,13 +60480,13 @@ msgid "" "will be sorted in front of lower priority objects. In other words, all " "objects with [member render_priority] [code]1[/code] will render before all " "objects with [member render_priority] [code]0[/code]).\n" -"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s " -"with type \"Spatial\".\n" -"[b]Note:[/b] This will not impact how transparent objects are sorted relative " -"to opaque objects or how dynamic meshes will be sorted relative to other " -"opaque meshes. This is because all transparent objects are drawn after all " -"opaque objects and all dynamic opaque meshes are drawn before other opaque " -"meshes." +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " +"[ShaderMaterial]s with type \"Spatial\".\n" +"[b]Note:[/b] This will not impact how transparent objects are sorted " +"relative to opaque objects or how dynamic meshes will be sorted relative to " +"other opaque meshes. This is because all transparent objects are drawn after " +"all opaque objects and all dynamic opaque meshes are drawn before other " +"opaque meshes." msgstr "" #: doc/classes/Material.xml @@ -59752,8 +60504,8 @@ msgstr "" #: doc/classes/MenuBar.xml msgid "" -"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child. " -"New items are created by adding [PopupMenu]s to this node." +"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] " +"child. New items are created by adding [PopupMenu]s to this node." msgstr "" #: doc/classes/MenuBar.xml @@ -59929,15 +60681,15 @@ msgid "" "A button that brings up a [PopupMenu] when clicked. To create new items " "inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/" "code]. You can also create them directly from Godot editor's inspector.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node." +"See also [BaseButton] which contains common properties and methods " +"associated with this node." msgstr "" #: doc/classes/MenuButton.xml doc/classes/OptionButton.xml msgid "" "Returns the [PopupMenu] contained in this button.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -59965,10 +60717,10 @@ msgstr "" #: doc/classes/Mesh.xml msgid "" "Mesh is a type of [Resource] that contains vertex array-based geometry, " -"divided in [i]surfaces[/i]. Each surface contains a completely separate array " -"and a material used to draw it. Design wise, a mesh with multiple surfaces is " -"preferred to a single surface, because objects created in 3D editing software " -"commonly contain multiple materials." +"divided in [i]surfaces[/i]. Each surface contains a completely separate " +"array and a material used to draw it. Design wise, a mesh with multiple " +"surfaces is preferred to a single surface, because objects created in 3D " +"editing software commonly contain multiple materials." msgstr "" #: doc/classes/Mesh.xml @@ -60082,8 +60834,8 @@ msgstr "" #: doc/classes/Mesh.xml msgid "" -"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of " -"these primitive types: [constant PRIMITIVE_TRIANGLES], [constant " +"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one " +"of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant " "PRIMITIVE_TRIANGLE_STRIP]." msgstr "" @@ -60194,8 +60946,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60203,8 +60955,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60212,8 +60964,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -60221,15 +60973,15 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" #: doc/classes/Mesh.xml msgid "" -"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 " -"or 8 numbers per vertex depending on the presence of the [constant " +"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either " +"4 or 8 numbers per vertex depending on the presence of the [constant " "ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag." msgstr "" @@ -60261,8 +61013,8 @@ msgstr "" #: doc/classes/Mesh.xml msgid "" -"Indicates this custom channel contains unsigned normalized byte colors from 0 " -"to 1, encoded as [PackedByteArray]." +"Indicates this custom channel contains unsigned normalized byte colors from " +"0 to 1, encoded as [PackedByteArray]." msgstr "" #: doc/classes/Mesh.xml @@ -60452,13 +61204,14 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" "Controls the precision of the convex-hull generation process during the " -"clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]." +"clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/" +"code]." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60486,7 +61239,9 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled normalizes the mesh before applying the convex decomposition." +msgid "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60497,8 +61252,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -60583,8 +61338,8 @@ msgid "" "See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " -"modes." +"OpenGL/Face-culling]winding order[/url] for front faces of triangle " +"primitive modes." msgstr "" #: doc/classes/MeshDataTool.xml @@ -60656,8 +61411,8 @@ msgid "" "var normal = mesh_data_tool.get_vertex_normal(index)\n" "[/gdscript]\n" "[csharp]\n" -"int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second " -"vertex of the first face.\n" +"int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the " +"second vertex of the first face.\n" "Vector3 position = meshDataTool.GetVertex(index);\n" "Vector3 normal = meshDataTool.GetVertexNormal(index);\n" "[/csharp]\n" @@ -60666,12 +61421,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -60820,9 +61573,9 @@ msgstr "" #: doc/classes/MeshInstance3D.xml msgid "" -"This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] " -"collision shape calculated from the mesh geometry. It's mainly used for " -"testing.\n" +"This helper creates a [StaticBody3D] child node with a " +"[ConvexPolygonShape3D] collision shape calculated from the mesh geometry. " +"It's mainly used for testing.\n" "If [param clean] is [code]true[/code] (default), duplicate and interior " "vertices are removed automatically. You can set it to [code]false[/code] to " "make the process faster if not needed.\n" @@ -60832,16 +61585,16 @@ msgstr "" #: doc/classes/MeshInstance3D.xml msgid "" -"This helper creates a [MeshInstance3D] child node with gizmos at every vertex " -"calculated from the mesh geometry. It's mainly used for testing." +"This helper creates a [MeshInstance3D] child node with gizmos at every " +"vertex calculated from the mesh geometry. It's mainly used for testing." msgstr "" #: doc/classes/MeshInstance3D.xml msgid "" "This helper creates a [StaticBody3D] child node with multiple " -"[ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via " -"convex decomposition. The convex decomposition operation can be controlled " -"with parameters from the optional [param settings]." +"[ConvexPolygonShape3D] collision shapes calculated from the mesh geometry " +"via convex decomposition. The convex decomposition operation can be " +"controlled with parameters from the optional [param settings]." msgstr "" #: doc/classes/MeshInstance3D.xml @@ -60860,8 +61613,8 @@ msgstr "" #: doc/classes/MeshInstance3D.xml msgid "" -"Returns the [Material] that will be used by the [Mesh] when drawing. This can " -"return the [member GeometryInstance3D.material_override], the surface " +"Returns the [Material] that will be used by the [Mesh] when drawing. This " +"can return the [member GeometryInstance3D.material_override], the surface " "override [Material] defined in this [MeshInstance3D], or the surface " "[Material] defined in the [member mesh]. For example, if [member " "GeometryInstance3D.material_override] is used, all surfaces will return the " @@ -60887,10 +61640,10 @@ msgstr "" msgid "" "Returns the override [Material] for the specified [param surface] of the " "[Mesh] resource. See also [method get_surface_override_material_count].\n" -"[b]Note:[/b] This returns the [Material] associated to the [MeshInstance3D]'s " -"Surface Material Override properties, not the material within the [Mesh] " -"resource. To get the material within the [Mesh] resource, use [method Mesh." -"surface_get_material] instead." +"[b]Note:[/b] This returns the [Material] associated to the " +"[MeshInstance3D]'s Surface Material Override properties, not the material " +"within the [Mesh] resource. To get the material within the [Mesh] resource, " +"use [method Mesh.surface_get_material] instead." msgstr "" #: doc/classes/MeshInstance3D.xml @@ -60912,10 +61665,10 @@ msgid "" "Sets the override [param material] for the specified [param surface] of the " "[Mesh] resource. This material is associated with this [MeshInstance3D] " "rather than with [member mesh].\n" -"[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s " -"Surface Material Override properties, not the material within the [Mesh] " -"resource. To set the material within the [Mesh] resource, use [method Mesh." -"surface_get_material] instead." +"[b]Note:[/b] This assigns the [Material] associated to the " +"[MeshInstance3D]'s Surface Material Override properties, not the material " +"within the [Mesh] resource. To set the material within the [Mesh] resource, " +"use [method Mesh.surface_get_material] instead." msgstr "" #: doc/classes/MeshInstance3D.xml @@ -61131,8 +61884,8 @@ msgstr "" #: doc/classes/MissingNode.xml msgid "" "If [code]true[/code], allows new properties to be set along with existing " -"ones. If [code]false[/code], only existing properties' values can be set, and " -"new properties cannot be added." +"ones. If [code]false[/code], only existing properties' values can be set, " +"and new properties cannot be added." msgstr "" #: doc/classes/MissingResource.xml @@ -61173,9 +61926,9 @@ msgid "" "about the phone and HMD used. It does not rely on any existing framework. " "This is the most basic interface we have. For the best effect, you need a " "mobile phone with a gyroscope and accelerometer.\n" -"Note that even though there is no positional tracking, the camera will assume " -"the headset is at a height of 1.85 meters. You can change this by setting " -"[member eye_height].\n" +"Note that even though there is no positional tracking, the camera will " +"assume the headset is at a height of 1.85 meters. You can change this by " +"setting [member eye_height].\n" "You can initialize this interface as follows:\n" "[codeblock]\n" "var interface = XRServer.find_interface(\"Native mobile\")\n" @@ -61230,20 +61983,20 @@ msgstr "" #: doc/classes/MovieWriter.xml msgid "" -"Godot can record videos with non-real-time simulation. Like the [code]--fixed-" -"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " -"line argument[/url], this forces the reported [code]delta[/code] in [method " -"Node._process] functions to be identical across frames, regardless of how " -"long it actually took to render the frame. This can be used to record high-" -"quality videos with perfect frame pacing regardless of your hardware's " -"capabilities.\n" +"Godot can record videos with non-real-time simulation. Like the [code]--" +"fixed-fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]command line argument[/url], this forces the reported [code]delta[/" +"code] in [method Node._process] functions to be identical across frames, " +"regardless of how long it actually took to render the frame. This can be " +"used to record high-quality videos with perfect frame pacing regardless of " +"your hardware's capabilities.\n" "Godot has 2 built-in [MovieWriter]s:\n" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " -"viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can " +"be viewed in most video players, but it must be converted to another format " +"for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -61260,16 +62013,17 @@ msgid "" "single scenes, a [code]movie_file[/code] metadata can be added to the root " "node, specifying the path to a movie file that will be used when recording " "that scene. Once a path is set, click the video reel icon in the top-right " -"corner of the editor to enable Movie Maker mode, then run any scene as usual. " -"The engine will start recording as soon as the splash screen is finished, and " -"it will only stop recording when the engine quits. Click the video reel icon " -"again to disable Movie Maker mode. Note that toggling Movie Maker mode does " -"not affect project instances that are already running.\n" -"[b]Note:[/b] MovieWriter is available for use in both the editor and exported " -"projects, but it is [i]not[/i] designed for use by end users to record videos " -"while playing. Players wishing to record gameplay videos should install tools " -"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www." -"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead." +"corner of the editor to enable Movie Maker mode, then run any scene as " +"usual. The engine will start recording as soon as the splash screen is " +"finished, and it will only stop recording when the engine quits. Click the " +"video reel icon again to disable Movie Maker mode. Note that toggling Movie " +"Maker mode does not affect project instances that are already running.\n" +"[b]Note:[/b] MovieWriter is available for use in both the editor and " +"exported projects, but it is [i]not[/i] designed for use by end users to " +"record videos while playing. Players wishing to record gameplay videos " +"should install tools such as [url=https://obsproject.com/]OBS Studio[/url] " +"or [url=https://www.maartenbaert.be/" +"simplescreenrecorder/]SimpleScreenRecorder[/url] instead." msgstr "" #: doc/classes/MovieWriter.xml @@ -61282,9 +62036,9 @@ msgstr "" #: doc/classes/MovieWriter.xml msgid "" "Called when the audio speaker mode used for recording the audio is requested " -"by the engine. This can affect the number of output channels in the resulting " -"audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if " -"[method _get_audio_speaker_mode] is not overridden." +"by the engine. This can affect the number of output channels in the " +"resulting audio file/stream. Defaults to [constant AudioServer." +"SPEAKER_MODE_STEREO] if [method _get_audio_speaker_mode] is not overridden." msgstr "" #: doc/classes/MovieWriter.xml @@ -61315,17 +62069,17 @@ msgstr "" #: doc/classes/MovieWriter.xml msgid "" -"Called when the engine finishes writing. This occurs when the engine quits by " -"pressing the window manager's close button, or when [method SceneTree.quit] " -"is called.\n" +"Called when the engine finishes writing. This occurs when the engine quits " +"by pressing the window manager's close button, or when [method SceneTree." +"quit] is called.\n" "[b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/" "project does [i]not[/i] result in [method _write_end] being called." msgstr "" #: doc/classes/MovieWriter.xml msgid "" -"Called at the end of every rendered frame. The [param frame_image] and [param " -"audio_frame_block] function arguments should be written to." +"Called at the end of every rendered frame. The [param frame_image] and " +"[param audio_frame_block] function arguments should be written to." msgstr "" #: doc/classes/MovieWriter.xml @@ -61346,13 +62100,13 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" "MultiMesh provides low-level mesh instancing. Drawing thousands of " -"[MeshInstance3D] nodes can be slow, since each object is submitted to the GPU " -"then drawn individually.\n" +"[MeshInstance3D] nodes can be slow, since each object is submitted to the " +"GPU then drawn individually.\n" "MultiMesh is much faster as it can draw thousands of instances with a single " "draw call, resulting in less API overhead.\n" -"As a drawback, if the instances are too far away from each other, performance " -"may be reduced as every single instance will always render (they are " -"spatially indexed as one, for the whole object).\n" +"As a drawback, if the instances are too far away from each other, " +"performance may be reduced as every single instance will always render (they " +"are spatially indexed as one, for the whole object).\n" "Since instances may have any behavior, the AABB used for visibility must be " "provided by the user.\n" "[b]Note:[/b] A MultiMesh is a single object, therefore the same maximum " @@ -61408,8 +62162,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -61475,24 +62229,24 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Array containing each [Transform2D] value used by all instances of this mesh, " -"as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] values " -"corresponding to the transforms' [code]x[/code], [code]y[/code], and " +"Array containing each [Transform2D] value used by all instances of this " +"mesh, as a [PackedVector2Array]. Each transform is divided into 3 [Vector2] " +"values corresponding to the transforms' [code]x[/code], [code]y[/code], and " "[code]origin[/code]." msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Accessing this property is very slow. Use [method set_instance_transform] and " -"[method get_instance_transform] instead." +"Accessing this property is very slow. Use [method set_instance_transform] " +"and [method get_instance_transform] instead." msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Array containing each [Transform3D] value used by all instances of this mesh, " -"as a [PackedVector3Array]. Each transform is divided into 4 [Vector3] values " -"corresponding to the transforms' [code]x[/code], [code]y[/code], [code]z[/" -"code], and [code]origin[/code]." +"Array containing each [Transform3D] value used by all instances of this " +"mesh, as a [PackedVector3Array]. Each transform is divided into 4 [Vector3] " +"values corresponding to the transforms' [code]x[/code], [code]y[/code], " +"[code]z[/code], and [code]origin[/code]." msgstr "" #: doc/classes/MultiMesh.xml @@ -61550,8 +62304,8 @@ msgstr "" #: doc/classes/MultiMeshInstance3D.xml msgid "" -"[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s " -"based on a [MultiMesh] resource.\n" +"[MultiMeshInstance3D] is a specialized node to instance " +"[GeometryInstance3D]s based on a [MultiMesh] resource.\n" "This is useful to optimize the rendering of a high number of instances of a " "given mesh (for example trees in a forest or grass strands)." msgstr "" @@ -61588,9 +62342,9 @@ msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Returns the default MultiplayerAPI implementation class name. This is usually " -"[code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is available. See " -"[method set_default_interface]." +"Returns the default MultiplayerAPI implementation class name. This is " +"usually [code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is " +"available. See [method set_default_interface]." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61607,7 +62361,8 @@ msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]." +"Returns the unique peer ID of this MultiplayerAPI's [member " +"multiplayer_peer]." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61627,8 +62382,8 @@ msgid "" "the root path for this MultiplayerAPI (passing [code]null[/code] and a valid " "[NodePath] as [param configuration]). This method can be further used by " "MultiplayerAPI implementations to provide additional features, refer to " -"specific implementation (e.g. [SceneMultiplayer]) for details on how they use " -"it.\n" +"specific implementation (e.g. [SceneMultiplayer]) for details on how they " +"use it.\n" "[b]Note:[/b] This method is mostly relevant when extending or overriding the " "MultiplayerAPI behavior via [MultiplayerAPIExtension]." msgstr "" @@ -61637,20 +62392,20 @@ msgstr "" msgid "" "Notifies the MultiplayerAPI to remove a [param configuration] for the given " "[param object]. This method is used internally by [SceneTree] to configure " -"the root path for this MultiplayerAPI (passing [code]null[/code] and an empty " -"[NodePath] as [param configuration]). This method can be further used by " -"MultiplayerAPI implementations to provide additional features, refer to " -"specific implementation (e.g. [SceneMultiplayer]) for details on how they use " -"it.\n" +"the root path for this MultiplayerAPI (passing [code]null[/code] and an " +"empty [NodePath] as [param configuration]). This method can be further used " +"by MultiplayerAPI implementations to provide additional features, refer to " +"specific implementation (e.g. [SceneMultiplayer]) for details on how they " +"use it.\n" "[b]Note:[/b] This method is mostly relevant when extending or overriding the " "MultiplayerAPI behavior via [MultiplayerAPIExtension]." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Method used for polling the MultiplayerAPI. You only need to worry about this " -"if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By " -"default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n" +"Method used for polling the MultiplayerAPI. You only need to worry about " +"this if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. " +"By default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n" "[b]Note:[/b] This method results in RPCs being called, so they will be " "executed in the same context of this function (e.g. [code]_process[/code], " "[code]physics[/code], [Thread])." @@ -61671,9 +62426,9 @@ msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Sets the default MultiplayerAPI implementation class. This method can be used " -"by modules and extensions to configure which implementation will be used by " -"[SceneTree] when the engine starts." +"Sets the default MultiplayerAPI implementation class. This method can be " +"used by modules and extensions to configure which implementation will be " +"used by [SceneTree] when the engine starts." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61681,10 +62436,10 @@ msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the MultiplayerAPI will become a " "network server (check with [method is_server]) and will set root node's " -"network mode to authority, or it will become a regular client peer. All child " -"nodes are set to inherit the network mode by default. Handling of networking-" -"related events (connection, disconnection, new clients) is done by connecting " -"to MultiplayerAPI's signals." +"network mode to authority, or it will become a regular client peer. All " +"child nodes are set to inherit the network mode by default. Handling of " +"networking-related events (connection, disconnection, new clients) is done " +"by connecting to MultiplayerAPI's signals." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61709,15 +62464,15 @@ msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from " -"a peer. Clients get notified when other clients disconnect from the same " -"server." +"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects " +"from a peer. Clients get notified when other clients disconnect from the " +"same server." msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from " -"server. Only emitted on clients." +"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects " +"from server. Only emitted on clients." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61728,10 +62483,10 @@ msgstr "" #: doc/classes/MultiplayerAPI.xml msgid "" -"Used with [method Node.rpc_config] to set a method to be callable remotely by " -"any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. Calls " -"are accepted from all remote peers, no matter if they are node's authority or " -"not." +"Used with [method Node.rpc_config] to set a method to be callable remotely " +"by any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. " +"Calls are accepted from all remote peers, no matter if they are node's " +"authority or not." msgstr "" #: doc/classes/MultiplayerAPI.xml @@ -61750,9 +62505,9 @@ msgstr "" msgid "" "This class can be used to augment or replace the default [MultiplayerAPI] " "implementation via script or extensions.\n" -"The following example augment the default implementation ([SceneMultiplayer]) " -"by logging every RPC being made, and every object being configured for " -"replication.\n" +"The following example augment the default implementation " +"([SceneMultiplayer]) by logging every RPC being made, and every object being " +"configured for replication.\n" "[codeblocks]\n" "[gdscript]\n" "extends MultiplayerAPIExtension\n" @@ -61804,8 +62559,8 @@ msgid "" "[object, config])\n" " return base_multiplayer.object_configuration_remove(object, config)\n" "\n" -"# These can be optional, but in our case we want to augment SceneMultiplayer, " -"so forward everything.\n" +"# These can be optional, but in our case we want to augment " +"SceneMultiplayer, so forward everything.\n" "func _set_multiplayer_peer(p_peer: MultiplayerPeer):\n" " base_multiplayer.multiplayer_peer = p_peer\n" "\n" @@ -61939,10 +62694,10 @@ msgstr "" #: doc/classes/MultiplayerPeer.xml msgid "" -"Returns true if the server can act as a relay in the current configuration (i." -"e. if the higher level [MultiplayerAPI] should notify connected clients of " -"other peers, and implement a relay protocol to allow communication between " -"them)." +"Returns true if the server can act as a relay in the current configuration " +"(i.e. if the higher level [MultiplayerAPI] should notify connected clients " +"of other peers, and implement a relay protocol to allow communication " +"between them)." msgstr "" #: doc/classes/MultiplayerPeer.xml @@ -61952,11 +62707,11 @@ msgstr "" #: doc/classes/MultiplayerPeer.xml msgid "" "Sets the peer to which packets will be sent.\n" -"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all " -"connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as " -"server, a valid peer ID to send to that specific peer, a negative peer ID to " -"send to all peers except that one. By default, the target peer is [constant " -"TARGET_PEER_BROADCAST]." +"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to " +"all connected peers, [constant TARGET_PEER_SERVER] to send to the peer " +"acting as server, a valid peer ID to send to that specific peer, a negative " +"peer ID to send to all peers except that one. By default, the target peer is " +"[constant TARGET_PEER_BROADCAST]." msgstr "" #: doc/classes/MultiplayerPeer.xml @@ -61965,18 +62720,19 @@ msgstr "" #: doc/classes/MultiplayerPeer.xml msgid "" -"The channel to use to send packets. Many network APIs such as ENet and WebRTC " -"allow the creation of multiple independent channels which behaves, in a way, " -"like separate connections. This means that reliable data will only block " -"delivery of other packets on that channel, and ordering will only be in " -"respect to the channel the packet is being sent on. Using different channels " -"to send [b]different and independent[/b] state updates is a common way to " -"optimize network usage and decrease latency in fast-paced games.\n" +"The channel to use to send packets. Many network APIs such as ENet and " +"WebRTC allow the creation of multiple independent channels which behaves, in " +"a way, like separate connections. This means that reliable data will only " +"block delivery of other packets on that channel, and ordering will only be " +"in respect to the channel the packet is being sent on. Using different " +"channels to send [b]different and independent[/b] state updates is a common " +"way to optimize network usage and decrease latency in fast-paced games.\n" "[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 " "separate channels (one for each [enum TransferMode]) so that [constant " "TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does " "not interact with each other by default. Refer to the specific network API " -"documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly." +"documentation (e.g. ENet or WebRTC) to learn how to set up channels " +"correctly." msgstr "" #: doc/classes/MultiplayerPeer.xml @@ -62032,12 +62788,12 @@ msgstr "" #: doc/classes/MultiplayerPeer.xml msgid "" -"Packets must be received and resend attempts should be made until the packets " -"are acknowledged. Packets must be received in the order they were sent in. " -"Most reliable transfer mode, but potentially the slowest due to the overhead. " -"Use for critical data that must be transmitted and arrive in order, for " -"example an ability being triggered or a chat message. Consider carefully if " -"the information really is critical, and use sparingly." +"Packets must be received and resend attempts should be made until the " +"packets are acknowledged. Packets must be received in the order they were " +"sent in. Most reliable transfer mode, but potentially the slowest due to the " +"overhead. Use for critical data that must be transmitted and arrive in " +"order, for example an ability being triggered or a chat message. Consider " +"carefully if the information really is critical, and use sparingly." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62048,10 +62804,10 @@ msgstr "" #: doc/classes/MultiplayerPeerExtension.xml msgid "" -"This class is designed to be inherited from a GDExtension plugin to implement " -"custom networking layers for the multiplayer API (such as WebRTC). All the " -"methods below [b]must[/b] be implemented to have a working custom multiplayer " -"implementation. See also [MultiplayerAPI]." +"This class is designed to be inherited from a GDExtension plugin to " +"implement custom networking layers for the multiplayer API (such as WebRTC). " +"All the methods below [b]must[/b] be implemented to have a working custom " +"multiplayer implementation. See also [MultiplayerAPI]." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62062,8 +62818,8 @@ msgstr "" #: doc/classes/MultiplayerPeerExtension.xml msgid "" -"Called when the connected [param p_peer] should be forcibly disconnected (see " -"[method MultiplayerPeer.disconnect_peer])." +"Called when the connected [param p_peer] should be forcibly disconnected " +"(see [method MultiplayerPeer.disconnect_peer])." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62110,9 +62866,9 @@ msgstr "" #: doc/classes/MultiplayerPeerExtension.xml msgid "" -"Called when a packet needs to be received by the [MultiplayerAPI], if [method " -"_get_packet] isn't implemented. Use this when extending this class via " -"GDScript." +"Called when a packet needs to be received by the [MultiplayerAPI], if " +"[method _get_packet] isn't implemented. Use this when extending this class " +"via GDScript." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62129,9 +62885,9 @@ msgstr "" #: doc/classes/MultiplayerPeerExtension.xml msgid "" -"Called when the unique ID of this [MultiplayerPeer] is requested (see [method " -"MultiplayerPeer.get_unique_id]). The value must be between [code]1[/code] and " -"[code]2147483647[/code]." +"Called when the unique ID of this [MultiplayerPeer] is requested (see " +"[method MultiplayerPeer.get_unique_id]). The value must be between [code]1[/" +"code] and [code]2147483647[/code]." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62184,8 +62940,8 @@ msgstr "" #: doc/classes/MultiplayerPeerExtension.xml msgid "" -"Called when the channel to use is set for this [MultiplayerPeer] (see [member " -"MultiplayerPeer.transfer_channel])." +"Called when the channel to use is set for this [MultiplayerPeer] (see " +"[member MultiplayerPeer.transfer_channel])." msgstr "" #: doc/classes/MultiplayerPeerExtension.xml @@ -62202,15 +62958,15 @@ msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSpawner.xml msgid "" -"Spawnable scenes can be configured in the editor or through code (see [method " -"add_spawnable_scene]).\n" +"Spawnable scenes can be configured in the editor or through code (see " +"[method add_spawnable_scene]).\n" "Also supports custom node spawns through [method spawn], calling [member " "spawn_function] on all peers.\n" "Internally, [MultiplayerSpawner] uses [method MultiplayerAPI." "object_configuration_add] to notify spawns passing the spawned node as the " -"[code]object[/code] and itself as the [code]configuration[/code], and [method " -"MultiplayerAPI.object_configuration_remove] to notify despawns in a similar " -"way." +"[code]object[/code] and itself as the [code]configuration[/code], and " +"[method MultiplayerAPI.object_configuration_remove] to notify despawns in a " +"similar way." msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSpawner.xml @@ -62238,7 +62994,8 @@ msgstr "" msgid "" "Requests a custom spawn, with [param data] passed to [member spawn_function] " "on all peers. Returns the locally spawned node instance already inside the " -"scene tree, and added as a child of the node pointed by [member spawn_path].\n" +"scene tree, and added as a child of the node pointed by [member " +"spawn_path].\n" "[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is " "only needed for custom spawns." msgstr "" @@ -62273,8 +63030,8 @@ msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSpawner.xml msgid "" -"Emitted when a spawnable scene or custom spawn was spawned by the multiplayer " -"authority. Only called on puppets." +"Emitted when a spawnable scene or custom spawn was spawned by the " +"multiplayer authority. Only called on puppets." msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml @@ -62294,7 +63051,8 @@ msgid "" "object_configuration_add] to notify synchronization start passing the [Node] " "at [member root_path] as the [code]object[/code] and itself as the " "[code]configuration[/code], and uses [method MultiplayerAPI." -"object_configuration_remove] to notify synchronization end in a similar way.\n" +"object_configuration_remove] to notify synchronization end in a similar " +"way.\n" "[b]Note:[/b] Synchronization is not supported for [Object] type properties, " "like [Resource]. Properties that are unique to each peer, like the instance " "IDs of [Object]s (see [method Object.get_instance_id]) or [RID]s, will also " @@ -62355,8 +63113,9 @@ msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml msgid "" "Node path that replicated properties are relative to.\n" -"If [member root_path] was spawned by a [MultiplayerSpawner], the node will be " -"also be spawned and despawned based on this synchronizer visibility options." +"If [member root_path] was spawned by a [MultiplayerSpawner], the node will " +"be also be spawned and despawned based on this synchronizer visibility " +"options." msgstr "" #: modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml @@ -62435,8 +63194,8 @@ msgstr "" #: doc/classes/Mutex.xml msgid "" "Locks this [Mutex], blocks until it is unlocked by the current owner.\n" -"[b]Note:[/b] This function returns without blocking if the thread already has " -"ownership of the mutex." +"[b]Note:[/b] This function returns without blocking if the thread already " +"has ownership of the mutex." msgstr "" #: doc/classes/Mutex.xml @@ -62465,16 +63224,16 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" "A 2D agent used to pathfind to a position while avoiding static and dynamic " -"obstacles. The calculation can be used by the parent node to dynamically move " -"it along the path. Requires navigation data to work correctly.\n" +"obstacles. The calculation can be used by the parent node to dynamically " +"move it along the path. Requires navigation data to work correctly.\n" "Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is " -"computed before physics, so the pathfinding information can be used safely in " -"the physics step.\n" -"[b]Note:[/b] After setting the [member target_position] property, the [method " -"get_next_path_position] method must be used once every physics frame to " -"update the internal path logic of the navigation agent. The vector position " -"it returns should be used as the next movement position for the agent's " -"parent node." +"computed before physics, so the pathfinding information can be used safely " +"in the physics step.\n" +"[b]Note:[/b] After setting the [member target_position] property, the " +"[method get_next_path_position] method must be used once every physics frame " +"to update the internal path logic of the navigation agent. The vector " +"position it returns should be used as the next movement position for the " +"agent's parent node." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62504,14 +63263,14 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Returns this agent's current path from start to finish in global coordinates. " -"The path only updates when the target position is changed or the agent " -"requires a repath. The path array is not intended to be used in direct path " -"movement as the agent has its own internal path logic that would get " -"corrupted by changing the path array manually. Use the intended [method " +"Returns this agent's current path from start to finish in global " +"coordinates. The path only updates when the target position is changed or " +"the agent requires a repath. The path array is not intended to be used in " +"direct path movement as the agent has its own internal path logic that would " +"get corrupted by changing the path array manually. Use the intended [method " "get_next_path_position] once every physics frame to receive the next path " -"point for the agents movement as this function also updates the internal path " -"logic." +"point for the agents movement as this function also updates the internal " +"path logic." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -62527,9 +63286,10 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Returns the reachable final position of the current navigation path in global " -"coordinates. This position can change if the agent needs to update the " -"navigation path which makes the agent emit the [signal path_changed] signal." +"Returns the reachable final position of the current navigation path in " +"global coordinates. This position can change if the agent needs to update " +"the navigation path which makes the agent emit the [signal path_changed] " +"signal." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62546,8 +63306,8 @@ msgid "" "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " "changed directly with the NavigationServer API the NavigationAgent node will " -"not be aware of the map change. Use [method set_navigation_map] to change the " -"navigation map for the NavigationAgent and also update the agent on the " +"not be aware of the map change. Use [method set_navigation_map] to change " +"the navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" @@ -62555,9 +63315,9 @@ msgstr "" msgid "" "Returns the next position in global coordinates that can be moved to, making " "sure that there are no static objects in the way. If the agent does not have " -"a navigation path, it will return the position of the agent's parent. The use " -"of this function once every physics frame is required to update the internal " -"path logic of the NavigationAgent." +"a navigation path, it will return the position of the agent's parent. The " +"use of this function once every physics frame is required to update the " +"internal path logic of the NavigationAgent." msgstr "" #: doc/classes/NavigationAgent2D.xml @@ -62595,14 +63355,15 @@ msgstr "" #: doc/classes/NavigationRegion2D.xml msgid "" "Based on [param value], enables or disables the specified layer in the " -"[member avoidance_layers] bitmask, given a [param layer_number] between 1 and " -"32." +"[member avoidance_layers] bitmask, given a [param layer_number] between 1 " +"and 32." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Based on [param value], enables or disables the specified mask in the [member " -"avoidance_mask] bitmask, given a [param mask_number] between 1 and 32." +"Based on [param value], enables or disables the specified mask in the " +"[member avoidance_mask] bitmask, given a [param mask_number] between 1 and " +"32." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62616,26 +63377,26 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Sets the [RID] of the navigation map this NavigationAgent node should use and " -"also updates the [code]agent[/code] on the NavigationServer." +"Sets the [RID] of the navigation map this NavigationAgent node should use " +"and also updates the [code]agent[/code] on the NavigationServer." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" "Replaces the internal velocity in the collision avoidance simulation with " -"[param velocity]. When an agent is teleported to a new position this function " -"should be used in the same frame. If called frequently this function can get " -"agents stuck." +"[param velocity]. When an agent is teleported to a new position this " +"function should be used in the same frame. If called frequently this " +"function can get agents stuck." msgstr "" #: doc/classes/NavigationAgent2D.xml msgid "" -"If [code]true[/code] the agent is registered for an RVO avoidance callback on " -"the [NavigationServer2D]. When [member velocity] is used and the processing " -"is completed a [code]safe_velocity[/code] Vector2 is received with a signal " -"connection to [signal velocity_computed]. Avoidance processing with many " -"registered agents has a significant performance cost and should only be " -"enabled on agents that currently require it." +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer2D]. When [member velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62655,9 +63416,9 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" "The agent does not adjust the velocity for other agents that would match the " -"[member avoidance_mask] but have a lower [member avoidance_priority]. This in " -"turn makes the other agents with lower priority adjust their velocities even " -"more to avoid collision with this agent." +"[member avoidance_mask] but have a lower [member avoidance_priority]. This " +"in turn makes the other agents with lower priority adjust their velocities " +"even more to avoid collision with this agent." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62699,8 +63460,8 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" "A bitfield determining which navigation layers of navigation regions this " -"agent will use to calculate a path. Changing it during runtime will clear the " -"current navigation path and generate a new one, according to the new " +"agent will use to calculate a path. Changing it during runtime will clear " +"the current navigation path and generate a new one, according to the new " "navigation layers." msgstr "" @@ -62712,11 +63473,11 @@ msgstr "" msgid "" "The distance threshold before a path point is considered to be reached. This " "allows agents to not have to hit a path point on the path exactly, but only " -"to reach its general area. If this value is set too high, the NavigationAgent " -"will skip points on the path, which can lead to it leaving the navigation " -"mesh. If this value is set too low, the NavigationAgent will be stuck in a " -"repath loop because it will constantly overshoot the distance to the next " -"point on each physics frame update." +"to reach its general area. If this value is set too high, the " +"NavigationAgent will skip points on the path, which can lead to it leaving " +"the navigation mesh. If this value is set too low, the NavigationAgent will " +"be stuck in a repath loop because it will constantly overshoot the distance " +"to the next point on each physics frame update." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62734,8 +63495,8 @@ msgstr "" #: doc/classes/NavigationPathQueryParameters2D.xml #: doc/classes/NavigationPathQueryParameters3D.xml msgid "" -"The path postprocessing applied to the raw path corridor found by the [member " -"pathfinding_algorithm]." +"The path postprocessing applied to the raw path corridor found by the " +"[member pathfinding_algorithm]." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62759,15 +63520,15 @@ msgid "" "The distance threshold before the target is considered to be reached. On " "reaching the target, [signal target_reached] is emitted and navigation ends " "(see [method is_navigation_finished] and [signal navigation_finished]).\n" -"You can make navigation end early by setting this property to a value greater " -"than [member path_desired_distance] (navigation will end before reaching the " -"last waypoint).\n" +"You can make navigation end early by setting this property to a value " +"greater than [member path_desired_distance] (navigation will end before " +"reaching the last waypoint).\n" "You can also make navigation end closer to the target than each individual " "path position by setting this property to a value lower than [member " "path_desired_distance] (navigation won't immediately end when reaching the " -"last waypoint). However, if the value set is too low, the agent will be stuck " -"in a repath loop because it will constantly overshoot the distance to the " -"target on each physics frame update." +"last waypoint). However, if the value set is too low, the agent will be " +"stuck in a repath loop because it will constantly overshoot the distance to " +"the target on each physics frame update." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml @@ -62797,10 +63558,10 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Sets the new wanted velocity for the agent. The avoidance simulation will try " -"to fulfill this velocity if possible but will modify it to avoid collision " -"with other agents and obstacles. When an agent is teleported to a new " -"position, use [method set_velocity_forced] as well to reset the internal " +"Sets the new wanted velocity for the agent. The avoidance simulation will " +"try to fulfill this velocity if possible but will modify it to avoid " +"collision with other agents and obstacles. When an agent is teleported to a " +"new position, use [method set_velocity_forced] as well to reset the internal " "simulation velocity." msgstr "" @@ -62818,19 +63579,19 @@ msgid "" "- [code]owner[/code]: The object which manages the link (usually " "[NavigationLink2D]).\n" "- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink2D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink2D], it will contain the global position of the " -"link's point which the agent is exiting." +"the owner is a [NavigationLink2D], it will contain the global position of " +"the link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and " +"the owner is a [NavigationLink2D], it will contain the global position of " +"the link's point which the agent is exiting." msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" -"Signals that the agent's navigation has finished. If the target is reachable, " -"navigation ends when the target is reached. If the target is unreachable, " -"navigation ends when the last waypoint of the path is reached. This signal is " -"emitted only once per loaded path.\n" +"Signals that the agent's navigation has finished. If the target is " +"reachable, navigation ends when the target is reached. If the target is " +"unreachable, navigation ends when the last waypoint of the path is reached. " +"This signal is emitted only once per loaded path.\n" "This signal will be emitted just after [signal target_reached] when the " "target is reachable." msgstr "" @@ -62847,10 +63608,10 @@ msgstr "" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" "Signals that the agent reached the target, i.e. the agent moved within " -"[member target_desired_distance] of the [member target_position]. This signal " -"is emitted only once per loaded path.\n" -"This signal will be emitted just before [signal navigation_finished] when the " -"target is reachable.\n" +"[member target_desired_distance] of the [member target_position]. This " +"signal is emitted only once per loaded path.\n" +"This signal will be emitted just before [signal navigation_finished] when " +"the target is reachable.\n" "It may not always be possible to reach the target but it should always be " "possible to reach the final position. See [method get_final_position]." msgstr "" @@ -62884,16 +63645,16 @@ msgstr "" #: doc/classes/NavigationAgent3D.xml msgid "" "A 3D agent used to pathfind to a position while avoiding static and dynamic " -"obstacles. The calculation can be used by the parent node to dynamically move " -"it along the path. Requires navigation data to work correctly.\n" +"obstacles. The calculation can be used by the parent node to dynamically " +"move it along the path. Requires navigation data to work correctly.\n" "Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is " -"computed before physics, so the pathfinding information can be used safely in " -"the physics step.\n" -"[b]Note:[/b] After setting the [member target_position] property, the [method " -"get_next_path_position] method must be used once every physics frame to " -"update the internal path logic of the navigation agent. The vector position " -"it returns should be used as the next movement position for the agent's " -"parent node." +"computed before physics, so the pathfinding information can be used safely " +"in the physics step.\n" +"[b]Note:[/b] After setting the [member target_position] property, the " +"[method get_next_path_position] method must be used once every physics frame " +"to update the internal path logic of the navigation agent. The vector " +"position it returns should be used as the next movement position for the " +"agent's parent node." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -62908,12 +63669,12 @@ msgstr "" #: doc/classes/NavigationAgent3D.xml msgid "" -"If [code]true[/code] the agent is registered for an RVO avoidance callback on " -"the [NavigationServer3D]. When [member velocity] is set and the processing is " -"completed a [code]safe_velocity[/code] Vector3 is received with a signal " -"connection to [signal velocity_computed]. Avoidance processing with many " -"registered agents has a significant performance cost and should only be " -"enabled on agents that currently require it." +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer3D]. When [member velocity] is set and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -62928,14 +63689,14 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml msgid "" "The height offset is subtracted from the y-axis value of any vector path " -"position for this NavigationAgent. The NavigationAgent height offset does not " -"change or influence the navigation mesh or pathfinding query result. " +"position for this NavigationAgent. The NavigationAgent height offset does " +"not change or influence the navigation mesh or pathfinding query result. " "Additional navigation maps that use regions with navigation meshes that the " "developer baked with appropriate agent radius or height values are required " "to support different-sized agents." @@ -62970,11 +63731,11 @@ msgid "" "- [code]owner[/code]: The object which manages the link (usually " "[NavigationLink3D]).\n" "- [code]link_entry_position[/code]: If [code]owner[/code] is available and " -"the owner is a [NavigationLink3D], it will contain the global position of the " -"link's point the agent is entering.\n" -"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the " -"owner is a [NavigationLink3D], it will contain the global position of the " -"link's point which the agent is exiting." +"the owner is a [NavigationLink3D], it will contain the global position of " +"the link's point the agent is entering.\n" +"- [code]link_exit_position[/code]: If [code]owner[/code] is available and " +"the owner is a [NavigationLink3D], it will contain the global position of " +"the link's point which the agent is exiting." msgstr "" #: doc/classes/NavigationLink2D.xml @@ -62986,10 +63747,10 @@ msgstr "" #: doc/classes/NavigationLink2D.xml msgid "" "A link between two positions on [NavigationRegion2D]s that agents can be " -"routed through. These positions can be on the same [NavigationRegion2D] or on " -"two different ones. Links are useful to express navigation methods other than " -"traveling along the surface of the navigation polygon, such as ziplines, " -"teleporters, or gaps that can be jumped across." +"routed through. These positions can be on the same [NavigationRegion2D] or " +"on two different ones. Links are useful to express navigation methods other " +"than traveling along the surface of the navigation polygon, such as " +"ziplines, teleporters, or gaps that can be jumped across." msgstr "" #: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml @@ -63041,8 +63802,8 @@ msgid "" "Ending position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method NavigationServer2D." -"map_set_link_connection_radius]." +"The distance the link will search is controlled by [method " +"NavigationServer2D.map_set_link_connection_radius]." msgstr "" #: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml @@ -63064,8 +63825,8 @@ msgid "" "Starting position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method NavigationServer2D." -"map_set_link_connection_radius]." +"The distance the link will search is controlled by [method " +"NavigationServer2D.map_set_link_connection_radius]." msgstr "" #: doc/classes/NavigationLink2D.xml doc/classes/NavigationLink3D.xml @@ -63083,9 +63844,9 @@ msgstr "" #: doc/classes/NavigationLink3D.xml msgid "" "A link between two positions on [NavigationRegion3D]s that agents can be " -"routed through. These positions can be on the same [NavigationRegion3D] or on " -"two different ones. Links are useful to express navigation methods other than " -"traveling along the surface of the navigation mesh, such as ziplines, " +"routed through. These positions can be on the same [NavigationRegion3D] or " +"on two different ones. Links are useful to express navigation methods other " +"than traveling along the surface of the navigation mesh, such as ziplines, " "teleporters, or gaps that can be jumped across." msgstr "" @@ -63104,8 +63865,8 @@ msgid "" "Ending position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method NavigationServer3D." -"map_set_link_connection_radius]." +"The distance the link will search is controlled by [method " +"NavigationServer3D.map_set_link_connection_radius]." msgstr "" #: doc/classes/NavigationLink3D.xml @@ -63120,8 +63881,8 @@ msgid "" "Starting position of the link.\n" "This position will search out the nearest polygon in the navigation mesh to " "attach to.\n" -"The distance the link will search is controlled by [method NavigationServer3D." -"map_set_link_connection_radius]." +"The distance the link will search is controlled by [method " +"NavigationServer3D.map_set_link_connection_radius]." msgstr "" #: doc/classes/NavigationMesh.xml @@ -63146,8 +63907,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" -"Adds a polygon using the indices of the vertices you get when calling [method " -"get_vertices]." +"Adds a polygon using the indices of the vertices you get when calling " +"[method get_vertices]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -63161,8 +63922,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"Initializes the navigation mesh by setting the vertices and indices according " -"to a [Mesh].\n" +"Initializes the navigation mesh by setting the vertices and indices " +"according to a [Mesh].\n" "[b]Note:[/b] The given [param mesh] must be of type [constant Mesh." "PRIMITIVE_TRIANGLES] and have an index array." msgstr "" @@ -63243,14 +64004,14 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"The cell height used to rasterize the navigation mesh vertices on the Y axis. " -"Must match with the cell height on the navigation map." +"The cell height used to rasterize the navigation mesh vertices on the Y " +"axis. Must match with the cell height on the navigation map." msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"The cell size used to rasterize the navigation mesh vertices on the XZ plane. " -"Must match with the cell size on the navigation map." +"The cell size used to rasterize the navigation mesh vertices on the XZ " +"plane. Must match with the cell size on the navigation map." msgstr "" #: doc/classes/NavigationMesh.xml @@ -63260,8 +64021,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"The maximum distance the detail mesh surface should deviate from heightfield, " -"in cell unit." +"The maximum distance the detail mesh surface should deviate from " +"heightfield, in cell unit." msgstr "" #: doc/classes/NavigationMesh.xml @@ -63335,8 +64096,8 @@ msgstr "" msgid "" "Any regions with a size smaller than this will be merged with larger regions " "if possible.\n" -"[b]Note:[/b] This value will be squared to calculate the number of cells. For " -"example, a value of 20 will set the number of cells to 400." +"[b]Note:[/b] This value will be squared to calculate the number of cells. " +"For example, a value of 20 will set the number of cells to 400." msgstr "" #: doc/classes/NavigationMesh.xml @@ -63388,8 +64149,8 @@ msgstr "" #: doc/classes/NavigationMesh.xml msgid "" -"Parses [StaticBody3D] colliders as geometry. The collider should be in any of " -"the layers specified by [member geometry_collision_mask]." +"Parses [StaticBody3D] colliders as geometry. The collider should be in any " +"of the layers specified by [member geometry_collision_mask]." msgstr "" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml @@ -63428,38 +64189,39 @@ msgstr "" #: doc/classes/NavigationMeshGenerator.xml msgid "" -"This class is responsible for creating and clearing 3D navigation meshes used " -"as [NavigationMesh] resources inside [NavigationRegion3D]. The " -"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation " -"mesh baking process expects 3D node types and 3D source geometry to parse.\n" +"This class is responsible for creating and clearing 3D navigation meshes " +"used as [NavigationMesh] resources inside [NavigationRegion3D]. The " +"[NavigationMeshGenerator] has very limited to no use for 2D as the " +"navigation mesh baking process expects 3D node types and 3D source geometry " +"to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" -"Navigation mesh baking happens in multiple steps and the result depends on 3D " -"source geometry and properties of the [NavigationMesh] resource. In the first " -"step, starting from a root node and depending on [NavigationMesh] properties " -"all valid 3D source geometry nodes are collected from the [SceneTree]. " -"Second, all collected nodes are parsed for their relevant 3D geometry data " -"and a combined 3D mesh is build. Due to the many different types of parsable " -"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various " -"[CollisionObject3D]s, some operations to collect geometry data can trigger " -"[RenderingServer] and [PhysicsServer3D] synchronizations. Server " +"slow and performance-intensive operations.\n" +"Navigation mesh baking happens in multiple steps and the result depends on " +"3D source geometry and properties of the [NavigationMesh] resource. In the " +"first step, starting from a root node and depending on [NavigationMesh] " +"properties all valid 3D source geometry nodes are collected from the " +"[SceneTree]. Second, all collected nodes are parsed for their relevant 3D " +"geometry data and a combined 3D mesh is build. Due to the many different " +"types of parsable objects, from normal [MeshInstance3D]s to [CSGShape3D]s or " +"various [CollisionObject3D]s, some operations to collect geometry data can " +"trigger [RenderingServer] and [PhysicsServer3D] synchronizations. Server " "synchronization can have a negative effect on baking time or framerate as it " -"often involves [Mutex] locking for thread security. Many parsable objects and " -"the continuous synchronization with other threaded Servers can increase the " -"baking time significantly. On the other hand only a few but very large and " -"complex objects will take some time to prepare for the Servers which can " -"noticeably stall the next frame render. As a general rule the total number of " -"parsable objects and their individual size and complexity should be balanced " -"to avoid framerate issues or very long baking times. The combined mesh is " -"then passed to the Recast Navigation Object to test the source geometry for " -"walkable terrain suitable to [NavigationMesh] agent properties by creating a " -"voxel world around the meshes bounding area.\n" +"often involves [Mutex] locking for thread security. Many parsable objects " +"and the continuous synchronization with other threaded Servers can increase " +"the baking time significantly. On the other hand only a few but very large " +"and complex objects will take some time to prepare for the Servers which can " +"noticeably stall the next frame render. As a general rule the total number " +"of parsable objects and their individual size and complexity should be " +"balanced to avoid framerate issues or very long baking times. The combined " +"mesh is then passed to the Recast Navigation Object to test the source " +"geometry for walkable terrain suitable to [NavigationMesh] agent properties " +"by creating a voxel world around the meshes bounding area.\n" "The finalized navigation mesh is then returned and stored inside the " "[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n" "[b]Note:[/b] Using meshes to not only define walkable surfaces but also " -"obstruct navigation baking does not always work. The navigation baking has no " -"concept of what is a geometry \"inside\" when dealing with mesh source " +"obstruct navigation baking does not always work. The navigation baking has " +"no concept of what is a geometry \"inside\" when dealing with mesh source " "geometry and this is intentional. Depending on current baking parameters, as " "soon as the obstructing mesh is large enough to fit a navigation mesh area " "inside, the baking will generate navigation mesh areas that are inside the " @@ -63503,13 +64265,13 @@ msgid "" "resource with the resulting data. The resource can then be used to bake a " "navigation mesh with [method bake_from_source_geometry_data]. After the " "process is finished the optional [param callback] will be called.\n" -"[b]Note:[/b] This function needs to run on the main thread or with a deferred " -"call as the SceneTree is not thread-safe.\n" +"[b]Note:[/b] This function needs to run on the main thread or with a " +"deferred call as the SceneTree is not thread-safe.\n" "[b]Performance:[/b] While convenient, reading data arrays from [Mesh] " -"resources can affect the frame rate negatively. The data needs to be received " -"from the GPU, stalling the [RenderingServer] in the process. For performance " -"prefer the use of e.g. collision shapes or creating the data arrays entirely " -"in code." +"resources can affect the frame rate negatively. The data needs to be " +"received from the GPU, stalling the [RenderingServer] in the process. For " +"performance prefer the use of e.g. collision shapes or creating the data " +"arrays entirely in code." msgstr "" #: doc/classes/NavigationMeshSourceGeometryData2D.xml @@ -63556,17 +64318,17 @@ msgstr "" msgid "" "Adds an array of vertex positions to the geometry data for navigation mesh " "baking to form triangulated faces. For each face the array must have three " -"vertex positions in clockwise winding order. Since [NavigationMesh] resources " -"have no transform, all vertex positions need to be offset by the node's " -"transform using [param xform]." +"vertex positions in clockwise winding order. Since [NavigationMesh] " +"resources have no transform, all vertex positions need to be offset by the " +"node's transform using [param xform]." msgstr "" #: doc/classes/NavigationMeshSourceGeometryData3D.xml msgid "" "Adds the geometry data of a [Mesh] resource to the navigation mesh baking " -"data. The mesh must have valid triangulated mesh data to be considered. Since " -"[NavigationMesh] resources have no transform, all vertex positions need to be " -"offset by the node's transform using [param xform]." +"data. The mesh must have valid triangulated mesh data to be considered. " +"Since [NavigationMesh] resources have no transform, all vertex positions " +"need to be offset by the node's transform using [param xform]." msgstr "" #: doc/classes/NavigationMeshSourceGeometryData3D.xml @@ -63615,12 +64377,12 @@ msgid "" "outside or inside an area. The obstacle needs a navigation map and outline " "vertices defined to work correctly.\n" "If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" +"will be pushed in by the obstacle, otherwise, avoidance agents will be " +"pushed out. Outlines must not cross or overlap.\n" "Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " "Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" +"obstacles only affect the navigation avoidance agent movement by altering " +"the suggested velocity of the avoidance agent.\n" "Obstacles using vertices can warp to a new position but should not moved " "every frame as each move requires a rebuild of the avoidance map." msgstr "" @@ -63633,11 +64395,11 @@ msgstr "" msgid "" "Returns the [RID] of the navigation map for this NavigationObstacle node. " "This function returns always the map set on the NavigationObstacle node and " -"not the map of the abstract obstacle on the NavigationServer. If the obstacle " -"map is changed directly with the NavigationServer API the NavigationObstacle " -"node will not be aware of the map change. Use [method set_navigation_map] to " -"change the navigation map for the NavigationObstacle and also update the " -"obstacle on the NavigationServer." +"not the map of the abstract obstacle on the NavigationServer. If the " +"obstacle map is changed directly with the NavigationServer API the " +"NavigationObstacle node will not be aware of the map change. Use [method " +"set_navigation_map] to change the navigation map for the NavigationObstacle " +"and also update the obstacle on the NavigationServer." msgstr "" #: doc/classes/NavigationObstacle2D.xml @@ -63666,19 +64428,19 @@ msgstr "" #: doc/classes/NavigationObstacle2D.xml doc/classes/NavigationObstacle3D.xml msgid "" -"Sets the wanted velocity for the obstacle so other agent's can better predict " -"the obstacle if it is moved with a velocity regularly (every frame) instead " -"of warped to a new position. Does only affect avoidance for the obstacles " -"[member radius]. Does nothing for the obstacles static vertices." +"Sets the wanted velocity for the obstacle so other agent's can better " +"predict the obstacle if it is moved with a velocity regularly (every frame) " +"instead of warped to a new position. Does only affect avoidance for the " +"obstacles [member radius]. Does nothing for the obstacles static vertices." msgstr "" #: doc/classes/NavigationObstacle2D.xml doc/classes/NavigationObstacle3D.xml msgid "" -"The outline vertices of the obstacle. If the vertices are winded in clockwise " -"order agents will be pushed in by the obstacle, else they will be pushed out. " -"Outlines can not be crossed or overlap. Should the vertices using obstacle be " -"warped to a new position agent's can not predict this movement and may get " -"trapped inside the obstacle." +"The outline vertices of the obstacle. If the vertices are winded in " +"clockwise order agents will be pushed in by the obstacle, else they will be " +"pushed out. Outlines can not be crossed or overlap. Should the vertices " +"using obstacle be warped to a new position agent's can not predict this " +"movement and may get trapped inside the obstacle." msgstr "" #: doc/classes/NavigationObstacle3D.xml @@ -63693,12 +64455,12 @@ msgid "" "outside or inside an area. The obstacle needs a navigation map and outline " "vertices defined to work correctly.\n" "If the obstacle's vertices are winded in clockwise order, avoidance agents " -"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed " -"out. Outlines must not cross or overlap.\n" +"will be pushed in by the obstacle, otherwise, avoidance agents will be " +"pushed out. Outlines must not cross or overlap.\n" "Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. " "Obstacles [b]don't[/b] change the resulting path from the pathfinding, " -"obstacles only affect the navigation avoidance agent movement by altering the " -"suggested velocity of the avoidance agent.\n" +"obstacles only affect the navigation avoidance agent movement by altering " +"the suggested velocity of the avoidance agent.\n" "Obstacles using vertices can warp to a new position but should not moved " "every frame as each move requires a rebuild of the avoidance map." msgstr "" @@ -63868,8 +64630,8 @@ msgstr "" #: doc/classes/NavigationPathQueryResult2D.xml #: doc/classes/NavigationPathQueryResult3D.xml msgid "" -"The type of navigation primitive (region or link) that each point of the path " -"goes through." +"The type of navigation primitive (region or link) that each point of the " +"path goes through." msgstr "" #: doc/classes/NavigationPathQueryResult2D.xml @@ -63907,10 +64669,10 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "A navigation mesh can be created either by baking it with the help of the " -"[NavigationServer2D], or by adding vertices and convex polygon indices arrays " -"manually.\n" -"To bake a navigation mesh at least one outline needs to be added that defines " -"the outer bounds of the baked area.\n" +"[NavigationServer2D], or by adding vertices and convex polygon indices " +"arrays manually.\n" +"To bake a navigation mesh at least one outline needs to be added that " +"defines the outer bounds of the baked area.\n" "[codeblocks]\n" "[gdscript]\n" "var new_navigation_mesh = NavigationPolygon.new()\n" @@ -63994,8 +64756,8 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" -"Returns a [PackedVector2Array] containing the vertices of an outline that was " -"created in the editor or by script." +"Returns a [PackedVector2Array] containing the vertices of an outline that " +"was created in the editor or by script." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -64006,8 +64768,8 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Returns whether or not the specified layer of the [member " -"parsed_collision_mask] is enabled, given a [param layer_number] between 1 and " -"32." +"parsed_collision_mask] is enabled, given a [param layer_number] between 1 " +"and 32." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -64045,7 +64807,8 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" "Based on [param value], enables or disables the specified layer in the " -"[member parsed_collision_mask], given a [param layer_number] between 1 and 32." +"[member parsed_collision_mask], given a [param layer_number] between 1 and " +"32." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -64066,8 +64829,8 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" -"The size of the non-navigable border around the bake bounding area defined by " -"the [member baking_rect] [Rect2].\n" +"The size of the non-navigable border around the bake bounding area defined " +"by the [member baking_rect] [Rect2].\n" "In conjunction with the [member baking_rect] the border size can be used to " "bake tile aligned navigation meshes without the tile edges being shrunk by " "[member agent_radius]." @@ -64075,8 +64838,8 @@ msgstr "" #: doc/classes/NavigationPolygon.xml msgid "" -"The cell size used to rasterize the navigation mesh vertices. Must match with " -"the cell size on the navigation map." +"The cell size used to rasterize the navigation mesh vertices. Must match " +"with the cell size on the navigation map." msgstr "" #: doc/classes/NavigationPolygon.xml @@ -64136,13 +64899,13 @@ msgid "" "connecting two regions. They must share a similar edge.\n" "The pathfinding cost of entering a region from another region can be " "controlled with the [member enter_cost] value.\n" -"[b]Note:[/b] This value is not added to the path cost when the start position " -"is already inside this region.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier.\n" "[b]Note:[/b] This node caches changes to its properties, so if you make " -"changes to the underlying region [RID] in [NavigationServer2D], they will not " -"be reflected in this node's properties." +"changes to the underlying region [RID] in [NavigationServer2D], they will " +"not be reflected in this node's properties." msgstr "" #: doc/classes/NavigationRegion2D.xml doc/classes/NavigationRegion3D.xml @@ -64171,8 +64934,8 @@ msgstr "" msgid "" "Returns the [RID] of this region on the [NavigationServer2D]. Combined with " "[method NavigationServer2D.map_get_closest_point_owner] can be used to " -"identify the [NavigationRegion2D] closest to a point on the merged navigation " -"map." +"identify the [NavigationRegion2D] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64189,19 +64952,24 @@ msgid "" msgstr "" #: doc/classes/NavigationRegion2D.xml -msgid "A bitfield determining all avoidance layers for the avoidance constrain." +msgid "" +"A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" #: doc/classes/NavigationRegion2D.xml msgid "" -"If [code]true[/code] constraints avoidance agent's with an avoidance mask bit " -"that matches with a bit of the [member avoidance_layers] to the navigation " -"polygon. Due to each navigation polygon outline creating an obstacle and each " -"polygon edge creating an avoidance line constrain keep the navigation polygon " -"shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + +#: doc/classes/NavigationRegion2D.xml +msgid "" +"If [code]true[/code] constraints avoidance agent's with an avoidance mask " +"bit that matches with a bit of the [member avoidance_layers] to the " +"navigation polygon. Due to each navigation polygon outline creating an " +"obstacle and each polygon edge creating an avoidance line constrain keep the " +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -64257,8 +65025,8 @@ msgstr "" #: doc/classes/NavigationRegion3D.xml msgid "" -"A traversable 3D region based on a [NavigationMesh] that [NavigationAgent3D]s " -"can use for pathfinding.\n" +"A traversable 3D region based on a [NavigationMesh] that " +"[NavigationAgent3D]s can use for pathfinding.\n" "Two regions can be connected to each other if they share a similar edge. You " "can set the minimum distance between two vertices required to connect two " "edges by using [method NavigationServer3D.map_set_edge_connection_margin].\n" @@ -64266,25 +65034,26 @@ msgid "" "connecting two regions. They must share a similar edge.\n" "The cost of entering this region from another region can be controlled with " "the [member enter_cost] value.\n" -"[b]Note:[/b] This value is not added to the path cost when the start position " -"is already inside this region.\n" -"The cost of traveling distances inside this region can be controlled with the " -"[member travel_cost] multiplier.\n" +"[b]Note:[/b] This value is not added to the path cost when the start " +"position is already inside this region.\n" +"The cost of traveling distances inside this region can be controlled with " +"the [member travel_cost] multiplier.\n" "[b]Note:[/b] This node caches changes to its properties, so if you make " -"changes to the underlying region [RID] in [NavigationServer3D], they will not " -"be reflected in this node's properties." +"changes to the underlying region [RID] in [NavigationServer3D], they will " +"not be reflected in this node's properties." msgstr "" #: doc/classes/NavigationRegion3D.xml msgid "" "Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] " -"(default), the baking is done on a separate thread. Baking on separate thread " -"is useful because navigation baking is not a cheap operation. When it is " -"completed, it automatically sets the new [NavigationMesh]. Please note that " -"baking on separate thread may be very slow if geometry is parsed from meshes " -"as async access to each mesh involves heavy synchronization. Also, please " -"note that baking on a separate thread is automatically disabled on operating " -"systems that cannot use threads (such as Web with threads disabled)." +"(default), the baking is done on a separate thread. Baking on separate " +"thread is useful because navigation baking is not a cheap operation. When it " +"is completed, it automatically sets the new [NavigationMesh]. Please note " +"that baking on separate thread may be very slow if geometry is parsed from " +"meshes as async access to each mesh involves heavy synchronization. Also, " +"please note that baking on a separate thread is automatically disabled on " +"operating systems that cannot use threads (such as Web with threads " +"disabled)." msgstr "" #: doc/classes/NavigationRegion3D.xml @@ -64295,8 +65064,8 @@ msgstr "" msgid "" "Returns the [RID] of this region on the [NavigationServer3D]. Combined with " "[method NavigationServer3D.map_get_closest_point_owner] can be used to " -"identify the [NavigationRegion3D] closest to a point on the merged navigation " -"map." +"identify the [NavigationRegion3D] closest to a point on the merged " +"navigation map." msgstr "" #: doc/classes/NavigationRegion3D.xml @@ -64343,8 +65112,8 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. Together, " -"they define the traversable areas in the 2D world.\n" +"Maps are divided into regions, which are composed of navigation polygons. " +"Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -64354,19 +65123,19 @@ msgid "" "are at a distance less than [code]edge_connection_margin[/code] to the " "respective other edge's vertex.\n" "You may assign navigation layers to regions with [method NavigationServer2D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer2D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method NavigationServer2D.map_get_path]. This can be " +"used to allow or deny certain areas for some objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." +"modified velocity directly may move an agent outside of the traversable " +"area. This is a limitation of the collision avoidance system, any more " +"complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64435,8 +65204,8 @@ msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the minimal amount of time for which the specified [param agent]'s " -"velocities that are computed by the simulation are safe with respect to other " -"agents." +"velocities that are computed by the simulation are safe with respect to " +"other agents." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64462,12 +65231,13 @@ msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" -"Sets the callback [Callable] that gets called after each avoidance processing " -"step for the [param agent]. The calculated [code]safe_velocity[/code] will be " -"dispatched with a signal to the object just before the physics calculations.\n" +"Sets the callback [Callable] that gets called after each avoidance " +"processing step for the [param agent]. The calculated [code]safe_velocity[/" +"code] will be dispatched with a signal to the object just before the physics " +"calculations.\n" "[b]Note:[/b] Created callbacks are always processed independently of the " -"SceneTree state as long as the agent is on a navigation map and not freed. To " -"disable the dispatch of a callback from an agent use [method " +"SceneTree state as long as the agent is on a navigation map and not freed. " +"To disable the dispatch of a callback from an agent use [method " "agent_set_avoidance_callback] again with an empty [Callable]." msgstr "" @@ -64490,9 +65260,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64533,21 +65304,21 @@ msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" -"The minimal amount of time for which the agent's velocities that are computed " -"by the simulation are safe with respect to other agents. The larger this " -"number, the sooner this agent will respond to the presence of other agents, " -"but the less freedom this agent has in choosing its velocities. A too high " -"value will slow down agents movement considerably. Must be positive." +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. A " +"too high value will slow down agents movement considerably. Must be positive." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" -"The minimal amount of time for which the agent's velocities that are computed " -"by the simulation are safe with respect to static avoidance obstacles. The " -"larger this number, the sooner this agent will respond to the presence of " -"static avoidance obstacles, but the less freedom this agent has in choosing " -"its velocities. A too high value will slow down agents movement considerably. " -"Must be positive." +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to static avoidance " +"obstacles. The larger this number, the sooner this agent will respond to the " +"presence of static avoidance obstacles, but the less freedom this agent has " +"in choosing its velocities. A too high value will slow down agents movement " +"considerably. Must be positive." msgstr "" #: doc/classes/NavigationServer2D.xml @@ -64555,30 +65326,32 @@ msgid "" "Sets [param velocity] as the new wanted velocity for the specified [param " "agent]. The avoidance simulation will try to fulfill this velocity if " "possible but will modify it to avoid collision with other agent's and " -"obstacles. When an agent is teleported to a new position far away use [method " -"agent_set_velocity_forced] instead to reset the internal velocity state." +"obstacles. When an agent is teleported to a new position far away use " +"[method agent_set_velocity_forced] instead to reset the internal velocity " +"state." msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" "Replaces the internal velocity in the collision avoidance simulation with " -"[param velocity] for the specified [param agent]. When an agent is teleported " -"to a new position far away this function should be used in the same frame. If " -"called frequently this function can get agents stuck." +"[param velocity] for the specified [param agent]. When an agent is " +"teleported to a new position far away this function should be used in the " +"same frame. If called frequently this function can get agents stuck." msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" -"Bakes the provided [param navigation_polygon] with the data from the provided " -"[param source_geometry_data]. After the process is finished the optional " -"[param callback] will be called." +"Bakes the provided [param navigation_polygon] with the data from the " +"provided [param source_geometry_data]. After the process is finished the " +"optional [param callback] will be called." msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" -"Bakes the provided [param navigation_polygon] with the data from the provided " -"[param source_geometry_data] as an async task running on a background thread. " -"After the process is finished the optional [param callback] will be called." +"Bakes the provided [param navigation_polygon] with the data from the " +"provided [param source_geometry_data] as an async task running on a " +"background thread. After the process is finished the optional [param " +"callback] will be called." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64598,8 +65371,8 @@ msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" -"Returns [code]true[/code] when the provided navigation polygon is being baked " -"on a background thread." +"Returns [code]true[/code] when the provided navigation polygon is being " +"baked on a background thread." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64629,7 +65402,8 @@ msgid "Returns the navigation layers for this [param link]." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml -msgid "Returns the [code]ObjectID[/code] of the object which manages this link." +msgid "" +"Returns the [code]ObjectID[/code] of the object which manages this link." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64696,10 +65470,10 @@ msgid "" "(re)calculate all the navigation meshes and region connections of the " "navigation map. This makes it possible to query a navigation path for a " "changed map immediately and in the same frame (multiple times if needed).\n" -"Due to technical restrictions the current NavigationServer command queue will " -"be flushed. This means all already queued update commands for this physics " -"frame will be executed, even those intended for other maps, regions and " -"agents not part of the specified map. The expensive computation of the " +"Due to technical restrictions the current NavigationServer command queue " +"will be flushed. This means all already queued update commands for this " +"physics frame will be executed, even those intended for other maps, regions " +"and agents not part of the specified map. The expensive computation of the " "navigation meshes and region connections of a map will only be done for the " "specified map. Other maps will receive the normal synchronization at the end " "of the physics frame. Should the specified map receive changes after the " @@ -64711,9 +65485,10 @@ msgid "" "[b]Note:[/b] With great power comes great responsibility. This function " "should only be used by users that really know what they are doing and have a " "good reason for it. Forcing an immediate update of a navigation map requires " -"locking the NavigationServer and flushing the entire NavigationServer command " -"queue. Not only can this severely impact the performance of a game but it can " -"also introduce bugs if used inappropriately without much foresight." +"locking the NavigationServer and flushing the entire NavigationServer " +"command queue. Not only can this severely impact the performance of a game " +"but it can also introduce bugs if used inappropriately without much " +"foresight." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64745,6 +65520,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -64776,8 +65560,8 @@ msgid "" "[param navigation_layers].\n" "If [param uniformly] is [code]true[/code], all map regions, polygons, and " "faces are weighted by their surface area (slower).\n" -"If [param uniformly] is [code]false[/code], just a random region and a random " -"polygon are picked (faster)." +"If [param uniformly] is [code]false[/code], just a random region and a " +"random polygon are picked (faster)." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64789,8 +65573,8 @@ msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" "Returns whether the navigation [param map] allows navigation regions to use " -"edge connections to connect with other navigation regions within proximity of " -"the navigation map edge connection margin." +"edge connections to connect with other navigation regions within proximity " +"of the navigation map edge connection margin." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64898,8 +65682,8 @@ msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" -"Sets [param velocity] of the dynamic [param obstacle]. Allows other agents to " -"better predict the movement of the dynamic obstacle. Only works in " +"Sets [param velocity] of the dynamic [param obstacle]. Allows other agents " +"to better predict the movement of the dynamic obstacle. Only works in " "combination with the radius of the obstacle." msgstr "" @@ -64913,25 +65697,26 @@ msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" "Parses the [SceneTree] for source geometry according to the properties of " -"[param navigation_polygon]. Updates the provided [param source_geometry_data] " -"resource with the resulting data. The resource can then be used to bake a " -"navigation mesh with [method bake_from_source_geometry_data]. After the " -"process is finished the optional [param callback] will be called.\n" -"[b]Note:[/b] This function needs to run on the main thread or with a deferred " -"call as the SceneTree is not thread-safe.\n" +"[param navigation_polygon]. Updates the provided [param " +"source_geometry_data] resource with the resulting data. The resource can " +"then be used to bake a navigation mesh with [method " +"bake_from_source_geometry_data]. After the process is finished the optional " +"[param callback] will be called.\n" +"[b]Note:[/b] This function needs to run on the main thread or with a " +"deferred call as the SceneTree is not thread-safe.\n" "[b]Performance:[/b] While convenient, reading data arrays from [Mesh] " -"resources can affect the frame rate negatively. The data needs to be received " -"from the GPU, stalling the [RenderingServer] in the process. For performance " -"prefer the use of e.g. collision shapes or creating the data arrays entirely " -"in code." +"resources can affect the frame rate negatively. The data needs to be " +"received from the GPU, stalling the [RenderingServer] in the process. For " +"performance prefer the use of e.g. collision shapes or creating the data " +"arrays entirely in code." msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" -"Queries a path in a given navigation map. Start and target position and other " -"parameters are defined through [NavigationPathQueryParameters2D]. Updates the " -"provided [NavigationPathQueryResult2D] result object with the path among " -"other results requested by the query." +"Queries a path in a given navigation map. Start and target position and " +"other parameters are defined through [NavigationPathQueryParameters2D]. " +"Updates the provided [NavigationPathQueryResult2D] result object with the " +"path among other results requested by the query." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64940,14 +65725,16 @@ msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" -"Returns the ending point of a connection door. [param connection] is an index " -"between 0 and the return value of [method region_get_connections_count]." +"Returns the ending point of a connection door. [param connection] is an " +"index between 0 and the return value of [method " +"region_get_connections_count]." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the starting point of a connection door. [param connection] is an " -"index between 0 and the return value of [method region_get_connections_count]." +"index between 0 and the return value of [method " +"region_get_connections_count]." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -64985,8 +65772,8 @@ msgid "" "[param navigation_layers].\n" "If [param uniformly] is [code]true[/code], all region polygons and faces are " "weighted by their surface area (slower).\n" -"If [param uniformly] is [code]false[/code], just a random polygon and face is " -"picked (faster)." +"If [param uniformly] is [code]false[/code], just a random polygon and face " +"is picked (faster)." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -65009,15 +65796,16 @@ msgid "" "Returns [code]true[/code] if the provided [param point] in world space is " "currently owned by the provided navigation [param region]. Owned in this " "context means that one of the region's navigation mesh polygon faces has a " -"possible position at the closest distance to this point compared to all other " -"navigation meshes from other navigation regions that are also registered on " -"the navigation map of the provided region.\n" -"If multiple navigation meshes have positions at equal distance the navigation " -"region whose polygons are processed first wins the ownership. Polygons are " -"processed in the same order that navigation regions were registered on the " -"NavigationServer.\n" +"possible position at the closest distance to this point compared to all " +"other navigation meshes from other navigation regions that are also " +"registered on the navigation map of the provided region.\n" +"If multiple navigation meshes have positions at equal distance the " +"navigation region whose polygons are processed first wins the ownership. " +"Polygons are processed in the same order that navigation regions were " +"registered on the NavigationServer.\n" "[b]Note:[/b] If navigation meshes from different navigation regions overlap " -"(which should be avoided in general) the result might not be what is expected." +"(which should be avoided in general) the result might not be what is " +"expected." msgstr "" #: doc/classes/NavigationServer2D.xml @@ -65036,8 +65824,8 @@ msgstr "" #: doc/classes/NavigationServer2D.xml msgid "" -"Set the region's navigation layers. This allows selecting regions from a path " -"request (when using [method NavigationServer2D.map_get_path])." +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer2D.map_get_path])." msgstr "" #: doc/classes/NavigationServer2D.xml @@ -65086,8 +65874,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -65097,24 +65885,25 @@ msgid "" "are at a distance less than [code]edge_connection_margin[/code] to the " "respective other edge's vertex.\n" "You may assign navigation layers to regions with [method NavigationServer3D." -"region_set_navigation_layers], which then can be checked upon when requesting " -"a path with [method NavigationServer3D.map_get_path]. This can be used to " -"allow or deny certain areas for some objects.\n" +"region_set_navigation_layers], which then can be checked upon when " +"requesting a path with [method NavigationServer3D.map_get_path]. This can be " +"used to allow or deny certain areas for some objects.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" "[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity directly may move an agent outside of the traversable area. " -"This is a limitation of the collision avoidance system, any more complex " -"situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync phase. " -"This means that you can request any change to the map, using any thread, " -"without worrying." +"modified velocity directly may move an agent outside of the traversable " +"area. This is a limitation of the collision avoidance system, any more " +"complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Returns [code]true[/code] if the provided [param agent] has avoidance enabled." +"Returns [code]true[/code] if the provided [param agent] has avoidance " +"enabled." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65124,7 +65913,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" "Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D " -"space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z)." +"space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0," +"z)." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65169,16 +65959,17 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" "Replaces the internal velocity in the collision avoidance simulation with " -"[param velocity] for the specified [param agent]. When an agent is teleported " -"to a new position this function should be used in the same frame. If called " -"frequently this function can get agents stuck." +"[param velocity] for the specified [param agent]. When an agent is " +"teleported to a new position this function should be used in the same frame. " +"If called frequently this function can get agents stuck." msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" "Bakes the provided [param navigation_mesh] with the data from the provided " -"[param source_geometry_data] as an async task running on a background thread. " -"After the process is finished the optional [param callback] will be called." +"[param source_geometry_data] as an async task running on a background " +"thread. After the process is finished the optional [param callback] will be " +"called." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65189,8 +65980,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Returns [code]true[/code] when the provided navigation mesh is being baked on " -"a background thread." +"Returns [code]true[/code] when the provided navigation mesh is being baked " +"on a background thread." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65201,8 +65992,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Returns the map cell height used to rasterize the navigation mesh vertices on " -"the Y axis." +"Returns the map cell height used to rasterize the navigation mesh vertices " +"on the Y axis." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65238,8 +66029,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" "Returns true if the navigation [param map] allows navigation regions to use " -"edge connections to connect with other navigation regions within proximity of " -"the navigation map edge connection margin." +"edge connections to connect with other navigation regions within proximity " +"of the navigation map edge connection margin." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65275,8 +66066,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" "Returns [code]true[/code] if the provided [param obstacle] uses avoidance in " -"3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0," -"z)." +"3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / " +"Vector3(x,0.0,z)." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65301,10 +66092,10 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Queries a path in a given navigation map. Start and target position and other " -"parameters are defined through [NavigationPathQueryParameters3D]. Updates the " -"provided [NavigationPathQueryResult3D] result object with the path among " -"other results requested by the query." +"Queries a path in a given navigation map. Start and target position and " +"other parameters are defined through [NavigationPathQueryParameters3D]. " +"Updates the provided [NavigationPathQueryResult3D] result object with the " +"path among other results requested by the query." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65328,8 +66119,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Set the region's navigation layers. This allows selecting regions from a path " -"request (when using [method NavigationServer3D.map_get_path])." +"Set the region's navigation layers. This allows selecting regions from a " +"path request (when using [method NavigationServer3D.map_get_path])." msgstr "" #: doc/classes/NavigationServer3D.xml @@ -65385,8 +66176,8 @@ msgstr "" #: doc/classes/NavigationServer3D.xml msgid "" -"Constant to get the number of navigation mesh polygon edges that could not be " -"merged but may be still connected by edge proximity or with links." +"Constant to get the number of navigation mesh polygon edges that could not " +"be merged but may be still connected by edge proximity or with links." msgstr "" #: doc/classes/NinePatchRect.xml @@ -65398,8 +66189,8 @@ msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Also known as 9-slice panels, [NinePatchRect] produces clean panels of any " -"size based on a small texture. To do so, it splits the texture in a 3×3 grid. " -"When you scale the node, it tiles the texture's edges horizontally or " +"size based on a small texture. To do so, it splits the texture in a 3×3 " +"grid. When you scale the node, it tiles the texture's edges horizontally or " "vertically, tiles the center on both axes, and leaves the corners unchanged." msgstr "" @@ -65462,9 +66253,9 @@ msgstr "" #: doc/classes/NinePatchRect.xml msgid "" "Rectangular region of the texture to sample from. If you're working with an " -"atlas, use this property to define the area the 9-slice should use. All other " -"properties are relative to this one. If the rect is empty, NinePatchRect will " -"use the whole texture." +"atlas, use this property to define the area the 9-slice should use. All " +"other properties are relative to this one. If the rect is empty, " +"NinePatchRect will use the whole texture." msgstr "" #: doc/classes/NinePatchRect.xml @@ -65507,9 +66298,9 @@ msgid "" "another node, resulting in a tree arrangement. A given node can contain any " "number of nodes as children with the requirement that all siblings (direct " "children of a node) should have unique names.\n" -"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and " -"then instantiated into other scenes. This allows for very high flexibility in " -"the architecture and data model of Godot projects.\n" +"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk " +"and then instantiated into other scenes. This allows for very high " +"flexibility in the architecture and data model of Godot projects.\n" "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a " "node is added to the scene tree, it receives the [constant " "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback " @@ -65518,8 +66309,8 @@ msgid "" "before its child's.\n" "Once all nodes have been added in the scene tree, they receive the [constant " "NOTIFICATION_READY] notification and their respective [method _ready] " -"callbacks are triggered. For groups of nodes, the [method _ready] callback is " -"called in reverse order, starting with the children and moving up to the " +"callbacks are triggered. For groups of nodes, the [method _ready] callback " +"is called in reverse order, starting with the children and moving up to the " "parent nodes.\n" "This means that when adding a node to the scene tree, the following order " "will be used for the callbacks: [method _enter_tree] of the parent, [method " @@ -65528,11 +66319,12 @@ msgid "" "[b]Processing:[/b] Nodes can override the \"process\" state, so that they " "receive a callback on each frame requesting them to process (do something). " "Normal processing (callback [method _process], toggled with [method " -"set_process]) happens as fast as possible and is dependent on the frame rate, " -"so the processing time [i]delta[/i] (in seconds) is passed as an argument. " -"Physics processing (callback [method _physics_process], toggled with [method " -"set_physics_process]) happens a fixed number of times per second (60 by " -"default) and is useful for code related to the physics engine.\n" +"set_process]) happens as fast as possible and is dependent on the frame " +"rate, so the processing time [i]delta[/i] (in seconds) is passed as an " +"argument. Physics processing (callback [method _physics_process], toggled " +"with [method set_physics_process]) happens a fixed number of times per " +"second (60 by default) and is useful for code related to the physics " +"engine.\n" "Nodes can also process input events. When present, the [method _input] " "function will be called for each input that the program receives. In many " "cases, this can be overkill (unless used for simple projects), and the " @@ -65545,19 +66337,19 @@ msgid "" "useful when writing editors and tools, though.\n" "Finally, when a node is freed with [method Object.free] or [method " "queue_free], it will also free all its children.\n" -"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to " -"manage, you could create groups like \"enemies\" or \"collectables\" for " +"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy " +"to manage, you could create groups like \"enemies\" or \"collectables\" for " "example, depending on your game. See [method add_to_group], [method " "is_in_group] and [method remove_from_group]. You can then retrieve all nodes " -"in these groups, iterate them and even call methods on groups via the methods " -"on [SceneTree].\n" +"in these groups, iterate them and even call methods on groups via the " +"methods on [SceneTree].\n" "[b]Networking with nodes:[/b] After connecting to a server (or making one, " "see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote " "procedure call) system to communicate over the network. By calling [method " -"rpc] with a method name, it will be called locally and in all connected peers " -"(peers = clients and the server that accepts connections). To identify which " -"node receives the RPC call, Godot will use its [NodePath] (make sure node " -"names are the same on all peers). Also, take a look at the high-level " +"rpc] with a method name, it will be called locally and in all connected " +"peers (peers = clients and the server that accepts connections). To identify " +"which node receives the RPC call, Godot will use its [NodePath] (make sure " +"node names are the same on all peers). Also, take a look at the high-level " "networking tutorial and corresponding demos.\n" "[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, " "not [Node]. It isn't exposed like most properties but does have a setter and " @@ -65578,8 +66370,8 @@ msgid "" "changing, or after calling [method add_child] in a script). If the node has " "children, its [method _enter_tree] callback will be called first, and then " "that of the children.\n" -"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method " -"Object._notification]." +"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in " +"[method Object._notification]." msgstr "" #: doc/classes/Node.xml @@ -65596,9 +66388,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The elements in the array returned from this method are displayed as warnings " -"in the Scene dock if the script that overrides it is a [code]tool[/code] " -"script.\n" +"The elements in the array returned from this method are displayed as " +"warnings in the Scene dock if the script that overrides it is a [code]tool[/" +"code] script.\n" "Returning an empty array produces no warnings.\n" "Call [method update_configuration_warnings] when the warnings need to be " "updated for this node.\n" @@ -65620,8 +66412,8 @@ msgstr "" msgid "" "Called when there is an input event. The input event propagates up through " "the node tree until a node consumes it.\n" -"It is only called if input processing is enabled, which is done automatically " -"if this method is overridden, and can be toggled with [method " +"It is only called if input processing is enabled, which is done " +"automatically if this method is overridden, and can be toggled with [method " "set_process_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" @@ -65671,10 +66463,10 @@ msgid "" "Usually used for initialization. For even earlier initialization, [method " "Object._init] may be used. See also [method _enter_tree].\n" "[b]Note:[/b] This method may be called only once for each node. After " -"removing a node from the scene tree and adding it again, [method _ready] will " -"[b]not[/b] be called a second time. This can be bypassed by requesting " -"another call with [method request_ready], which may be called anywhere before " -"adding the node again." +"removing a node from the scene tree and adding it again, [method _ready] " +"will [b]not[/b] be called a second time. This can be bypassed by requesting " +"another call with [method request_ready], which may be called anywhere " +"before adding the node again." msgstr "" #: doc/classes/Node.xml @@ -65699,17 +66491,17 @@ msgstr "" msgid "" "Called when an [InputEvent] hasn't been consumed by [method _input] or any " "GUI [Control] item. It is called after [method _shortcut_input] and after " -"[method _unhandled_key_input]. The input event propagates up through the node " -"tree until a node consumes it.\n" +"[method _unhandled_key_input]. The input event propagates up through the " +"node tree until a node consumes it.\n" "It is only called if unhandled input processing is enabled, which is done " "automatically if this method is overridden, and can be toggled with [method " "set_process_unhandled_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" -"For gameplay input, this method is usually a better fit than [method _input], " -"as GUI events need a higher priority. For keyboard shortcuts, consider using " -"[method _shortcut_input] instead, as it is called before this method. " -"Finally, to handle keyboard events, consider using [method " +"For gameplay input, this method is usually a better fit than [method " +"_input], as GUI events need a higher priority. For keyboard shortcuts, " +"consider using [method _shortcut_input] instead, as it is called before this " +"method. Finally, to handle keyboard events, consider using [method " "_unhandled_key_input] for performance reasons.\n" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not an orphan)." @@ -65717,13 +66509,13 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Called when an [InputEventKey] hasn't been consumed by [method _input] or any " -"GUI [Control] item. It is called after [method _shortcut_input] but before " -"[method _unhandled_input]. The input event propagates up through the node " -"tree until a node consumes it.\n" -"It is only called if unhandled key input processing is enabled, which is done " -"automatically if this method is overridden, and can be toggled with [method " -"set_process_unhandled_key_input].\n" +"Called when an [InputEventKey] hasn't been consumed by [method _input] or " +"any GUI [Control] item. It is called after [method _shortcut_input] but " +"before [method _unhandled_input]. The input event propagates up through the " +"node tree until a node consumes it.\n" +"It is only called if unhandled key input processing is enabled, which is " +"done automatically if this method is overridden, and can be toggled with " +"[method set_process_unhandled_key_input].\n" "To consume the input event and stop it propagating further to other nodes, " "[method Viewport.set_input_as_handled] can be called.\n" "This method can be used to handle Unicode character input with [kbd]Alt[/" @@ -65741,24 +66533,25 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Adds a child [param node]. Nodes can have any number of children, but every " -"child must have a unique name. Child nodes are automatically deleted when the " -"parent node is deleted, so an entire scene can be removed by deleting its " -"topmost node.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param node]. If not named, the [param node] is renamed to its " -"type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" +"child must have a unique name. Child nodes are automatically deleted when " +"the parent node is deleted, so an entire scene can be removed by deleting " +"its topmost node.\n" +"If [param force_readable_name] is [code]true[/code], improves the " +"readability of the added [param node]. If not named, the [param node] is " +"renamed to its type, and if it shares [member name] with a sibling, a number " +"is suffixed more appropriately. This operation is very slow. As such, it is " +"recommended leaving this to [code]false[/code], which assigns a dummy name " +"featuring [code]@[/code] in both situations.\n" "If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the " -"child will be added as internal node. These nodes are ignored by methods like " -"[method get_children], unless their parameter [code]include_internal[/code] " -"is [code]true[/code]. The intended usage is to hide the internal nodes from " -"the user, so the user won't accidentally delete or modify them. Used by some " -"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n" -"[b]Note:[/b] If [param node] already has a parent, this method will fail. Use " -"[method remove_child] first to remove [param node] from its current parent. " -"For example:\n" +"child will be added as internal node. These nodes are ignored by methods " +"like [method get_children], unless their parameter [code]include_internal[/" +"code] is [code]true[/code]. The intended usage is to hide the internal nodes " +"from the user, so the user won't accidentally delete or modify them. Used by " +"some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available " +"modes.\n" +"[b]Note:[/b] If [param node] already has a parent, this method will fail. " +"Use [method remove_child] first to remove [param node] from its current " +"parent. For example:\n" "[codeblocks]\n" "[gdscript]\n" "var child_node = get_child(0)\n" @@ -65777,30 +66570,30 @@ msgid "" "[/codeblocks]\n" "If you need the child node to be added below a specific node in the list of " "children, use [method add_sibling] instead of this method.\n" -"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must " -"set [member owner] in addition to calling [method add_child]. This is " +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " +"must set [member owner] in addition to calling [method add_child]. This is " "typically relevant for [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " "add_child] is called without setting [member owner], the newly added [Node] " -"will not be visible in the scene tree, though it will be visible in the 2D/3D " -"view." +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" #: doc/classes/Node.xml msgid "" "Adds a [param sibling] node to this node's parent, and moves the added " "sibling right below this node.\n" -"If [param force_readable_name] is [code]true[/code], improves the readability " -"of the added [param sibling]. If not named, the [param sibling] is renamed to " -"its type, and if it shares [member name] with a sibling, a number is suffixed " -"more appropriately. This operation is very slow. As such, it is recommended " -"leaving this to [code]false[/code], which assigns a dummy name featuring " -"[code]@[/code] in both situations.\n" +"If [param force_readable_name] is [code]true[/code], improves the " +"readability of the added [param sibling]. If not named, the [param sibling] " +"is renamed to its type, and if it shares [member name] with a sibling, a " +"number is suffixed more appropriately. This operation is very slow. As such, " +"it is recommended leaving this to [code]false[/code], which assigns a dummy " +"name featuring [code]@[/code] in both situations.\n" "Use [method add_child] instead of this method if you don't need the child " "node to be added below a specific node in the list of children.\n" -"[b]Note:[/b] If this node is internal, the added sibling will be internal too " -"(see [method add_child]'s [code]internal[/code] parameter)." +"[b]Note:[/b] If this node is internal, the added sibling will be internal " +"too (see [method add_child]'s [code]internal[/code] parameter)." msgstr "" #: doc/classes/Node.xml @@ -65815,8 +66608,8 @@ msgid "" "[b]Note:[/b] To improve performance, the order of group names is [i]not[/i] " "guaranteed and may vary between project runs. Therefore, do not rely on the " "group order.\n" -"[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node if " -"not inside the tree (see [method is_inside_tree])." +"[b]Note:[/b] [SceneTree]'s group methods will [i]not[/i] work on this node " +"if not inside the tree (see [method is_inside_tree])." msgstr "" #: doc/classes/Node.xml @@ -65835,9 +66628,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Translates a [param message] or [param plural_message], using the translation " -"catalogs configured in the Project Settings. Further [param context] can be " -"specified to help with the translation.\n" +"Translates a [param message] or [param plural_message], using the " +"translation catalogs configured in the Project Settings. Further [param " +"context] can be specified to help with the translation.\n" "This method works the same as [method Object.tr_n], with the addition of " "respecting the [member auto_translate_mode] state.\n" "If [method Object.can_translate_messages] is [code]false[/code], or no " @@ -65905,21 +66698,21 @@ msgid "" "GetTree().CreateTween().BindNode(this);\n" "[/csharp]\n" "[/codeblocks]\n" -"The Tween will start automatically on the next process frame or physics frame " -"(depending on [enum Tween.TweenProcessMode]). See [method Tween.bind_node] " -"for more info on Tweens bound to nodes.\n" +"The Tween will start automatically on the next process frame or physics " +"frame (depending on [enum Tween.TweenProcessMode]). See [method Tween." +"bind_node] for more info on Tweens bound to nodes.\n" "[b]Note:[/b] The method can still be used when the node is not inside " "[SceneTree]. It can fail in an unlikely case of using a custom [MainLoop]." msgstr "" #: doc/classes/Node.xml msgid "" -"Duplicates the node, returning a new node with all of its properties, signals " -"and groups copied from the original. The behavior can be tweaked through the " -"[param flags] (see [enum DuplicateFlags]).\n" -"[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] has " -"been defined with required parameters, the duplicated node will not have a " -"[Script]." +"Duplicates the node, returning a new node with all of its properties, " +"signals and groups copied from the original. The behavior can be tweaked " +"through the [param flags] (see [enum DuplicateFlags]).\n" +"[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] " +"has been defined with required parameters, the duplicated node will not have " +"a [Script]." msgstr "" #: doc/classes/Node.xml @@ -65939,19 +66732,19 @@ msgid "" "[b]Note:[/b] This method can be very slow. Consider storing a reference to " "the found node in a variable. Alternatively, use [method get_node] with " "unique names (see [member unique_name_in_owner]).\n" -"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, " -"see [method find_children]." +"[b]Note:[/b] To find all descendant nodes matching a pattern or a class " +"type, see [method find_children]." msgstr "" #: doc/classes/Node.xml msgid "" "Finds all descendants of this node whose names match [param pattern], " -"returning an empty [Array] if no match is found. The matching is done against " -"node names, [i]not[/i] their paths, through [method String.match]. As such, " -"it is case-sensitive, [code]\"*\"[/code] matches zero or more characters, and " -"[code]\"?\"[/code] matches any single character.\n" -"If [param type] is not empty, only ancestors inheriting from [param type] are " -"included (see [method Object.is_class]).\n" +"returning an empty [Array] if no match is found. The matching is done " +"against node names, [i]not[/i] their paths, through [method String.match]. " +"As such, it is case-sensitive, [code]\"*\"[/code] matches zero or more " +"characters, and [code]\"?\"[/code] matches any single character.\n" +"If [param type] is not empty, only ancestors inheriting from [param type] " +"are included (see [method Object.is_class]).\n" "If [param recursive] is [code]false[/code], only this node's direct children " "are checked. Nodes are checked in tree order, so this node's first direct " "child is checked first, then its own direct children, etc., before moving to " @@ -65959,10 +66752,10 @@ msgid "" "the search (see [code]internal[/code] parameter in [method add_child]).\n" "If [param owned] is [code]true[/code], only descendants with a valid [member " "owner] node are checked.\n" -"[b]Note:[/b] This method can be very slow. Consider storing references to the " -"found nodes in a variable.\n" -"[b]Note:[/b] To find a single descendant node matching a pattern, see [method " -"find_child]." +"[b]Note:[/b] This method can be very slow. Consider storing references to " +"the found nodes in a variable.\n" +"[b]Note:[/b] To find a single descendant node matching a pattern, see " +"[method find_child]." msgstr "" #: doc/classes/Node.xml @@ -65974,18 +66767,18 @@ msgid "" "matches any single character. See also [method find_child] and [method " "find_children].\n" "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow " -"in large, deeply nested nodes. Consider storing a reference to the found node " -"in a variable. Alternatively, use [method get_node] with unique names (see " -"[member unique_name_in_owner])." +"in large, deeply nested nodes. Consider storing a reference to the found " +"node in a variable. Alternatively, use [method get_node] with unique names " +"(see [member unique_name_in_owner])." msgstr "" #: doc/classes/Node.xml msgid "" "Fetches a child node by its index. Each child node has an index relative its " "siblings (see [method get_index]). The first child is at index 0. Negative " -"values can also be used to start from the end of the list. This method can be " -"used in combination with [method get_child_count] to iterate over this node's " -"children. If no child exists at the given index, this method returns " +"values can also be used to start from the end of the list. This method can " +"be used in combination with [method get_child_count] to iterate over this " +"node's children. If no child exists at the given index, this method returns " "[code]null[/code] and an error is generated.\n" "If [param include_internal] is [code]false[/code], internal children are " "ignored (see [method add_child]'s [code]internal[/code] parameter).\n" @@ -66011,9 +66804,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Returns all children of this node inside an [Array].\n" -"If [param include_internal] is [code]false[/code], excludes internal children " -"from the returned array (see [method add_child]'s [code]internal[/code] " -"parameter)." +"If [param include_internal] is [code]false[/code], excludes internal " +"children from the returned array (see [method add_child]'s [code]internal[/" +"code] parameter)." msgstr "" #: doc/classes/Node.xml @@ -66050,9 +66843,9 @@ msgstr "" msgid "" "Returns this node's order among its siblings. The first node's index is " "[code]0[/code]. See also [method get_child].\n" -"If [param include_internal] is [code]false[/code], returns the index ignoring " -"internal children. The first, non-internal child will have an index of " -"[code]0[/code] (see [method add_child]'s [code]internal[/code] parameter)." +"If [param include_internal] is [code]false[/code], returns the index " +"ignoring internal children. The first, non-internal child will have an index " +"of [code]0[/code] (see [method add_child]'s [code]internal[/code] parameter)." msgstr "" #: doc/classes/Node.xml @@ -66072,10 +66865,10 @@ msgid "" "Fetches a node. The [NodePath] can either be a relative path (from this " "node), or an absolute path (from the [member SceneTree.root]) to a node. If " "[param path] does not point to a valid node, generates an error and returns " -"[code]null[/code]. Attempts to access methods on the return value will result " -"in an [i]\"Attempt to call on a null instance.\"[/i] error.\n" -"[b]Note:[/b] Fetching by absolute path only works when the node is inside the " -"scene tree (see [method is_inside_tree]).\n" +"[code]null[/code]. Attempts to access methods on the return value will " +"result in an [i]\"Attempt to call on a null instance.\"[/i] error.\n" +"[b]Note:[/b] Fetching by absolute path only works when the node is inside " +"the scene tree (see [method is_inside_tree]).\n" "[b]Example:[/b] Assume this method is called from the Character node, inside " "the following tree:\n" "[codeblock]\n" @@ -66169,16 +66962,16 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns the node's absolute path, relative to the [member SceneTree.root]. If " -"the node is not inside the scene tree, this method fails and returns an empty " -"[NodePath]." +"Returns the node's absolute path, relative to the [member SceneTree.root]. " +"If the node is not inside the scene tree, this method fails and returns an " +"empty [NodePath]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns the relative [NodePath] from this node to the specified [param node]. " -"Both nodes must be in the same [SceneTree] or scene hierarchy, otherwise this " -"method fails and returns an empty [NodePath].\n" +"Returns the relative [NodePath] from this node to the specified [param " +"node]. Both nodes must be in the same [SceneTree] or scene hierarchy, " +"otherwise this method fails and returns an empty [NodePath].\n" "If [param use_unique_path] is [code]true[/code], returns the shortest path " "accounting for this node's unique name (see [member unique_name_in_owner]).\n" "[b]Note:[/b] If you get a relative path which starts from a unique node, the " @@ -66298,8 +67091,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if the given [param node] occurs later in the scene " -"hierarchy than this node. A node occurring later is usually processed last." +"Returns [code]true[/code] if the given [param node] occurs later in the " +"scene hierarchy than this node. A node occurring later is usually processed " +"last." msgstr "" #: doc/classes/Node.xml @@ -66311,14 +67105,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if this node is currently inside a [SceneTree]. See " -"also [method get_tree]." +"Returns [code]true[/code] if this node is currently inside a [SceneTree]. " +"See also [method get_tree]." msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if the local system is the multiplayer authority of " -"this node." +"Returns [code]true[/code] if the local system is the multiplayer authority " +"of this node." msgstr "" #: doc/classes/Node.xml @@ -66342,7 +67136,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Returns [code]true[/code] if processing is enabled (see [method set_process])." +"Returns [code]true[/code] if processing is enabled (see [method " +"set_process])." msgstr "" #: doc/classes/Node.xml @@ -66454,9 +67249,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Queues this node to be deleted at the end of the current frame. When deleted, " -"all of its children are deleted as well, and all references to the node and " -"its children become invalid.\n" +"Queues this node to be deleted at the end of the current frame. When " +"deleted, all of its children are deleted as well, and all references to the " +"node and its children become invalid.\n" "Unlike with [method Object.free], the node is not deleted instantly, and it " "can still be accessed before deletion. It is also safe to call [method " "queue_free] multiple times. Use [method Object.is_queued_for_deletion] to " @@ -66471,8 +67266,8 @@ msgid "" "Removes a child [param node]. The [param node], along with its children, are " "[b]not[/b] deleted. To delete a node, see [method queue_free].\n" "[b]Note:[/b] When this node is inside the tree, this method sets the [member " -"owner] of the removed [param node] (or its descendants) to [code]null[/code], " -"if their [member owner] is no longer an ancestor (see [method " +"owner] of the removed [param node] (or its descendants) to [code]null[/" +"code], if their [member owner] is no longer an ancestor (see [method " "is_ancestor_of])." msgstr "" @@ -66486,8 +67281,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Changes the parent of this [Node] to the [param new_parent]. The node needs " -"to already have a parent. The node's [member owner] is preserved if its owner " -"is still reachable from the new location (i.e., the node is still a " +"to already have a parent. The node's [member owner] is preserved if its " +"owner is still reachable from the new location (i.e., the node is still a " "descendant of the new parent after the operation).\n" "If [param keep_global_transform] is [code]true[/code], the node's global " "transform will be preserved if supported. [Node2D], [Node3D] and [Control] " @@ -66498,17 +67293,17 @@ msgstr "" msgid "" "Replaces this node by the given [param node]. All children of this node are " "moved to [param node].\n" -"If [param keep_groups] is [code]true[/code], the [param node] is added to the " -"same groups that the replaced node is in (see [method add_to_group]).\n" -"[b]Warning:[/b] The replaced node is removed from the tree, but it is [b]not[/" -"b] deleted. To prevent memory leaks, store a reference to the node in a " -"variable, or use [method Object.free]." +"If [param keep_groups] is [code]true[/code], the [param node] is added to " +"the same groups that the replaced node is in (see [method add_to_group]).\n" +"[b]Warning:[/b] The replaced node is removed from the tree, but it is " +"[b]not[/b] deleted. To prevent memory leaks, store a reference to the node " +"in a variable, or use [method Object.free]." msgstr "" #: doc/classes/Node.xml msgid "" -"Requests [method _ready] to be called again the next time the node enters the " -"tree. Does [b]not[/b] immediately call [method _ready].\n" +"Requests [method _ready] to be called again the next time the node enters " +"the tree. Does [b]not[/b] immediately call [method _ready].\n" "[b]Note:[/b] This method only affects the current node. If the node's " "children also need to request ready, this method needs to be called for each " "one of them. When the node and its children enter the tree again, the order " @@ -66528,20 +67323,21 @@ msgid "" "ERR_INVALID_PARAMETER] if the arguments passed in the [param method] do not " "match, [constant ERR_UNCONFIGURED] if the node's [member multiplayer] cannot " "be fetched (such as when the node is not inside the tree), [constant " -"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not available.\n" +"ERR_CONNECTION_ERROR] if [member multiplayer]'s connection is not " +"available.\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " -"[signal MultiplayerAPI.connected_to_server] signal from the [MultiplayerAPI]. " -"You also need to keep track of the connection state, either by the " -"[MultiplayerAPI] signals like [signal MultiplayerAPI.server_disconnected] or " -"by checking ([code]get_multiplayer().peer.get_connection_status() == " -"CONNECTION_CONNECTED[/code])." +"[signal MultiplayerAPI.connected_to_server] signal from the " +"[MultiplayerAPI]. You also need to keep track of the connection state, " +"either by the [MultiplayerAPI] signals like [signal MultiplayerAPI." +"server_disconnected] or by checking ([code]get_multiplayer().peer." +"get_connection_status() == CONNECTION_CONNECTED[/code])." msgstr "" #: doc/classes/Node.xml msgid "" "Changes the RPC configuration for the given [param method]. [param config] " -"should either be [code]null[/code] to disable the feature (as by default), or " -"a [Dictionary] containing the following entries:\n" +"should either be [code]null[/code] to disable the feature (as by default), " +"or a [Dictionary] containing the following entries:\n" "- [code]rpc_mode[/code]: see [enum MultiplayerAPI.RPCMode];\n" "- [code]transfer_mode[/code]: see [enum MultiplayerPeer.TransferMode];\n" "- [code]call_local[/code]: if [code]true[/code], the method will also be " @@ -66551,8 +67347,8 @@ msgid "" "[b]Note:[/b] In GDScript, this method corresponds to the [annotation " "@GDScript.@rpc] annotation, with various parameters passed ([code]@rpc(any)[/" "code], [code]@rpc(authority)[/code]...). See also the [url=$DOCS_URL/" -"tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/url] " -"tutorial." +"tutorials/networking/high_level_multiplayer.html]high-level multiplayer[/" +"url] tutorial." msgstr "" #: doc/classes/Node.xml @@ -66574,8 +67370,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" "If set to [code]true[/code], the node appears folded in the Scene dock. As a " -"result, all of its children are hidden. This method is intended to be used in " -"editor plugins and tools, but it also works in release builds. See also " +"result, all of its children are hidden. This method is intended to be used " +"in editor plugins and tools, but it also works in release builds. See also " "[method is_displayed_folded]." msgstr "" @@ -66617,14 +67413,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If set to [code]true[/code], enables internal physics for this node. Internal " -"physics processing happens in isolation from the normal [method " +"If set to [code]true[/code], enables internal physics for this node. " +"Internal physics processing happens in isolation from the normal [method " "_physics_process] calls and is used by some nodes internally to guarantee " "proper functioning even if the node is paused or physics processing is " "disabled for scripting ([method set_physics_process]).\n" -"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " -"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " -"method if you know what you are doing." +"[b]Warning:[/b] Built-in nodes rely on internal processing for their " +"internal logic. Disabling it is unsafe and may lead to unexpected behavior. " +"Use this method if you know what you are doing." msgstr "" #: doc/classes/Node.xml @@ -66634,9 +67430,9 @@ msgid "" "frame (and the [method _process] callback will be called if it exists).\n" "[b]Note:[/b] If [method _process] is overridden, this will be automatically " "enabled before [method _ready] is called.\n" -"[b]Note:[/b] This method only affects the [method _process] callback, i.e. it " -"has no effect on other callbacks like [method _physics_process]. If you want " -"to disable all processing for the node, set [member process_mode] to " +"[b]Note:[/b] This method only affects the [method _process] callback, i.e. " +"it has no effect on other callbacks like [method _physics_process]. If you " +"want to disable all processing for the node, set [member process_mode] to " "[constant PROCESS_MODE_DISABLED]." msgstr "" @@ -66655,9 +67451,9 @@ msgid "" "calls and is used by some nodes internally to guarantee proper functioning " "even if the node is paused or processing is disabled for scripting ([method " "set_process]).\n" -"[b]Warning:[/b] Built-in nodes rely on internal processing for their internal " -"logic. Disabling it is unsafe and may lead to unexpected behavior. Use this " -"method if you know what you are doing." +"[b]Warning:[/b] Built-in nodes rely on internal processing for their " +"internal logic. Disabling it is unsafe and may lead to unexpected behavior. " +"Use this method if you know what you are doing." msgstr "" #: doc/classes/Node.xml @@ -66698,8 +67494,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Refreshes the warnings displayed for this node in the Scene dock. Use [method " -"_get_configuration_warnings] to customize the warning messages to display." +"Refreshes the warnings displayed for this node in the Scene dock. Use " +"[method _get_configuration_warnings] to customize the warning messages to " +"display." msgstr "" #: doc/classes/Node.xml @@ -66732,8 +67529,8 @@ msgid "" "[b]Note:[/b] When changing the name, the following characters will be " "replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] " "[code]/[/code] [code]\"[/code] [code]%[/code]). In particular, the [code]@[/" -"code] character is reserved for auto-generated names. See also [method String." -"validate_node_name]." +"code] character is reserved for auto-generated names. See also [method " +"String.validate_node_name]." msgstr "" #: doc/classes/Node.xml @@ -66741,16 +67538,16 @@ msgid "" "The owner of this node. The owner must be an ancestor of this node. When " "packing the owner node in a [PackedScene], all the nodes it owns are also " "saved with it. \n" -"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not " -"displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, " -"remember to set the owner after calling [method add_child]. See also (see " -"[member unique_name_in_owner])" +"[b]Note:[/b] In the editor, nodes not owned by the scene root are usually " +"not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent " +"this, remember to set the owner after calling [method add_child]. See also " +"(see [member unique_name_in_owner])" msgstr "" #: doc/classes/Node.xml msgid "" -"The node's processing behavior (see [enum ProcessMode]). To check if the node " -"can process in its current mode, use [method can_process]." +"The node's processing behavior (see [enum ProcessMode]). To check if the " +"node can process in its current mode, use [method can_process]." msgstr "" #: doc/classes/Node.xml @@ -66772,8 +67569,8 @@ msgstr "" msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " -"[method _process] or [method _physics_process] (and the internal versions) on " -"the main thread or in a sub-thread.\n" +"[method _process] or [method _physics_process] (and the internal versions) " +"on the main thread or in a sub-thread.\n" "By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], " "which means that this node belongs to the same thread group as the parent " "node. The thread groups means that nodes in a specific thread group will " @@ -66786,14 +67583,14 @@ msgid "" "inherit, the node will belong to the [i]default thread group[/i]. This " "default group will process on the main thread and its group order is 0.\n" "During processing in a sub-thread, accessing most functions in nodes outside " -"the thread group is forbidden (and it will result in an error in debug mode). " -"Use [method Object.call_deferred], [method call_thread_safe], [method " +"the thread group is forbidden (and it will result in an error in debug " +"mode). Use [method Object.call_deferred], [method call_thread_safe], [method " "call_deferred_thread_group] and the likes in order to communicate from the " "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " -"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any " -"children (and grandchildren) nodes set to inherit into its process thread " -"group. this means that the processing of all the nodes in the group will " +"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " "happen together, at the same time as the node including them." msgstr "" @@ -66801,8 +67598,8 @@ msgstr "" msgid "" "Change the process thread group order. Groups with a lesser order will " "process before groups with a greater order. This is useful when a large " -"amount of nodes process in sub thread and, afterwards, another group wants to " -"collect their result in the main thread, as an example." +"amount of nodes process in sub thread and, afterwards, another group wants " +"to collect their result in the main thread, as an example." msgstr "" #: doc/classes/Node.xml @@ -66820,9 +67617,9 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If [code]true[/code], the node can be accessed from any node sharing the same " -"[member owner] or from the [member owner] itself, with special [code]%Name[/" -"code] syntax in [method get_node].\n" +"If [code]true[/code], the node can be accessed from any node sharing the " +"same [member owner] or from the [member owner] itself, with special " +"[code]%Name[/code] syntax in [method get_node].\n" "[b]Note:[/b] If another node with the same [member owner] shares the same " "[member name] as this node, the other node will no longer be accessible as " "unique." @@ -66831,17 +67628,17 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Emitted when the child [param node] enters the [SceneTree], usually because " -"this node entered the tree (see [signal tree_entered]), or [method add_child] " -"has been called.\n" +"this node entered the tree (see [signal tree_entered]), or [method " +"add_child] has been called.\n" "This signal is emitted [i]after[/i] the child node's own [constant " "NOTIFICATION_ENTER_TREE] and [signal tree_entered]." msgstr "" #: doc/classes/Node.xml msgid "" -"Emitted when the child [param node] is about to exit the [SceneTree], usually " -"because this node is exiting the tree (see [signal tree_exiting]), or because " -"the child [param node] is being removed or freed.\n" +"Emitted when the child [param node] is about to exit the [SceneTree], " +"usually because this node is exiting the tree (see [signal tree_exiting]), " +"or because the child [param node] is being removed or freed.\n" "When this signal is received, the child [param node] is still accessible " "inside the tree. This signal is emitted [i]after[/i] the child node's own " "[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]." @@ -66872,8 +67669,8 @@ msgstr "" msgid "" "Emitted when this node is being replaced by the [param node], see [method " "replace_by].\n" -"This signal is emitted [i]after[/i] [param node] has been added as a child of " -"the original parent node, but [i]before[/i] all original child nodes have " +"This signal is emitted [i]after[/i] [param node] has been added as a child " +"of the original parent node, but [i]before[/i] all original child nodes have " "been reparented to [param node]." msgstr "" @@ -66904,8 +67701,8 @@ msgstr "" msgid "" "Notification received when the node enters a [SceneTree]. See [method " "_enter_tree].\n" -"This notification is received [i]before[/i] the related [signal tree_entered] " -"signal." +"This notification is received [i]before[/i] the related [signal " +"tree_entered] signal." msgstr "" #: doc/classes/Node.xml @@ -66987,14 +67784,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node's [member name] or one of its " -"ancestors' [member name] is changed. This notification is [i]not[/i] received " -"when the node is removed from the [SceneTree]." +"ancestors' [member name] is changed. This notification is [i]not[/i] " +"received when the node is removed from the [SceneTree]." msgstr "" #: doc/classes/Node.xml msgid "" -"Notification received when the list of children is changed. This happens when " -"child nodes are added, moved or removed." +"Notification received when the list of children is changed. This happens " +"when child nodes are added, moved or removed." msgstr "" #: doc/classes/Node.xml @@ -67012,8 +67809,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the node enters the tree, just before [constant " -"NOTIFICATION_READY] may be received. Unlike the latter, it is sent every time " -"the node enters tree, not just once." +"NOTIFICATION_READY] may be received. Unlike the latter, it is sent every " +"time the node enters tree, not just once." msgstr "" #: doc/classes/Node.xml @@ -67031,15 +67828,15 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Notification received right before the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " -"in exported projects." +"editor. This notification is only sent in the Godot editor and will not " +"occur in exported projects." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received right after the scene with the node is saved in the " -"editor. This notification is only sent in the Godot editor and will not occur " -"in exported projects." +"editor. This notification is only sent in the Godot editor and will not " +"occur in exported projects." msgstr "" #: doc/classes/Node.xml @@ -67057,10 +67854,10 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Notification received from the OS when the node's [Window] ancestor is " -"focused. This may be a change of focus between two windows of the same engine " -"instance, or from the OS desktop or a third-party application to a window of " -"the game (in which case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also " -"received).\n" +"focused. This may be a change of focus between two windows of the same " +"engine instance, or from the OS desktop or a third-party application to a " +"window of the game (in which case [constant " +"NOTIFICATION_APPLICATION_FOCUS_IN] is also received).\n" "A [Window] node receives this notification when it is focused." msgstr "" @@ -67097,24 +67894,24 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Notification received from the OS when the screen's dots per inch (DPI) scale " -"is changed. Only implemented on macOS." +"Notification received from the OS when the screen's dots per inch (DPI) " +"scale is changed. Only implemented on macOS." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the mouse cursor enters the [Viewport]'s visible " -"area, that is not occluded behind other [Control]s or [Window]s, provided its " -"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if " -"it's currently focused or not." +"area, that is not occluded behind other [Control]s or [Window]s, provided " +"its [member Viewport.gui_disable_input] is [code]false[/code] and regardless " +"if it's currently focused or not." msgstr "" #: doc/classes/Node.xml msgid "" "Notification received when the mouse cursor leaves the [Viewport]'s visible " -"area, that is not occluded behind other [Control]s or [Window]s, provided its " -"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if " -"it's currently focused or not." +"area, that is not occluded behind other [Control]s or [Window]s, provided " +"its [member Viewport.gui_disable_input] is [code]false[/code] and regardless " +"if it's currently focused or not." msgstr "" #: doc/classes/Node.xml @@ -67126,8 +67923,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Notification received from the OS when a request for \"About\" information is " -"sent.\n" +"Notification received from the OS when a request for \"About\" information " +"is sent.\n" "Implemented only on macOS." msgstr "" @@ -67157,21 +67954,21 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"Stops processing when [member SceneTree.paused] is [code]true[/code]. This is " -"the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for the " -"root node." +"Stops processing when [member SceneTree.paused] is [code]true[/code]. This " +"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED], and the default for " +"the root node." msgstr "" #: doc/classes/Node.xml msgid "" -"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. This " -"is the inverse of [constant PROCESS_MODE_PAUSABLE]." +"Process [b]only[/b] when [member SceneTree.paused] is [code]true[/code]. " +"This is the inverse of [constant PROCESS_MODE_PAUSABLE]." msgstr "" #: doc/classes/Node.xml msgid "" -"Always process. Keeps processing, ignoring [member SceneTree.paused]. This is " -"the inverse of [constant PROCESS_MODE_DISABLED]." +"Always process. Keeps processing, ignoring [member SceneTree.paused]. This " +"is the inverse of [constant PROCESS_MODE_DISABLED]." msgstr "" #: doc/classes/Node.xml @@ -67182,20 +67979,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." -msgstr "" - -#: doc/classes/Node.xml -msgid "" -"Process this node (and children nodes set to inherit) on the main thread. See " +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " "[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." +msgstr "" + +#: doc/classes/Node.xml +msgid "" +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -67235,8 +68032,8 @@ msgstr "" #: doc/classes/Node.xml msgid "" "Duplicate using [method PackedScene.instantiate]. If the node comes from a " -"scene saved on disk, re-uses [method PackedScene.instantiate] as the base for " -"the duplicated node and its children." +"scene saved on disk, re-uses [method PackedScene.instantiate] as the base " +"for the duplicated node and its children." msgstr "" #: doc/classes/Node.xml @@ -67245,14 +68042,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -67284,9 +68081,9 @@ msgstr "" #: doc/classes/Node2D.xml msgid "" "A 2D game object, with a transform (position, rotation, and scale). All 2D " -"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D " -"as a parent node to move, scale and rotate children in a 2D project. Also " -"gives control of the node's render order." +"nodes, including physics objects and sprites, inherit from Node2D. Use " +"Node2D as a parent node to move, scale and rotate children in a 2D project. " +"Also gives control of the node's render order." msgstr "" #: doc/classes/Node2D.xml doc/classes/Vector2.xml @@ -67314,8 +68111,8 @@ msgstr "" #: doc/classes/Node2D.xml msgid "" -"Rotates the node so it points towards the [param point], which is expected to " -"use global coordinates." +"Rotates the node so it points towards the [param point], which is expected " +"to use global coordinates." msgstr "" #: doc/classes/Node2D.xml @@ -67393,8 +68190,8 @@ msgstr "" #: doc/classes/Node2D.xml msgid "" "Rotation in radians, relative to the node's parent.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " -"to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you " +"want to use degrees in a script, use [member rotation_degrees]." msgstr "" #: doc/classes/Node2D.xml @@ -67424,8 +68221,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" "Most basic 3D game object, with a [Transform3D] and visibility settings. All " -"other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to " -"move, scale, rotate and show/hide children in a 3D project.\n" +"other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node " +"to move, scale, rotate and show/hide children in a 3D project.\n" "Affine operations (rotate, scale, translate) happen in parent's local " "coordinate system, unless the [Node3D] object is set as top-level. Affine " "operations in this coordinate system correspond to direct affine operations " @@ -67436,8 +68233,8 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GlobalScope.deg_to_rad].\n" "[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" " -"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to " -"\"Node3D\" in Godot 4." +"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer " +"to \"Node3D\" in Godot 4." msgstr "" #: doc/classes/Node3D.xml @@ -67472,8 +68269,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -67489,13 +68288,14 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Scales the global (world) transformation by the given [Vector3] scale factors." +"Scales the global (world) transformation by the given [Vector3] scale " +"factors." msgstr "" #: doc/classes/Node3D.xml msgid "" -"Moves the global (world) transformation by [Vector3] offset. The offset is in " -"global coordinate system." +"Moves the global (world) transformation by [Vector3] offset. The offset is " +"in global coordinate system." msgstr "" #: doc/classes/Node3D.xml @@ -67512,8 +68312,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local " -"transformation scale." +"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its " +"local transformation scale." msgstr "" #: doc/classes/Node3D.xml @@ -67525,9 +68325,9 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its ancestors are also " -"visible. If any ancestor is hidden, this node will not be visible in the " -"scene tree." +"[member visible] property is [code]true[/code] and all its ancestors are " +"also visible. If any ancestor is hidden, this node will not be visible in " +"the scene tree." msgstr "" #: doc/classes/Node3D.xml @@ -67543,10 +68343,10 @@ msgid "" "to the [param target] vector cannot be parallel to the [param up] vector.\n" "Operations take place in global space, which means that the node must be in " "the scene tree.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) " +"is treated as forward (implies +X is left) and points toward the [param " +"target] position. By default, the -Z axis (camera forward) is treated as " +"forward (implies +X is right)." msgstr "" #: doc/classes/Node3D.xml @@ -67559,8 +68359,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" "Resets this node's transformations (like scale, skew and taper) preserving " -"its rotation and translation by performing Gram-Schmidt orthonormalization on " -"this node's [Transform3D]." +"its rotation and translation by performing Gram-Schmidt orthonormalization " +"on this node's [Transform3D]." msgstr "" #: doc/classes/Node3D.xml @@ -67596,7 +68396,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local " -"transformation scale. Changes to the local transformation scale are preserved." +"transformation scale. Changes to the local transformation scale are " +"preserved." msgstr "" #: doc/classes/Node3D.xml @@ -67607,8 +68408,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Sets whether the node ignores notification that its transformation (global or " -"local) changed." +"Sets whether the node ignores notification that its transformation (global " +"or local) changed." msgstr "" #: doc/classes/Node3D.xml @@ -67634,7 +68435,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Enables rendering of this node. Changes [member visible] to [code]true[/code]." +"Enables rendering of this node. Changes [member visible] to [code]true[/" +"code]." msgstr "" #: doc/classes/Node3D.xml @@ -67666,7 +68468,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -67686,8 +68490,8 @@ msgid "" "Rotation part of the global transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " -"vector. The three Euler angles, which are the three independent parameters of " -"the Euler-angle parametrization of the rotation matrix, are stored in a " +"vector. The three Euler angles, which are the three independent parameters " +"of the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " @@ -67716,14 +68520,14 @@ msgid "" "Euler angles. The angles construct a rotation in the order specified by the " "[member rotation_order] property.\n" "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a " -"vector. The three Euler angles, which are the three independent parameters of " -"the Euler-angle parametrization of the rotation matrix, are stored in a " +"vector. The three Euler angles, which are the three independent parameters " +"of the Euler-angle parametrization of the rotation matrix, are stored in a " "[Vector3] data structure not because the rotation is a vector, but only " "because [Vector3] exists as a convenient data-structure to store 3 floating-" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. If you want " -"to use degrees in a script, use [member rotation_degrees]." +"[b]Note:[/b] This property is edited in the inspector in degrees. If you " +"want to use degrees in a script, use [member rotation_degrees]." msgstr "" #: doc/classes/Node3D.xml @@ -67745,7 +68549,8 @@ msgid "" "transformation matrices in Godot, the scale values will either be all " "positive or all negative.\n" "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " -"property. For example, [Light3D]s are not visually affected by [member scale]." +"property. For example, [Light3D]s are not visually affected by [member " +"scale]." msgstr "" #: doc/classes/Node3D.xml @@ -67755,19 +68560,20 @@ msgid "" msgstr "" #: doc/classes/Node3D.xml -msgid "Local space [Transform3D] of this node, with respect to the parent node." +msgid "" +"Local space [Transform3D] of this node, with respect to the parent node." msgstr "" #: doc/classes/Node3D.xml msgid "" "Defines the visibility range parent for this node and its subtree. The " -"visibility parent must be a GeometryInstance3D. Any visual instance will only " -"be visible if the visibility parent (and all of its visibility ancestors) is " -"hidden by being closer to the camera than its own [member GeometryInstance3D." -"visibility_range_begin]. Nodes hidden via the [member Node3D.visible] " -"property are essentially removed from the visibility dependency tree, so " -"dependent instances will not take the hidden node or its ancestors into " -"account." +"visibility parent must be a GeometryInstance3D. Any visual instance will " +"only be visible if the visibility parent (and all of its visibility " +"ancestors) is hidden by being closer to the camera than its own [member " +"GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member " +"Node3D.visible] property are essentially removed from the visibility " +"dependency tree, so dependent instances will not take the hidden node or its " +"ancestors into account." msgstr "" #: doc/classes/Node3D.xml @@ -67783,8 +68589,9 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"[Node3D] nodes receive this notification when their global transform changes. " -"This means that either the current or a parent node changed its transform.\n" +"[Node3D] nodes receive this notification when their global transform " +"changes. This means that either the current or a parent node changed its " +"transform.\n" "In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first " "need to ask for it, with [method set_notify_transform]. The notification is " "also sent if the node is in the editor context and it has at least one valid " @@ -67825,8 +68632,8 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"The rotation is edited using a [Basis]. In this mode, [member scale] can't be " -"edited separately." +"The rotation is edited using a [Basis]. In this mode, [member scale] can't " +"be edited separately." msgstr "" #: doc/classes/Node3DGizmo.xml @@ -67835,8 +68642,8 @@ msgstr "" #: doc/classes/Node3DGizmo.xml msgid "" -"This abstract class helps connect the [Node3D] scene with the editor-specific " -"[EditorNode3DGizmo] class.\n" +"This abstract class helps connect the [Node3D] scene with the editor-" +"specific [EditorNode3DGizmo] class.\n" "[Node3DGizmo] by itself has no exposed API, refer to [method Node3D." "add_gizmo] and pass it an [EditorNode3DGizmo] instance." msgstr "" @@ -67853,10 +68660,10 @@ msgid "" "set_indexed], [method Tween.tween_property], etc.) without a hard dependence " "on the node or property they point to.\n" "A node path is represented as a [String] composed of slash-separated ([code]/" -"[/code]) node names and colon-separated ([code]:[/code]) property names (also " -"called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/code] and " -"[code]\".\"[/code] are special node names. They refer to the parent node and " -"the current node, respectively.\n" +"[/code]) node names and colon-separated ([code]:[/code]) property names " +"(also called \"subnames\"). Similar to a filesystem path, [code]\"..\"[/" +"code] and [code]\".\"[/code] are special node names. They refer to the " +"parent node and the current node, respectively.\n" "The following examples are paths relative to the current node:\n" "[codeblock]\n" "^\"A\" # Points to the direct child A.\n" @@ -67866,7 +68673,8 @@ msgid "" "^\"../C\" # Points to the sibling node C.\n" "^\"../..\" # Points to the grandparent node.\n" "[/codeblock]\n" -"A leading slash means the path is absolute, and begins from the [SceneTree]:\n" +"A leading slash means the path is absolute, and begins from the " +"[SceneTree]:\n" "[codeblock]\n" "^\"/root\" # Points to the SceneTree's root Window.\n" "^\"/root/Title\" # May point to the main scene's root node named " @@ -67893,9 +68701,9 @@ msgid "" "@export_node_path].\n" "See also [StringName], which is a similar type designed for optimised " "strings.\n" -"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/" -"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] " -"will always evaluate to [code]true[/code]." +"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to " +"[code]false[/code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, " +"a [NodePath] will always evaluate to [code]true[/code]." msgstr "" #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml @@ -68020,8 +68828,8 @@ msgstr "" msgid "" "Returns the number of node names in the path. Property subnames are not " "included.\n" -"For example, [code]\"../RigidBody2D/Sprite2D:texture\"[/code] contains 3 node " -"names." +"For example, [code]\"../RigidBody2D/Sprite2D:texture\"[/code] contains 3 " +"node names." msgstr "" #: doc/classes/NodePath.xml @@ -68045,8 +68853,9 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" -"Returns the number of property names (\"subnames\") in the path. Each subname " -"in the node path is listed after a colon character ([code]:[/code]).\n" +"Returns the number of property names (\"subnames\") in the path. Each " +"subname in the node path is listed after a colon character ([code]:[/" +"code]).\n" "For example, [code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/" "code] contains 2 subnames." msgstr "" @@ -68070,8 +68879,23 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" -"Returns [code]true[/code] if the node path has been constructed from an empty " -"[String] ([code]\"\"[/code])." +"Returns [code]true[/code] if the node path has been constructed from an " +"empty [String] ([code]\"\"[/code])." +msgstr "" + +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." msgstr "" #: doc/classes/NodePath.xml @@ -68093,9 +68917,9 @@ msgid "" "This class defines the interface for noise generation libraries to inherit " "from.\n" "A default [method get_seamless_image] implementation is provided for " -"libraries that do not provide seamless noise. This function requests a larger " -"image from the [method get_image] method, reverses the quadrants of the " -"image, then uses the strips of extra width to blend over the seams.\n" +"libraries that do not provide seamless noise. This function requests a " +"larger image from the [method get_image] method, reverses the quadrants of " +"the image, then uses the strips of extra width to blend over the seams.\n" "Inheriting noise classes can optionally override this function to provide a " "more optimal algorithm." msgstr "" @@ -68246,8 +69070,8 @@ msgstr "" #: modules/noise/doc_classes/NoiseTexture2D.xml msgid "" "Used for the default/fallback implementation of the seamless texture " -"generation. It determines the distance over which the seams are blended. High " -"values may result in less details and contrast. See [Noise] for further " +"generation. It determines the distance over which the seams are blended. " +"High values may result in less details and contrast. See [Noise] for further " "details.\n" "[b]Note:[/b] If using a [member width] or [member height] lower than the " "default, you may need to increase [member seamless_blend_skirt] to make " @@ -68300,8 +69124,8 @@ msgstr "" #: modules/noise/doc_classes/NoiseTexture3D.xml msgid "" "Used for the default/fallback implementation of the seamless texture " -"generation. It determines the distance over which the seams are blended. High " -"values may result in less details and contrast. See [Noise] for further " +"generation. It determines the distance over which the seams are blended. " +"High values may result in less details and contrast. See [Noise] for further " "details.\n" "[b]Note:[/b] If using a [member width], [member height] or [member depth] " "lower than the default, you may need to increase [member " @@ -68315,11 +69139,11 @@ msgstr "" #: doc/classes/Object.xml msgid "" "An advanced [Variant] type. All classes in the engine inherit from Object. " -"Each class may define new properties, methods or signals, which are available " -"to all inheriting classes. For example, a [Sprite2D] instance is able to call " -"[method Node.add_child] because it inherits from [Node].\n" -"You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"Each class may define new properties, methods or signals, which are " +"available to all inheriting classes. For example, a [Sprite2D] instance is " +"able to call [method Node.add_child] because it inherits from [Node].\n" +"You can create new instances, using [code]Object.new()[/code] in GDScript, " +"or [code]new GodotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -68327,19 +69151,19 @@ msgid "" "extension [Resource]) deletes itself when no longer referenced, and [Node] " "deletes its children when freed.\n" "Objects can have a [Script] attached to them. Once the [Script] is " -"instantiated, it effectively acts as an extension to the base class, allowing " -"it to define and inherit new properties, methods and signals.\n" -"Inside a [Script], [method _get_property_list] may be overridden to customize " -"properties in several ways. This allows them to be available to the editor, " -"display as lists of options, sub-divide into groups, save on disk, etc. " -"Scripting languages offer easier ways to customize properties, such as with " -"the [annotation @GDScript.@export] annotation.\n" +"instantiated, it effectively acts as an extension to the base class, " +"allowing it to define and inherit new properties, methods and signals.\n" +"Inside a [Script], [method _get_property_list] may be overridden to " +"customize properties in several ways. This allows them to be available to " +"the editor, display as lists of options, sub-divide into groups, save on " +"disk, etc. Scripting languages offer easier ways to customize properties, " +"such as with the [annotation @GDScript.@export] annotation.\n" "Godot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " -"get], [method call], [method has_method], [method has_signal], etc. Note that " -"these methods are [b]much[/b] slower than direct references.\n" +"get], [method call], [method has_method], [method has_signal], etc. Note " +"that these methods are [b]much[/b] slower than direct references.\n" "In GDScript, you can also check if a given property, method, or signal name " "exists in an object with the [code]in[/code] operator:\n" "[codeblock]\n" @@ -68383,9 +69207,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Override this method to customize the behavior of [method get]. Should return " -"the given [param property]'s value, or [code]null[/code] if the [param " -"property] should be handled normally.\n" +"Override this method to customize the behavior of [method get]. Should " +"return the given [param property]'s value, or [code]null[/code] if the " +"[param property] should be handled normally.\n" "Combined with [method _set] and [method _get_property_list], this method " "allows defining custom properties, which is particularly useful for editor " "plugins. Note that a property must be present in [method get_property_list], " @@ -68552,8 +69376,8 @@ msgid "" "See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], " "[annotation @GDScript.@export_group], etc. If you want to customize exported " "properties, use [method _validate_property].\n" -"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this " -"method will not be called in the editor." +"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], " +"this method will not be called in the editor." msgstr "" #: doc/classes/Object.xml @@ -68564,9 +69388,9 @@ msgid "" "parameters. This method is similar to a constructor in most programming " "languages.\n" "[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, " -"the Object with script may only be created directly. If any other means (such " -"as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the " -"script's initialization will fail." +"the Object with script may only be created directly. If any other means " +"(such as [method PackedScene.instantiate] or [method Node.duplicate]) are " +"used, the script's initialization will fail." msgstr "" #: doc/classes/Object.xml @@ -68599,9 +69423,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -68677,8 +69501,8 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Override this method to customize the return value of [method to_string], and " -"therefore the object's representation as a [String].\n" +"Override this method to customize the return value of [method to_string], " +"and therefore the object's representation as a [String].\n" "[codeblock]\n" "func _to_string():\n" " return \"Welcome to Godot 4!\"\n" @@ -68800,14 +69624,14 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Calls the [param method] on the object during idle time. Always returns null, " -"[b]not[/b] the method's result.\n" +"Calls the [param method] on the object during idle time. Always returns " +"null, [b]not[/b] the method's result.\n" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " -"defer calls from other deferred calls and they'll still be run in the current " -"idle time cycle. If not done carefully, this can result in infinite recursion " -"without causing a stack overflow, which will hang the game similarly to an " -"infinite loop.\n" +"defer calls from other deferred calls and they'll still be run in the " +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -68843,9 +69667,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Calls the [param method] on the object and returns the result. Unlike [method " -"call], this method expects all parameters to be contained inside [param " -"arg_array].\n" +"Calls the [param method] on the object and returns the result. Unlike " +"[method call], this method expects all parameters to be contained inside " +"[param arg_array].\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node3D.new()\n" @@ -68865,8 +69689,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Returns [code]true[/code] if the object is allowed to translate messages with " -"[method tr] and [method tr_n]. See also [method set_message_translation]." +"Returns [code]true[/code] if the object is allowed to translate messages " +"with [method tr] and [method tr_n]. See also [method " +"set_message_translation]." msgstr "" #: doc/classes/Object.xml @@ -68890,8 +69715,8 @@ msgid "" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" "Connecting signals is one of the most common operations in Godot and the API " -"gives many options to do so, which are described further down. The code block " -"below shows the recommended approach.\n" +"gives many options to do so, which are described further down. The code " +"block below shows the recommended approach.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -68941,12 +69766,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()" -"[/code]?[/b]\n" +"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal." +"connect()[/code]?[/b]\n" "As seen above, the recommended method to connect signals is not [method " "Object.connect]. The code block below shows the four options for connecting " "signals, using either this legacy method or the recommended [method Signal." -"connect], and using either an implicit [Callable] or a manually defined one.\n" +"connect], and using either an implicit [Callable] or a manually defined " +"one.\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -68995,8 +69821,8 @@ msgid "" "code]), [b]option 3[/b] offers the best validation: it will print a compile-" "time error if either the [code]button_down[/code] [Signal] or the " "[code]_on_button_down[/code] [Callable] are not defined. On the other hand, " -"[b]option 2[/b] only relies on string names and will only be able to validate " -"either names at runtime: it will print a runtime error if " +"[b]option 2[/b] only relies on string names and will only be able to " +"validate either names at runtime: it will print a runtime error if " "[code]\"button_down\"[/code] doesn't correspond to a signal, or if " "[code]\"_on_button_down\"[/code] is not a registered method in the object " "[code]self[/code]. The main reason for using options 1, 2, or 4 would be if " @@ -69066,8 +69892,8 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Emits the given [param signal] by name. The signal must exist, so it should " -"be a built-in signal of this class or one of its inherited classes, or a user-" -"defined signal (see [method add_user_signal]). This method supports a " +"be a built-in signal of this class or one of its inherited classes, or a " +"user-defined signal (see [method add_user_signal]). This method supports a " "variable number of arguments, so parameters can be passed as a comma " "separated list.\n" "Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the " @@ -69158,9 +69984,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call.\n" +"referring to built-in Godot properties. Prefer using the names exposed in " +"the [code]PropertyName[/code] class to avoid allocating a new [StringName] " +"on each call.\n" "[b]Note:[/b] This method does not support actual paths to nodes in the " "[SceneTree], only sub-property paths. In the context of nodes, use [method " "Node.get_node_and_resource] instead." @@ -69333,8 +70159,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Sends the given [param what] notification to all classes inherited by the " -"object, triggering calls to [method _notification], starting from the highest " -"ancestor (the [Object] class) and going down to the object's script.\n" +"object, triggering calls to [method _notification], starting from the " +"highest ancestor (the [Object] class) and going down to the object's " +"script.\n" "If [param reversed] is [code]true[/code], the call order is reversed.\n" "[codeblocks]\n" "[gdscript]\n" @@ -69370,8 +70197,8 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Returns [code]true[/code] if the given [param property] has a custom default " -"value. Use [method property_get_revert] to get the [param property]'s default " -"value.\n" +"value. Use [method property_get_revert] to get the [param property]'s " +"default value.\n" "[b]Note:[/b] This method is used by the Inspector dock to display a revert " "icon. The object must implement [method _property_can_revert] to customize " "the default value. If [method _property_can_revert] is not implemented, this " @@ -69403,8 +70230,8 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Assigns [param value] to the given [param property]. If the property does not " -"exist or the given [param value]'s type doesn't match, nothing happens.\n" +"Assigns [param value] to the given [param property]. If the property does " +"not exist or the given [param value]'s type doesn't match, nothing happens.\n" "[codeblocks]\n" "[gdscript]\n" "var node = Node2D.new()\n" @@ -69483,9 +70310,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, [param property_path] must be in snake_case when " -"referring to built-in Godot properties. Prefer using the names exposed in the " -"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " -"each call." +"referring to built-in Godot properties. Prefer using the names exposed in " +"the [code]PropertyName[/code] class to avoid allocating a new [StringName] " +"on each call." msgstr "" #: doc/classes/Object.xml @@ -69516,8 +70343,8 @@ msgid "" "Attaches [param script] to the object, and instantiates it. As a result, the " "script's [method _init] is called. A [Script] is used to extend the object's " "functionality.\n" -"If a script already exists, its instance is detached, and its property values " -"and state are lost. Built-in property values are still kept." +"If a script already exists, its instance is detached, and its property " +"values and state are lost. Built-in property values are still kept." msgstr "" #: doc/classes/Object.xml @@ -69541,9 +70368,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Translates a [param message] or [param plural_message], using the translation " -"catalogs configured in the Project Settings. Further [param context] can be " -"specified to help with the translation.\n" +"Translates a [param message] or [param plural_message], using the " +"translation catalogs configured in the Project Settings. Further [param " +"context] can be specified to help with the translation.\n" "If [method can_translate_messages] is [code]false[/code], or no translation " "is available, this method returns [param message] or [param plural_message], " "without changes. See [method set_message_translation].\n" @@ -69594,9 +70421,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Persisting connections are stored when the object is serialized (such as when " -"using [method PackedScene.pack]). In the editor, connections created through " -"the Node dock are always persisting." +"Persisting connections are stored when the object is serialized (such as " +"when using [method PackedScene.pack]). In the editor, connections created " +"through the Node dock are always persisting." msgstr "" #: doc/classes/Object.xml @@ -69605,9 +70432,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" -"Reference-counted connections can be assigned to the same [Callable] multiple " -"times. Each disconnection decreases the internal counter. The signal fully " -"disconnects only when the counter reaches 0." +"Reference-counted connections can be assigned to the same [Callable] " +"multiple times. Each disconnection decreases the internal counter. The " +"signal fully disconnects only when the counter reaches 0." msgstr "" #: doc/classes/Occluder3D.xml @@ -69634,19 +70461,19 @@ msgstr "" #: doc/classes/OccluderInstance3D.xml msgid "" -"Provides occlusion culling for 3D nodes, which improves performance in closed " -"areas." +"Provides occlusion culling for 3D nodes, which improves performance in " +"closed areas." msgstr "" #: doc/classes/OccluderInstance3D.xml msgid "" -"Occlusion culling can improve rendering performance in closed/semi-open areas " -"by hiding geometry that is occluded by other objects.\n" +"Occlusion culling can improve rendering performance in closed/semi-open " +"areas by hiding geometry that is occluded by other objects.\n" "The occlusion culling system is mostly static. [OccluderInstance3D]s can be " "moved or hidden at run-time, but doing so will trigger a background " "recomputation that can take several frames. It is recommended to only move " -"[OccluderInstance3D]s sporadically (e.g. for procedural generation purposes), " -"rather than doing so every frame.\n" +"[OccluderInstance3D]s sporadically (e.g. for procedural generation " +"purposes), rather than doing so every frame.\n" "The occlusion culling system works by rendering the occluders on the CPU in " "parallel using [url=https://www.embree.org/]Embree[/url], drawing the result " "to a low-resolution buffer then using this to cull 3D nodes individually. In " @@ -69667,9 +70494,9 @@ msgid "" "visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " "[member GeometryInstance3D.visibility_range_end]) compared to occlusion " "culling.\n" -"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by " -"default in Web export templates. It can be enabled by compiling custom Web " -"export templates with [code]module_raycast_enabled=yes[/code]." +"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported " +"by default in Web export templates. It can be enabled by compiling custom " +"Web export templates with [code]module_raycast_enabled=yes[/code]." msgstr "" #: doc/classes/OccluderInstance3D.xml @@ -69680,25 +70507,26 @@ msgid "" "default, all objects with [i]opaque[/i] materials are taken into account for " "the occluder baking.\n" "To improve performance and avoid artifacts, it is recommended to exclude " -"dynamic objects, small objects and fixtures from the baking process by moving " -"them to a separate visual layer and excluding this layer in [member " +"dynamic objects, small objects and fixtures from the baking process by " +"moving them to a separate visual layer and excluding this layer in [member " "bake_mask]." msgstr "" #: doc/classes/OccluderInstance3D.xml msgid "" "The simplification distance to use for simplifying the generated occluder " -"polygon (in 3D units). Higher values result in a less detailed occluder mesh, " -"which improves performance but reduces culling accuracy.\n" +"polygon (in 3D units). Higher values result in a less detailed occluder " +"mesh, which improves performance but reduces culling accuracy.\n" "The occluder geometry is rendered on the CPU, so it is important to keep its " "geometry as simple as possible. Since the buffer is rendered at a low " "resolution, less detailed occluder meshes generally still work well. The " -"default value is fairly aggressive, so you may have to decrease it if you run " -"into false negatives (objects being occluded even though they are visible by " -"the camera). A value of [code]0.01[/code] will act conservatively, and will " -"keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. " -"Depending on the scene, a value of [code]0.01[/code] may still simplify the " -"mesh noticeably compared to disabling simplification entirely.\n" +"default value is fairly aggressive, so you may have to decrease it if you " +"run into false negatives (objects being occluded even though they are " +"visible by the camera). A value of [code]0.01[/code] will act " +"conservatively, and will keep geometry [i]perceptually[/i] unaffected in the " +"occlusion culling buffer. Depending on the scene, a value of [code]0.01[/" +"code] may still simplify the mesh noticeably compared to disabling " +"simplification entirely.\n" "Setting this to [code]0.0[/code] disables simplification entirely, but " "vertices in the exact same position will still be merged. The mesh will also " "be re-indexed to reduce both the number of vertices and indices.\n" @@ -69730,9 +70558,9 @@ msgstr "" #: doc/classes/OccluderPolygon2D.xml msgid "" -"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes " -"the light coming from any direction. An opened OccluderPolygon2D occludes the " -"light only at its outline's direction." +"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D " +"occludes the light coming from any direction. An opened OccluderPolygon2D " +"occludes the light only at its outline's direction." msgstr "" #: doc/classes/OccluderPolygon2D.xml @@ -69751,7 +70579,8 @@ msgid "Culling is disabled. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml -msgid "Culling is performed in the clockwise direction. See [member cull_mode]." +msgid "" +"Culling is performed in the clockwise direction. See [member cull_mode]." msgstr "" #: doc/classes/OccluderPolygon2D.xml @@ -69808,17 +70637,17 @@ msgid "" "configured by changing its energy, radius, and attenuation parameters.\n" "[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can " "be displayed on each mesh resource. Attempting to display more than 8 omni " -"lights on a single mesh resource will result in omni lights flickering in and " -"out as the camera moves. When using the Compatibility rendering method, only " -"8 omni lights can be displayed on each mesh resource by default, but this can " -"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/" -"max_lights_per_object].\n" +"lights on a single mesh resource will result in omni lights flickering in " +"and out as the camera moves. When using the Compatibility rendering method, " +"only 8 omni lights can be displayed on each mesh resource by default, but " +"this can be increased by adjusting [member ProjectSettings.rendering/limits/" +"opengl/max_lights_per_object].\n" "[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni " "lights will only correctly affect meshes whose visibility AABB intersects " "with the light's AABB. If using a shader to deform the mesh in a way that " "makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] " -"must be increased on the mesh. Otherwise, the light may not be visible on the " -"mesh." +"must be increased on the mesh. Otherwise, the light may not be visible on " +"the mesh." msgstr "" #: doc/classes/OmniLight3D.xml @@ -69839,8 +70668,8 @@ msgstr "" msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " -"[member omni_attenuation] in use, the light will never reach anything outside " -"this radius.\n" +"[member omni_attenuation] in use, the light will never reach anything " +"outside this radius.\n" "[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale)." msgstr "" @@ -69868,19 +70697,20 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " "if pressed fully.\n" -"Actions are not directly bound to specific devices, instead OpenXR recognizes " -"a limited number of top level paths that identify devices by usage. We can " -"restrict which devices an action can be bound to by these top level paths. " -"For instance an action that should only be used for hand held controllers can " -"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" " -"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/" -"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in " -"the OpenXR specification[/url] for more info on the top level paths.\n" +"Actions are not directly bound to specific devices, instead OpenXR " +"recognizes a limited number of top level paths that identify devices by " +"usage. We can restrict which devices an action can be bound to by these top " +"level paths. For instance an action that should only be used for hand held " +"controllers can have the top level paths \"/user/hand/left\" and \"/user/" +"hand/right\" associated with them. See the [url=https://www.khronos.org/" +"registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-reserved]reserved " +"path section in the OpenXR specification[/url] for more info on the top " +"level paths.\n" "Note that the name of the resource is used to register the action with." msgstr "" @@ -69908,8 +70738,8 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" -"This action provides a [Vector2] value and can be bound to embedded trackpads " -"and joysticks." +"This action provides a [Vector2] value and can be bound to embedded " +"trackpads and joysticks." msgstr "" #: modules/openxr/doc_classes/OpenXRActionMap.xml @@ -69991,12 +70821,12 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRActionSet.xml msgid "" -"Action sets in OpenXR define a collection of actions that can be activated in " -"unison. This allows games to easily change between different states that " -"require different inputs or need to reinterpret inputs. For instance we could " -"have an action set that is active when a menu is open, an action set that is " -"active when the player is freely walking around and an action set that is " -"active when the player is controlling a vehicle.\n" +"Action sets in OpenXR define a collection of actions that can be activated " +"in unison. This allows games to easily change between different states that " +"require different inputs or need to reinterpret inputs. For instance we " +"could have an action set that is active when a menu is open, an action set " +"that is active when the player is freely walking around and an action set " +"that is active when the player is controlling a vehicle.\n" "Action sets can contain the same action with the same name, if such action " "sets are active at the same time the action set with the highest priority " "defines which binding is active." @@ -70033,8 +70863,8 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml msgid "" "[OpenXRAPIExtension] makes OpenXR available for GDExtension. It provides the " -"OpenXR API to GDExtension through the [method get_instance_proc_addr] method, " -"and the OpenXR instance through [method get_instance].\n" +"OpenXR API to GDExtension through the [method get_instance_proc_addr] " +"method, and the OpenXR instance through [method get_instance].\n" "It also provides methods for querying the status of OpenXR initialization, " "and helper methods for ease of use of the API with GDExtension." msgstr "" @@ -70097,9 +70927,9 @@ msgid "" "Returns the function pointer of the OpenXR function with the specified name, " "cast to an integer. If the function with the given name does not exist, the " "method returns [code]0[/code].\n" -"[b]Note:[/b] [code]openxr/util.h[/code] contains utility macros for acquiring " -"OpenXR functions, e.g. [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/" -"code]." +"[b]Note:[/b] [code]openxr/util.h[/code] contains utility macros for " +"acquiring OpenXR functions, e.g. " +"[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]." msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml @@ -70125,7 +70955,8 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml msgid "" "Returns the id of the system, which is a [url=https://registry.khronos.org/" -"OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer." +"OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an " +"integer." msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml @@ -70141,9 +70972,9 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml msgid "" -"Returns [code]true[/code] if OpenXR is running ([url=https://registry.khronos." -"org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/url] was " -"successfully called and the swapchains were created)." +"Returns [code]true[/code] if OpenXR is running ([url=https://registry." +"khronos.org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/" +"url] was successfully called and the swapchains were created)." msgstr "" #: modules/openxr/doc_classes/OpenXRAPIExtension.xml @@ -70220,12 +71051,12 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml msgid "" "Returns a [Dictionary] of OpenXR extensions related to this extension. The " -"[Dictionary] should contain the name of the extension, mapped to a [code]bool " -"*[/code] cast to an integer:\n" +"[Dictionary] should contain the name of the extension, mapped to a " +"[code]bool *[/code] cast to an integer:\n" "- If the [code]bool *[/code] is a [code]nullptr[/code] this extension is " "mandatory.\n" -"- If the [code]bool *[/code] points to a boolean, the boolean will be updated " -"to [code]true[/code] if the extension is enabled." +"- If the [code]bool *[/code] points to a boolean, the boolean will be " +"updated to [code]true[/code] if the extension is enabled." msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml @@ -70288,8 +71119,8 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml msgid "" -"Called when the OpenXR session state is changed to focused. This state is the " -"active state when the game runs." +"Called when the OpenXR session state is changed to focused. This state is " +"the active state when the game runs." msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml @@ -70318,8 +71149,8 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml msgid "" -"Called when the OpenXR session state is changed to visible. This means OpenXR " -"is now ready to receive frames." +"Called when the OpenXR session state is changed to visible. This means " +"OpenXR is now ready to receive frames." msgstr "" #: modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml @@ -70355,6 +71186,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -70370,9 +71205,9 @@ msgid "" "skeleton), then the skeleton will be placed relative to the hand palm " "location and the hand mesh and skeleton should be children of the OpenXRHand " "node.\n" -"If the hand bones are part of a full skeleton, then the root of the hand will " -"keep its location with the assumption that IK is used to position the hand " -"and arm.\n" +"If the hand bones are part of a full skeleton, then the root of the hand " +"will keep its location with the assumption that IK is used to position the " +"hand and arm.\n" "By default the skeleton hand bones are repositioned to match the size of the " "tracked hand. To preserve the modeled bone sizes change [member bone_update] " "to apply rotation only." @@ -70383,7 +71218,8 @@ msgid "Specify the type of updates to perform on the bone." msgstr "" #: modules/openxr/doc_classes/OpenXRHand.xml -msgid "Specifies whether this node tracks the left or right hand of the player." +msgid "" +"Specifies whether this node tracks the left or right hand of the player." msgstr "" #: modules/openxr/doc_classes/OpenXRHand.xml @@ -70455,9 +71291,9 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRInteractionProfile.xml msgid "" -"This object stores suggested bindings for an interaction profile. Interaction " -"profiles define the metadata for a tracked XR device such as an XR " -"controller.\n" +"This object stores suggested bindings for an interaction profile. " +"Interaction profiles define the metadata for a tracked XR device such as an " +"XR controller.\n" "For more information see the [url=https://www.khronos.org/registry/OpenXR/" "specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction " "profiles info in the OpenXR specification[/url]." @@ -70485,17 +71321,17 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml msgid "" -"This class allows OpenXR core and extensions to register metadata relating to " -"supported interaction devices such as controllers, trackers, haptic devices, " -"etc. It is primarily used by the action map editor and to sanitize any action " -"map by removing extension-dependent entries when applicable." +"This class allows OpenXR core and extensions to register metadata relating " +"to supported interaction devices such as controllers, trackers, haptic " +"devices, etc. It is primarily used by the action map editor and to sanitize " +"any action map by removing extension-dependent entries when applicable." msgstr "" #: modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml msgid "" "Registers an interaction profile using its OpenXR designation (e.g. [code]/" -"interaction_profiles/khr/simple_controller[/code] is the profile for OpenXR's " -"simple controller profile).\n" +"interaction_profiles/khr/simple_controller[/code] is the profile for " +"OpenXR's simple controller profile).\n" "[param display_name] is the description shown to the user. [param " "openxr_path] is the interaction profile path being registered. [param " "openxr_extension_name] optionally restricts this profile to the given " @@ -70505,18 +71341,18 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml msgid "" -"Registers an input/output path for the given [param interaction_profile]. The " -"profile should previously have been registered using [method " +"Registers an input/output path for the given [param interaction_profile]. " +"The profile should previously have been registered using [method " "register_interaction_profile]. [param display_name] is the description shown " "to the user. [param toplevel_path] specifies the bind path this input/output " -"can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/right[/" -"code]). [param openxr_path] is the action input/output being registered (e.g. " -"[code]/user/hand/left/input/aim/pose[/code]). [param openxr_extension_name] " -"restricts this input/output to an enabled/available extension, this doesn't " -"need to repeat the extension on the profile but relates to overlapping " -"extension (e.g. [code]XR_EXT_palm_pose[/code] that introduces [code]…/input/" -"palm_ext/pose[/code] input paths). [param action_type] defines the type of " -"input or output provided by OpenXR." +"can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/" +"right[/code]). [param openxr_path] is the action input/output being " +"registered (e.g. [code]/user/hand/left/input/aim/pose[/code]). [param " +"openxr_extension_name] restricts this input/output to an enabled/available " +"extension, this doesn't need to repeat the extension on the profile but " +"relates to overlapping extension (e.g. [code]XR_EXT_palm_pose[/code] that " +"introduces [code]…/input/palm_ext/pose[/code] input paths). [param " +"action_type] defines the type of input or output provided by OpenXR." msgstr "" #: modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml @@ -70547,12 +71383,12 @@ msgstr "" msgid "" "The OpenXR interface allows Godot to interact with OpenXR runtimes and make " "it possible to create XR experiences and games.\n" -"Due to the needs of OpenXR this interface works slightly different than other " -"plugin based XR interfaces. It needs to be initialized when Godot starts. You " -"need to enable OpenXR, settings for this can be found in your games project " -"settings under the XR heading. You do need to mark a viewport for use with XR " -"in order for Godot to know which render result should be output to the " -"headset." +"Due to the needs of OpenXR this interface works slightly different than " +"other plugin based XR interfaces. It needs to be initialized when Godot " +"starts. You need to enable OpenXR, settings for this can be found in your " +"games project settings under the XR heading. You do need to mark a viewport " +"for use with XR in order for Godot to know which render result should be " +"output to the headset." msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml @@ -70572,6 +71408,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -70579,12 +71421,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -70592,6 +71446,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -70599,6 +71459,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -70612,6 +71478,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -70639,9 +71511,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if OpenXR's foveation extension is supported, the " "interface must be initialized before this returns a valid value.\n" -"[b]Note:[/b] This feature is only available on the compatibility renderer and " -"currently only available on some stand alone headsets. For Vulkan set [member " -"Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop." +"[b]Note:[/b] This feature is only available on the compatibility renderer " +"and currently only available on some stand alone headsets. For Vulkan set " +"[member Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop." msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml @@ -70664,16 +71536,16 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" -"The display refresh rate for the current HMD. Only functional if this feature " -"is supported by the OpenXR runtime and after the interface has been " +"The display refresh rate for the current HMD. Only functional if this " +"feature is supported by the OpenXR runtime and after the interface has been " "initialized." msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" -"Enable dynamic foveation adjustment, the interface must be initialized before " -"this is accessible. If enabled foveation will automatically adjusted between " -"low and [member foveation_level].\n" +"Enable dynamic foveation adjustment, the interface must be initialized " +"before this is accessible. If enabled foveation will automatically adjusted " +"between low and [member foveation_level].\n" "[b]Note:[/b] Only works on compatibility renderer." msgstr "" @@ -70746,28 +71618,29 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "The source of hand tracking is unobstructed, this means that an accurate " -"method of hand tracking is used, e.g. optical hand tracking, data gloves, etc." +"method of hand tracking is used, e.g. optical hand tracking, data gloves, " +"etc." msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" -"The source of hand tracking is a controller, bone positions are inferred from " -"controller inputs." +"The source of hand tracking is a controller, bone positions are inferred " +"from controller inputs." msgstr "" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -70779,7 +71652,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -70916,8 +71789,8 @@ msgid "" "This binding resource binds an [OpenXRAction] to inputs or outputs. As most " "controllers have left hand and right versions that are handled by the same " "interaction profile we can specify multiple bindings. For instance an action " -"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/user/" -"hand/right/input/trigger\"." +"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/" +"user/hand/right/input/trigger\"." msgstr "" #: modules/openxr/doc_classes/OpenXRIPBinding.xml @@ -70962,7 +71835,8 @@ msgid "" msgstr "" #: doc/classes/OptionButton.xml -msgid "A button that brings up a dropdown with selectable options when pressed." +msgid "" +"A button that brings up a dropdown with selectable options when pressed." msgstr "" #: doc/classes/OptionButton.xml @@ -70970,13 +71844,13 @@ msgid "" "[OptionButton] is a type of button that brings up a dropdown with selectable " "items when pressed. The item selected becomes the \"current\" item and is " "displayed as the button text.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node.\n" -"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " -"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" +"See also [BaseButton] which contains common properties and methods " +"associated with this node.\n" +"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full " +"64 bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" "code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n" -"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are " -"set automatically based on the selected item. They shouldn't be changed " +"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties " +"are set automatically based on the selected item. They shouldn't be changed " "manually." msgstr "" @@ -70990,15 +71864,15 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "" "Adds an item, with text [param label] and (optionally) [param id]. If no " -"[param id] is passed, the item index will be used as the item's ID. New items " -"are appended at the end." +"[param id] is passed, the item index will be used as the item's ID. New " +"items are appended at the end." msgstr "" #: doc/classes/OptionButton.xml msgid "" "Adds a separator to the list of items. Separators help to group items, and " -"can optionally be given a [param text] header. A separator also gets an index " -"assigned, and is appended at the end of the item list." +"can optionally be given a [param text] header. A separator also gets an " +"index assigned, and is appended at the end of the item list." msgstr "" #: doc/classes/OptionButton.xml @@ -71163,8 +72037,8 @@ msgstr "" #: doc/classes/ORMMaterial3D.xml msgid "" -"A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an " -"ORM texture." +"A PBR (Physically Based Rendering) material to be used on 3D objects. Uses " +"an ORM texture." msgstr "" #: doc/classes/ORMMaterial3D.xml @@ -71227,12 +72101,13 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Creates a new process that runs independently of Godot. It will not terminate " -"when Godot terminates. The path specified in [param path] must exist and be " -"executable file or macOS .app bundle. Platform path resolution will be used. " -"The [param arguments] are used in the given order and separated by a space.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window will be opened.\n" +"Creates a new process that runs independently of Godot. It will not " +"terminate when Godot terminates. The path specified in [param path] must " +"exist and be executable file or macOS .app bundle. Platform path resolution " +"will be used. The [param arguments] are used in the given order and " +"separated by a space.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is " +"a console app, a new terminal window will be opened.\n" "If the process is successfully created, this method returns its process ID, " "which you can use to monitor the process (and potentially terminate it with " "[method kill]). Otherwise this method returns [code]-1[/code].\n" @@ -71260,10 +72135,10 @@ msgid "" "msec] must be greater than or equal to [code]0[/code]. Otherwise, [method " "delay_msec] does nothing and prints an error message.\n" "[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, you may use [method " -"SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays the execution " -"of code placed below the [code]await[/code] without affecting the rest of the " -"project (or editor, for [EditorPlugin]s and [EditorScript]s).\n" +"execution. To delay code execution in a non-blocking way, you may use " +"[method SceneTree.create_timer]. Awaiting with [SceneTreeTimer] delays the " +"execution of code placed below the [code]await[/code] without affecting the " +"rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).\n" "[b]Note:[/b] When [method delay_msec] is called on the main thread, it will " "freeze the project and will prevent it from redrawing and registering input " "until the delay has passed. When using [method delay_msec] as part of an " @@ -71278,8 +72153,8 @@ msgid "" "usec] must be greater than or equal to [code]0[/code]. Otherwise, [method " "delay_usec] does nothing and prints an error message.\n" "[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code " -"execution. To delay code execution in a non-blocking way, you may use [method " -"SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays the " +"execution. To delay code execution in a non-blocking way, you may use " +"[method SceneTree.create_timer]. Awaiting with a [SceneTreeTimer] delays the " "execution of code placed below the [code]await[/code] without affecting the " "rest of the project (or editor, for [EditorPlugin]s and [EditorScript]s).\n" "[b]Note:[/b] When [method delay_usec] is called on the main thread, it will " @@ -71293,15 +72168,15 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Executes the given process in a [i]blocking[/i] way. The file specified in " -"[param path] must exist and be executable. The system path resolution will be " -"used. The [param arguments] are used in the given order, separated by spaces, " -"and wrapped in quotes.\n" +"[param path] must exist and be executable. The system path resolution will " +"be used. The [param arguments] are used in the given order, separated by " +"spaces, and wrapped in quotes.\n" "If an [param output] array is provided, the complete shell output of the " -"process is appended to [param output] as a single [String] element. If [param " -"read_stderr] is [code]true[/code], the output to the standard error stream is " -"also appended to the array.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is a " -"console app, a new terminal window is opened.\n" +"process is appended to [param output] as a single [String] element. If " +"[param read_stderr] is [code]true[/code], the output to the standard error " +"stream is also appended to the array.\n" +"On Windows, if [param open_console] is [code]true[/code] and the process is " +"a console app, a new terminal window is opened.\n" "This method returns the exit code of the command, or [code]-1[/code] if the " "process fails to execute.\n" "[b]Note:[/b] The main thread will be blocked until the executed command " @@ -71351,8 +72226,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Finds the keycode for the given string. The returned values are equivalent to " -"the [enum Key] constants.\n" +"Finds the keycode for the given string. The returned values are equivalent " +"to the [enum Key] constants.\n" "[codeblocks]\n" "[gdscript]\n" "print(OS.find_keycode_from_string(\"C\")) # Prints 67 (KEY_C)\n" @@ -71368,7 +72243,8 @@ msgid "" "Escape)\n" "GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // Prints 37748738 " "(KeyModifierMask.MaskShift | Key.Tab)\n" -"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // Prints None (Key.None)\n" +"GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // Prints None (Key." +"None)\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_keycode_string]." @@ -71379,9 +72255,9 @@ msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " -"[code]XDG_CACHE_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" -"url] in the documentation for more information. See also [method " +"[code]XDG_CACHE_HOME[/code] environment variable before starting the " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " "get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -71390,8 +72266,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Returns the command-line arguments passed to the engine.\n" -"Command-line arguments can be written in any form, including both [code]--key " -"value[/code] and [code]--key=value[/code] forms so they can be properly " +"Command-line arguments can be written in any form, including both [code]--" +"key value[/code] and [code]--key=value[/code] forms so they can be properly " "parsed, as long as custom command-line arguments do not conflict with engine " "arguments.\n" "You can also incorporate environment variables using the [method " @@ -71431,9 +72307,10 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Passing custom user arguments directly is not recommended, as " -"the engine may discard or modify them. Instead, pass the standard UNIX double " -"dash ([code]--[/code]) and then the custom arguments, which the engine will " -"ignore by design. These can be read via [method get_cmdline_user_args]." +"the engine may discard or modify them. Instead, pass the standard UNIX " +"double dash ([code]--[/code]) and then the custom arguments, which the " +"engine will ignore by design. These can be read via [method " +"get_cmdline_user_args]." msgstr "" #: doc/classes/OS.xml @@ -71481,8 +72358,8 @@ msgid "" "system's standards.\n" "On the Linux/BSD platform, this path can be overridden by setting the " "[code]XDG_DATA_HOME[/code] environment variable before starting the project. " -"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/" -"url] in the documentation for more information. See also [method " +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " "get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." @@ -71513,8 +72390,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" "Returns the file path to the current engine executable.\n" -"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying " -"on executable path." +"[b]Note:[/b] On macOS, always use [method create_instance] instead of " +"relying on executable path." msgstr "" #: doc/classes/OS.xml @@ -71556,22 +72433,23 @@ msgid "" "[code]language[/code] is optional and may not exist.\n" "- [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]language code[/url], in lower case.\n" -"- [code skip-lint]Script[/code] - 4-letter [url=https://en.wikipedia.org/wiki/" -"ISO_15924]script code[/url], in title case.\n" +"- [code skip-lint]Script[/code] - 4-letter [url=https://en.wikipedia.org/" +"wiki/ISO_15924]script code[/url], in title case.\n" "- [code]COUNTRY[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/" "ISO_3166-1]country code[/url], in upper case.\n" -"- [code]VARIANT[/code] - language variant, region and sort order. The variant " -"can have any number of underscored keywords.\n" -"- [code]extra[/code] - semicolon separated list of additional key words. This " -"may include currency, calendar, sort order and numbering system information.\n" +"- [code]VARIANT[/code] - language variant, region and sort order. The " +"variant can have any number of underscored keywords.\n" +"- [code]extra[/code] - semicolon separated list of additional key words. " +"This may include currency, calendar, sort order and numbering system " +"information.\n" "If you want only the language code and not the fully specified locale from " "the OS, you can use [method get_locale_language]." msgstr "" #: doc/classes/OS.xml msgid "" -"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/" -"List_of_ISO_639-1_codes]language code[/url] as a string which should be " +"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/" +"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be " "consistent on all platforms. This is equivalent to extracting the " "[code]language[/code] part of the [method get_locale] string.\n" "This can be used to narrow down fully specified locale strings to only the " @@ -71593,14 +72471,15 @@ msgid "" "the following entries:\n" "- [code]\"physical\"[/code] - total amount of usable physical memory in " "bytes. This value can be slightly less than the actual physical memory " -"amount, since it does not include memory reserved by the kernel and devices.\n" +"amount, since it does not include memory reserved by the kernel and " +"devices.\n" "- [code]\"free\"[/code] - amount of physical memory, that can be immediately " "allocated without disk access or other costly operations, in bytes. The " "process might be able to allocate more physical memory, but this action will " "require moving inactive pages to disk, which can be expensive.\n" -"- [code]\"available\"[/code] - amount of memory that can be allocated without " -"extending the swap file(s), in bytes. This value includes both physical " -"memory and swap.\n" +"- [code]\"available\"[/code] - amount of memory that can be allocated " +"without extending the swap file(s), in bytes. This value includes both " +"physical memory and swap.\n" "- [code]\"stack\"[/code] - size of the current thread stack in bytes.\n" "[b]Note:[/b] Each entry's value may be [code]-1[/code] if it is unknown." msgstr "" @@ -71619,8 +72498,8 @@ msgid "" "- On macOS, this is [code]\"macOS\"[/code].\n" "- On Linux-based operating systems, this is [code]\"Linux\"[/code].\n" "- On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], " -"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as " -"a fallback.\n" +"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] " +"as a fallback.\n" "- On Android, this is [code]\"Android\"[/code].\n" "- On iOS, this is [code]\"iOS\"[/code].\n" "- On Web, this is [code]\"Web\"[/code].\n" @@ -71684,9 +72563,9 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Returns the number of [i]logical[/i] CPU cores available on the host machine. " -"On CPUs with HyperThreading enabled, this number will be greater than the " -"number of [i]physical[/i] CPU cores." +"Returns the number of [i]logical[/i] CPU cores available on the host " +"machine. On CPUs with HyperThreading enabled, this number will be greater " +"than the number of [i]physical[/i] CPU cores." msgstr "" #: doc/classes/OS.xml @@ -71699,9 +72578,9 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Returns the list of command line arguments that will be used when the project " -"automatically restarts using [method set_restart_on_exit]. See also [method " -"is_restart_on_exit_set]." +"Returns the list of command line arguments that will be used when the " +"project automatically restarts using [method set_restart_on_exit]. See also " +"[method is_restart_on_exit_set]." msgstr "" #: doc/classes/OS.xml @@ -71749,9 +72628,10 @@ msgid "" "\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" "[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " "fonts will be suitable for rendering specified text. Fonts should be loaded " -"and checked in the order they are returned, and the first suitable one used.\n" -"[b]Note:[/b] Returned fonts might have different style if the requested style " -"is not available or belong to a different font family.\n" +"and checked in the order they are returned, and the first suitable one " +"used.\n" +"[b]Note:[/b] Returned fonts might have different style if the requested " +"style is not available or belong to a different font family.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" @@ -71776,12 +72656,12 @@ msgid "" "Returns a string that is unique to the device.\n" "[b]Note:[/b] This string may change without notice if the user reinstalls " "their operating system, upgrades it, or modifies their hardware. This means " -"it should generally not be used to encrypt persistent data, as the data saved " -"before an unexpected ID change would become inaccessible. The returned string " -"may also be falsified using external programs, so do not rely on the string " -"returned by this method for security purposes.\n" +"it should generally not be used to encrypt persistent data, as the data " +"saved before an unexpected ID change would become inaccessible. The returned " +"string may also be falsified using external programs, so do not rely on the " +"string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -71790,9 +72670,9 @@ msgid "" "[code]user://[/code] directory in Godot). The path depends on the project " "name and [member ProjectSettings.application/config/use_custom_user_dir].\n" "- On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/" -"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/" -"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%" -"\\AppData\\Roaming[/code].\n" +"code], or [code]%AppData%\\[custom_name][/code] if " +"[code]use_custom_user_dir[/code] is set. [code]%AppData%[/code] expands to " +"[code]%UserProfile%\\AppData\\Roaming[/code].\n" "- On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/" "code] if [code]use_custom_user_dir[/code] is set.\n" @@ -71802,8 +72682,8 @@ msgid "" "- On Android and iOS, this is a sandboxed directory in either internal or " "external storage, depending on the user's configuration.\n" "- On Web, this is a virtual directory managed by the browser.\n" -"If the project name is empty, [code][project_name][/code] falls back to [code]" -"[unnamed project][/code].\n" +"If the project name is empty, [code][project_name][/code] falls back to " +"[code][unnamed project][/code].\n" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user home directory." msgstr "" @@ -71814,16 +72694,16 @@ msgid "" "is different from the branded version used in marketing. This helps to " "distinguish between different releases of operating systems, including minor " "versions, and insider and custom builds.\n" -"- For Windows, the major and minor version are returned, as well as the build " -"number. For example, the returned string may look like [code]10.0.9926[/code] " -"for a build of Windows 10, and it may look like [code]6.1.7601[/code] for a " -"build of Windows 7 SP1.\n" +"- For Windows, the major and minor version are returned, as well as the " +"build number. For example, the returned string may look like " +"[code]10.0.9926[/code] for a build of Windows 10, and it may look like " +"[code]6.1.7601[/code] for a build of Windows 7 SP1.\n" "- For rolling distributions, such as Arch Linux, an empty string is " "returned.\n" -"- For macOS and iOS, the major and minor version are returned, as well as the " -"patch number.\n" -"- For Android, the SDK version and the incremental build number are returned. " -"If it's a custom ROM, it attempts to return its version instead.\n" +"- For macOS and iOS, the major and minor version are returned, as well as " +"the patch number.\n" +"- For Android, the SDK version and the incremental build number are " +"returned. If it's a custom ROM, it attempts to return its version instead.\n" "[b]Note:[/b] This method is not supported on the Web platform. It returns an " "empty string." msgstr "" @@ -71948,8 +72828,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Moves the file or directory at the given [param path] to the system's recycle " -"bin. See also [method DirAccess.remove].\n" +"Moves the file or directory at the given [param path] to the system's " +"recycle bin. See also [method DirAccess.remove].\n" "The method takes only global paths, so you may need to use [method " "ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/" "code] as it will not work in exported projects.\n" @@ -71984,14 +72864,14 @@ msgid "" "Reads a user input string from the standard input (usually the terminal). " "This operation is [i]blocking[/i], which causes the window to freeze if " "[method read_string_from_stdin] is called on the main thread. The thread " -"calling [method read_string_from_stdin] will block until the program receives " -"a line break in standard input (usually by the user pressing [kbd]Enter[/" -"kbd]).\n" +"calling [method read_string_from_stdin] will block until the program " +"receives a line break in standard input (usually by the user pressing " +"[kbd]Enter[/kbd]).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows.\n" "[b]Note:[/b] On exported Windows builds, run the console wrapper executable " "to access the terminal. Otherwise, the standard input will not work " -"correctly. If you need a single executable with console support, use a custom " -"build compiled with the [code]windows_subsystem=console[/code] flag." +"correctly. If you need a single executable with console support, use a " +"custom build compiled with the [code]windows_subsystem=console[/code] flag." msgstr "" #: doc/classes/OS.xml @@ -72019,11 +72899,11 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"Sets the value of the environment variable [param variable] to [param value]. " -"The environment variable will be set for the Godot process and any process " -"executed with [method execute] after running [method set_environment]. The " -"environment variable will [i]not[/i] persist to processes run after the Godot " -"process was terminated.\n" +"Sets the value of the environment variable [param variable] to [param " +"value]. The environment variable will be set for the Godot process and any " +"process executed with [method execute] after running [method " +"set_environment]. The environment variable will [i]not[/i] persist to " +"processes run after the Godot process was terminated.\n" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows. The [param variable] name cannot be empty or include the " "[code]=[/code] character. On Windows, there is a 32767 characters limit for " @@ -72060,8 +72940,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" "If [param enabled] is [code]true[/code], when opening a file for writing, a " -"temporary file is used in its place. When closed, it is automatically applied " -"to the target file.\n" +"temporary file is used in its place. When closed, it is automatically " +"applied to the target file.\n" "This can useful when files may be opened by other applications, such as " "antiviruses, text editors, or even the Godot editor itself." msgstr "" @@ -72077,7 +72957,8 @@ msgid "" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" "code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " -"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n" +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] project path into a system path for use with this " "method.\n" @@ -72093,9 +72974,9 @@ msgstr "" msgid "" "Requests the OS to open the file manager, navigate to the given [param " "file_or_dir_path] and select the target file or folder.\n" -"If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is a " -"valid directory path, the OS will open the file manager and navigate to the " -"target folder without selecting anything.\n" +"If [param open_folder] is [code]true[/code] and [param file_or_dir_path] is " +"a valid directory path, the OS will open the file manager and navigate to " +"the target folder without selecting anything.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] project path into a system path to use with this " "method.\n" @@ -72118,9 +72999,9 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"If [code]true[/code], the engine filters the time delta measured between each " -"frame, and attempts to compensate for random variation. This only works on " -"systems where V-Sync is active.\n" +"If [code]true[/code], the engine filters the time delta measured between " +"each frame, and attempts to compensate for random variation. This only works " +"on systems where V-Sync is active.\n" "[b]Note:[/b] On start-up, this is the same as [member ProjectSettings." "application/run/delta_smoothing]." msgstr "" @@ -72144,8 +73025,8 @@ msgstr "" #: doc/classes/OS.xml msgid "" -"The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically " -"uses features from Vulkan 1.1 and 1.2 if available." +"The Vulkan rendering driver. It requires Vulkan 1.0 support and " +"automatically uses features from Vulkan 1.1 and 1.2 if available." msgstr "" #: doc/classes/OS.xml @@ -72196,8 +73077,8 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"An array specifically designed to hold bytes. Packs data tightly, so it saves " -"memory for large array sizes.\n" +"An array specifically designed to hold bytes. Packs data tightly, so it " +"saves memory for large array sizes.\n" "[PackedByteArray] also provides methods to encode/decode various types to/" "from bytes. The way values are encoded is an implementation detail and " "shouldn't be relied upon when interacting with external apps." @@ -72208,7 +73089,8 @@ msgid "Constructs an empty [PackedByteArray]." msgstr "" #: doc/classes/PackedByteArray.xml -msgid "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." +msgid "" +"Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72223,27 +73105,27 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Returns a new [PackedByteArray] with the data compressed. Set the compression " -"mode using one of [enum FileAccess.CompressionMode]'s constants." +"Returns a new [PackedByteArray] with the data compressed. Set the " +"compression mode using one of [enum FileAccess.CompressionMode]'s constants." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -72251,57 +73133,57 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 8-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 16-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 32-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 64-bit signed integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 8-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 16-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 32-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Decodes a 64-bit unsigned integer number from the bytes starting at [param " -"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] " -"if a valid number can't be decoded." +"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/" +"code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72313,8 +73195,9 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. " -"Requires at least 4 bytes of data starting at the offset, otherwise fails." +"Decodes a size of a [Variant] from the bytes starting at [param " +"byte_offset]. Requires at least 4 bytes of data starting at the offset, " +"otherwise fails." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72322,18 +73205,19 @@ msgid "" "Returns a new [PackedByteArray] with the data decompressed. Set [param " "buffer_size] to the size of the uncompressed data. Set the compression mode " "using one of [enum FileAccess.CompressionMode]'s constants.\n" -"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " -"by Godot, for example if data compressed with the deflate compression mode " -"lacks a checksum or header." +"[b]Note:[/b] Decompression is not guaranteed to work with data not " +"compressed by Godot, for example if data compressed with the deflate " +"compression mode lacks a checksum or header." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Returns a new [PackedByteArray] with the data decompressed. Set the " "compression mode using one of [enum FileAccess.CompressionMode]'s constants. " -"[b]This method only accepts brotli, gzip, and deflate compression modes.[/b]\n" -"This method is potentially slower than [method decompress], as it may have to " -"re-allocate its output buffer multiple times while decompressing, whereas " +"[b]This method only accepts brotli, gzip, and deflate compression modes.[/" +"b]\n" +"This method is potentially slower than [method decompress], as it may have " +"to re-allocate its output buffer multiple times while decompressing, whereas " "[method decompress] knows it's output buffer size from the beginning.\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " @@ -72341,9 +73225,9 @@ msgid "" "is allowed to allocate in bytes via [param max_output_size]. Passing -1 will " "allow for unbounded output. If any positive value is passed, and the " "decompression exceeds that amount in bytes, then an error will be returned.\n" -"[b]Note:[/b] Decompression is not guaranteed to work with data not compressed " -"by Godot, for example if data compressed with the deflate compression mode " -"lacks a checksum or header." +"[b]Note:[/b] Decompression is not guaranteed to work with data not " +"compressed by Godot, for example if data compressed with the deflate " +"compression mode lacks a checksum or header." msgstr "" #: doc/classes/PackedByteArray.xml doc/classes/PackedColorArray.xml @@ -72356,21 +73240,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -72378,8 +73262,8 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " -"byte_offset] bytes. The array must have at least 1 byte of space, starting at " -"the offset." +"byte_offset] bytes. The array must have at least 1 byte of space, starting " +"at the offset." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72406,8 +73290,8 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" "Encodes a 8-bit unsigned integer number (byte) at the index of [param " -"byte_offset] bytes. The array must have at least 1 byte of space, starting at " -"the offset." +"byte_offset] bytes. The array must have at least 1 byte of space, starting " +"at the offset." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72452,12 +73336,12 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method " -"get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 " -"function this function maps every byte to a character in the array. Multibyte " -"sequences will not be interpreted correctly. For parsing user input always " -"use [method get_string_from_utf8]. This is the inverse of [method String." -"to_ascii_buffer]." +"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to " +"[method get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike " +"the UTF-8 function this function maps every byte to a character in the " +"array. Multibyte sequences will not be interpreted correctly. For parsing " +"user input always use [method get_string_from_utf8]. This is the inverse of " +"[method String.to_ascii_buffer]." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72465,8 +73349,8 @@ msgid "" "Converts UTF-8 encoded array to [String]. Slower than [method " "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if " "you are unsure about the source of the data. For user input this function " -"should always be preferred. Returns empty string if source array is not valid " -"UTF-8 string. This is the inverse of [method String.to_utf8_buffer]." +"should always be preferred. Returns empty string if source array is not " +"valid UTF-8 string. This is the inverse of [method String.to_utf8_buffer]." msgstr "" #: doc/classes/PackedByteArray.xml @@ -72559,15 +73443,15 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to " -"[param end] (exclusive), as a new [PackedByteArray].\n" +"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) " +"to [param end] (exclusive), as a new [PackedByteArray].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedByteArray.xml doc/classes/PackedColorArray.xml @@ -72603,8 +73487,9 @@ msgid "" "Returns a copy of the data converted to a [PackedInt32Array], where each " "block of 4 bytes has been converted to a signed 32-bit integer (C++ " "[code]int32_t[/code]).\n" -"The size of the input array must be a multiple of 4 (size of 32-bit integer). " -"The size of the new array will be [code]byte_array.size() / 4[/code].\n" +"The size of the input array must be a multiple of 4 (size of 32-bit " +"integer). The size of the new array will be [code]byte_array.size() / 4[/" +"code].\n" "If the original data can't be converted to signed 32-bit integers, the " "resulting data is undefined." msgstr "" @@ -72614,8 +73499,9 @@ msgid "" "Returns a copy of the data converted to a [PackedInt64Array], where each " "block of 8 bytes has been converted to a signed 64-bit integer (C++ " "[code]int64_t[/code], Godot [int]).\n" -"The size of the input array must be a multiple of 8 (size of 64-bit integer). " -"The size of the new array will be [code]byte_array.size() / 8[/code].\n" +"The size of the input array must be a multiple of 8 (size of 64-bit " +"integer). The size of the new array will be [code]byte_array.size() / 8[/" +"code].\n" "If the original data can't be converted to signed 64-bit integers, the " "resulting data is undefined." msgstr "" @@ -72672,8 +73558,8 @@ msgstr "" msgid "" "Constructs a new [PackedColorArray]. Optionally, you can pass in a generic " "[Array] that will be converted.\n" -"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be " -"initialized with an [Array] of [Color] values:\n" +"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must " +"be initialized with an [Array] of [Color] values:\n" "[codeblock]\n" "var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n" "[/codeblock]" @@ -72700,9 +73586,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedColorArray.xml @@ -72743,7 +73629,8 @@ msgid "" "[Dictionary], the data can be retrieved by key names ([String]/[StringName] " "only).\n" "[codeblock]\n" -"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n" +"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": " +"Vector2() }\n" "var packed = PackedDataContainer.new()\n" "packed.pack(data)\n" "ResourceSaver.save(packed, \"packed_data.res\")\n" @@ -72765,15 +73652,16 @@ msgstr "" #: doc/classes/PackedDataContainer.xml msgid "" "Packs the given container into a binary representation. The [param value] " -"must be either [Array] or [Dictionary], any other type will result in invalid " -"data error.\n" -"[b]Note:[/b] Subsequent calls to this method will overwrite the existing data." +"must be either [Array] or [Dictionary], any other type will result in " +"invalid data error.\n" +"[b]Note:[/b] Subsequent calls to this method will overwrite the existing " +"data." msgstr "" #: doc/classes/PackedDataContainer.xml doc/classes/PackedDataContainerRef.xml msgid "" -"Returns the size of the packed container (see [method Array.size] and [method " -"Dictionary.size])." +"Returns the size of the packed container (see [method Array.size] and " +"[method Dictionary.size])." msgstr "" #: doc/classes/PackedDataContainerRef.xml @@ -72785,8 +73673,8 @@ msgstr "" #: doc/classes/PackedDataContainerRef.xml msgid "" "When packing nested containers using [PackedDataContainer], they are " -"recursively packed into [PackedDataContainerRef] (only applies to [Array] and " -"[Dictionary]). Their data can be retrieved the same way as from " +"recursively packed into [PackedDataContainerRef] (only applies to [Array] " +"and [Dictionary]). Their data can be retrieved the same way as from " "[PackedDataContainer].\n" "[codeblock]\n" "var packed = PackedDataContainer.new()\n" @@ -72828,7 +73716,8 @@ msgstr "" #: doc/classes/PackedFloat32Array.xml msgid "" -"Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]." +"Constructs a [PackedFloat32Array] as a copy of the given " +"[PackedFloat32Array]." msgstr "" #: doc/classes/PackedFloat32Array.xml @@ -72845,9 +73734,9 @@ msgstr "" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" +"search. Optionally, a [param before] specifier can be passed. If " +"[code]false[/code], the returned index comes after all existing entries of " +"the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " @@ -72883,8 +73772,8 @@ msgstr "" #: doc/classes/PackedFloat32Array.xml doc/classes/PackedFloat64Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " -"passed. If negative, the start index is considered relative to the end of the " -"array.\n" +"passed. If negative, the start index is considered relative to the end of " +"the array.\n" "[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other " "numbers. Therefore, the results from this method may not be accurate if NaNs " "are included." @@ -72896,15 +73785,15 @@ msgstr "" #: doc/classes/PackedFloat32Array.xml msgid "" -"Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) " -"to [param end] (exclusive), as a new [PackedFloat32Array].\n" +"Returns the slice of the [PackedFloat32Array], from [param begin] " +"(inclusive) to [param end] (exclusive), as a new [PackedFloat32Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedFloat32Array.xml doc/classes/PackedFloat64Array.xml @@ -72949,8 +73838,8 @@ msgstr "" #: doc/classes/PackedFloat64Array.xml msgid "" -"An array specifically designed to hold 64-bit floating-point values (double). " -"Packs data tightly, so it saves memory for large array sizes.\n" +"An array specifically designed to hold 64-bit floating-point values " +"(double). Packs data tightly, so it saves memory for large array sizes.\n" "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for " "a more memory-friendly alternative." msgstr "" @@ -72961,7 +73850,8 @@ msgstr "" #: doc/classes/PackedFloat64Array.xml msgid "" -"Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]." +"Constructs a [PackedFloat64Array] as a copy of the given " +"[PackedFloat64Array]." msgstr "" #: doc/classes/PackedFloat64Array.xml @@ -72976,15 +73866,15 @@ msgstr "" #: doc/classes/PackedFloat64Array.xml msgid "" -"Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) " -"to [param end] (exclusive), as a new [PackedFloat64Array].\n" +"Returns the slice of the [PackedFloat64Array], from [param begin] " +"(inclusive) to [param end] (exclusive), as a new [PackedFloat64Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedFloat64Array.xml @@ -73022,10 +73912,10 @@ msgstr "" msgid "" "An array specifically designed to hold 32-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take " -"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" -"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In " -"comparison, [int] uses signed 64-bit integers which can hold much larger " +"[b]Note:[/b] This type stores signed 32-bit integers, which means it can " +"take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]" +"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. " +"In comparison, [int] uses signed 64-bit integers which can hold much larger " "values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]." msgstr "" @@ -73066,9 +73956,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedInt32Array.xml @@ -73107,8 +73997,8 @@ msgstr "" msgid "" "An array specifically designed to hold 64-bit integer values. Packs data " "tightly, so it saves memory for large array sizes.\n" -"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take " -"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" +"[b]Note:[/b] This type stores signed 64-bit integers, which means it can " +"take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds " "will wrap around. If you only need to pack 32-bit integers tightly, see " "[PackedInt32Array] for a more memory-friendly alternative." @@ -73141,9 +74031,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedInt64Array.xml @@ -73246,7 +74136,8 @@ msgid "" "\"user://...\"\n" " if (error != Error.Ok)\n" " {\n" -" GD.PushError(\"An error occurred while saving the scene to disk.\");\n" +" GD.PushError(\"An error occurred while saving the scene to disk." +"\");\n" " }\n" "}\n" "[/csharp]\n" @@ -73279,7 +74170,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -73359,9 +74250,9 @@ msgid "" "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedStringArray.xml @@ -73370,8 +74261,8 @@ msgstr "" #: doc/classes/PackedStringArray.xml msgid "" -"Returns a new [PackedStringArray] with contents of [param right] added at the " -"end of this array. For better performance, consider using [method " +"Returns a new [PackedStringArray] with contents of [param right] added at " +"the end of this array. For better performance, consider using [method " "append_array] instead." msgstr "" @@ -73409,7 +74300,8 @@ msgstr "" #: doc/classes/PackedVector2Array.xml msgid "" -"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]." +"Constructs a [PackedVector2Array] as a copy of the given " +"[PackedVector2Array]." msgstr "" #: doc/classes/PackedVector2Array.xml @@ -73431,9 +74323,9 @@ msgstr "" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " -"search. Optionally, a [param before] specifier can be passed. If [code]false[/" -"code], the returned index comes after all existing entries of the value in " -"the array.\n" +"search. Optionally, a [param before] specifier can be passed. If " +"[code]false[/code], the returned index comes after all existing entries of " +"the value in the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior.\n" "[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " @@ -73473,8 +74365,8 @@ msgstr "" #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml msgid "" "Searches the array in reverse order. Optionally, a start search index can be " -"passed. If negative, the start index is considered relative to the end of the " -"array.\n" +"passed. If negative, the start index is considered relative to the end of " +"the array.\n" "[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " "same as other vectors. Therefore, the results from this method may not be " "accurate if NaNs are included." @@ -73486,15 +74378,15 @@ msgstr "" #: doc/classes/PackedVector2Array.xml msgid "" -"Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) " -"to [param end] (exclusive), as a new [PackedVector2Array].\n" +"Returns the slice of the [PackedVector2Array], from [param begin] " +"(inclusive) to [param end] (exclusive), as a new [PackedVector2Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedVector2Array.xml doc/classes/PackedVector3Array.xml @@ -73537,9 +74429,9 @@ msgstr "" #: doc/classes/PackedVector2Array.xml msgid "" -"Returns the [Vector2] at index [param index]. Negative indices can be used to " -"access the elements starting from the end. Using index out of array's bounds " -"will result in an error." +"Returns the [Vector2] at index [param index]. Negative indices can be used " +"to access the elements starting from the end. Using index out of array's " +"bounds will result in an error." msgstr "" #: doc/classes/PackedVector3Array.xml @@ -73558,7 +74450,8 @@ msgstr "" #: doc/classes/PackedVector3Array.xml msgid "" -"Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]." +"Constructs a [PackedVector3Array] as a copy of the given " +"[PackedVector3Array]." msgstr "" #: doc/classes/PackedVector3Array.xml @@ -73586,15 +74479,15 @@ msgstr "" #: doc/classes/PackedVector3Array.xml msgid "" -"Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) " -"to [param end] (exclusive), as a new [PackedVector3Array].\n" +"Returns the slice of the [PackedVector3Array], from [param begin] " +"(inclusive) to [param end] (exclusive), as a new [PackedVector3Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" -"If either [param begin] or [param end] are negative, they will be relative to " -"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " -"[code]arr.slice(0, arr.size() - 2)[/code])." +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand " +"for [code]arr.slice(0, arr.size() - 2)[/code])." msgstr "" #: doc/classes/PackedVector3Array.xml @@ -73625,9 +74518,9 @@ msgstr "" #: doc/classes/PackedVector3Array.xml msgid "" -"Returns the [Vector3] at index [param index]. Negative indices can be used to " -"access the elements starting from the end. Using index out of array's bounds " -"will result in an error." +"Returns the [Vector3] at index [param index]. Negative indices can be used " +"to access the elements starting from the end. Using index out of array's " +"bounds will result in an error." msgstr "" #: doc/classes/PacketPeer.xml @@ -73665,11 +74558,11 @@ msgstr "" msgid "" "Gets a Variant. If [param allow_objects] is [code]true[/code], decoding " "objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method @GlobalScope." -"bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " -"not use this option if the serialized object comes from untrusted sources to " -"avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/PacketPeer.xml @@ -73680,8 +74573,8 @@ msgstr "" msgid "" "Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], " "encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method @GlobalScope." -"var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method." msgstr "" #: doc/classes/PacketPeer.xml @@ -73689,8 +74582,8 @@ msgid "" "Maximum buffer size allowed when encoding [Variant]s. Raise this value to " "support heavier memory allocations.\n" "The [method put_var] method allocates memory on the stack, and the buffer " -"used will grow automatically to the closest power of two to match the size of " -"the [Variant]. If the [Variant] is bigger than [member " +"used will grow automatically to the closest power of two to match the size " +"of the [Variant]. If the [Variant] is bigger than [member " "encode_buffer_max_size], the method will error out with [constant " "ERR_OUT_OF_MEMORY]." msgstr "" @@ -73716,10 +74609,10 @@ msgstr "" #: doc/classes/PacketPeerDTLS.xml msgid "" "Connects a [param packet_peer] beginning the DTLS handshake using the " -"underlying [PacketPeerUDP] which must be connected (see [method PacketPeerUDP." -"connect_to_host]). You can optionally specify the [param client_options] to " -"be used while verifying the TLS connections. See [method TLSOptions.client] " -"and [method TLSOptions.client_unsafe]." +"underlying [PacketPeerUDP] which must be connected (see [method " +"PacketPeerUDP.connect_to_host]). You can optionally specify the [param " +"client_options] to be used while verifying the TLS connections. See [method " +"TLSOptions.client] and [method TLSOptions.client_unsafe]." msgstr "" #: doc/classes/PacketPeerDTLS.xml @@ -73769,8 +74662,8 @@ msgstr "" msgid "" "PacketStreamPeer provides a wrapper for working using packets over a stream. " "This allows for using packet based code with StreamPeers. PacketPeerStream " -"implements a custom protocol over the StreamPeer, so the user should not read " -"or write to the wrapped StreamPeer directly.\n" +"implements a custom protocol over the StreamPeer, so the user should not " +"read or write to the wrapped StreamPeer directly.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -73799,14 +74692,14 @@ msgid "" "Binds this [PacketPeerUDP] to the specified [param port] and [param " "bind_address] with a buffer size [param recv_buf_size], allowing it to " "receive incoming packets.\n" -"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will " -"be bound on all available addresses (both IPv4 and IPv6).\n" +"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer " +"will be bound on all available addresses (both IPv4 and IPv6).\n" "If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or " "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -73831,8 +74724,8 @@ msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" -"Returns the IP of the remote peer that sent the last packet(that was received " -"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." +"Returns the IP of the remote peer that sent the last packet(that was " +"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])." msgstr "" #: doc/classes/PacketPeerUDP.xml @@ -73849,8 +74742,8 @@ msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" -"Returns [code]true[/code] if the UDP socket is open and has been connected to " -"a remote address. See [method connect_to_host]." +"Returns [code]true[/code] if the UDP socket is open and has been connected " +"to a remote address. See [method connect_to_host]." msgstr "" #: doc/classes/PacketPeerUDP.xml @@ -73865,8 +74758,8 @@ msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" -"Removes the interface identified by [param interface_name] from the multicast " -"group specified by [param multicast_address]." +"Removes the interface identified by [param interface_name] from the " +"multicast group specified by [param multicast_address]." msgstr "" #: doc/classes/PacketPeerUDP.xml @@ -73890,9 +74783,9 @@ msgstr "" #: doc/classes/PacketPeerUDP.xml msgid "" "Waits for a packet to arrive on the bound address. See [method bind].\n" -"[b]Note:[/b] [method wait] can't be interrupted once it has been called. This " -"can be worked around by allowing the other party to send a specific \"death " -"pill\" packet like this:\n" +"[b]Note:[/b] [method wait] can't be interrupted once it has been called. " +"This can be worked around by allowing the other party to send a specific " +"\"death pill\" packet like this:\n" "[codeblocks]\n" "[gdscript]\n" "socket = PacketPeerUDP.new()\n" @@ -73939,7 +74832,8 @@ msgstr "" msgid "2D Finite State Machine Demo" msgstr "" -#: doc/classes/Panel.xml doc/classes/Skeleton3D.xml doc/classes/SkeletonIK3D.xml +#: doc/classes/Panel.xml doc/classes/Skeleton3D.xml +#: doc/classes/SkeletonIK3D.xml msgid "3D Inverse Kinematics Demo" msgstr "" @@ -73998,14 +74892,105 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" -"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a " -"parallax effect. Each [ParallaxLayer] can move at a different speed using " +"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " +"a parallax effect. Each [ParallaxLayer] can move at a different speed using " "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a " "2D game. If not used with a [Camera2D], you must manually calculate the " "[member scroll_offset].\n" @@ -74078,10 +75063,10 @@ msgid "" "this sprite to be repeated continuously horizontally, you should set the " "mirroring to [code]Vector2(300, 0)[/code].\n" "[b]Note:[/b] If the length of the viewport axis is bigger than twice the " -"repeated axis size, it will not repeat infinitely, as the parallax layer only " -"draws 2 instances of the layer at any given time. The visibility window is " -"calculated from the parent [ParallaxBackground]'s position, not the layer's " -"own position. So, if you use mirroring, [b]do not[/b] change the " +"repeated axis size, it will not repeat infinitely, as the parallax layer " +"only draws 2 instances of the layer at any given time. The visibility window " +"is calculated from the parent [ParallaxBackground]'s position, not the " +"layer's own position. So, if you use mirroring, [b]do not[/b] change the " "[ParallaxLayer] position relative to its parent. Instead, if you need to " "adjust the background's position, set the [member CanvasLayer.offset] " "property in the parent [ParallaxBackground].\n" @@ -74103,7 +75088,8 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes." +"Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] " +"nodes." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74186,8 +75172,8 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Maximum initial angular velocity (rotation speed) applied to each particle in " -"[i]degrees[/i] per second.\n" +"Maximum initial angular velocity (rotation speed) applied to each particle " +"in [i]degrees[/i] per second.\n" "Only applied when [member particle_flag_disable_z] or [member " "particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being " "used to draw the particle is using [constant BaseMaterial3D." @@ -74204,9 +75190,9 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"If [code]true[/code], interaction with particle attractors is enabled. In 3D, " -"attraction only occurs within the area defined by the [GPUParticles3D] node's " -"[member GPUParticles3D.visibility_aabb]." +"If [code]true[/code], interaction with particle attractors is enabled. In " +"3D, attraction only occurs within the area defined by the [GPUParticles3D] " +"node's [member GPUParticles3D.visibility_aabb]." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74238,14 +75224,15 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "If [code]true[/code], [member GPUParticles3D.collision_base_size] is " -"multiplied by the particle's effective scale (see [member scale_min], [member " -"scale_max], [member scale_curve], and [member scale_over_velocity_curve])." +"multiplied by the particle's effective scale (see [member scale_min], " +"[member scale_max], [member scale_curve], and [member " +"scale_over_velocity_curve])." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] " -"is defined, it will be multiplied by this color.\n" +"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/" +"code] is defined, it will be multiplied by this color.\n" "[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To " "have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D." "vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a " @@ -74262,24 +75249,24 @@ msgstr "" msgid "" "A curve that specifies the velocity along each of the axes of the particle " "system along its lifetime.\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Maximum directional velocity value, which is multiplied by [member " "directional_velocity_curve].\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Minimum directional velocity value, which is multiplied by [member " "directional_velocity_curve].\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74290,13 +75277,13 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Particle color will be modulated by color determined by sampling this texture " -"at the same point as the [member emission_point_texture].\n" +"Particle color will be modulated by color determined by sampling this " +"texture at the same point as the [member emission_point_texture].\n" "[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's " "vertex colors. To have a visible effect on a [BaseMaterial3D], [member " "BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. " -"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in " -"the shader's [code]fragment()[/code] function. Otherwise, [member " +"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted " +"in the shader's [code]fragment()[/code] function. Otherwise, [member " "emission_color_texture] will have no visible effect." msgstr "" @@ -74325,11 +75312,11 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Particles will be emitted at positions determined by sampling this texture at " -"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant " -"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or " -"node by selecting \"Create Emission Points from Mesh/Node\" under the " -"\"Particles\" tool in the toolbar." +"Particles will be emitted at positions determined by sampling this texture " +"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and " +"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from " +"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under " +"the \"Particles\" tool in the toolbar." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74369,31 +75356,32 @@ msgid "" msgstr "" #: doc/classes/ParticleProcessMaterial.xml -msgid "Each particle's linear acceleration will vary along this [CurveTexture]." +msgid "" +"Each particle's linear acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Each particle's orbital velocity will vary along this [CurveTexture].\n" "[b]Note:[/b] For 3D orbital velocity, use a [CurveXYZTexture].\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Maximum orbital velocity applied to each particle. Makes the particles circle " -"around origin. Specified in number of full rotations around origin per " -"second.\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"Maximum orbital velocity applied to each particle. Makes the particles " +"circle around origin. Specified in number of full rotations around origin " +"per second.\n" +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Minimum equivalent of [member orbit_velocity_max].\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74407,31 +75395,32 @@ msgid "If [code]true[/code], particles will not move on the z axis." msgstr "" #: doc/classes/ParticleProcessMaterial.xml -msgid "Each particle's radial acceleration will vary along this [CurveTexture]." +msgid "" +"Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "A [CurveTexture] that defines the velocity over the particle's lifetime away " "(or toward) the [member velocity_pivot].\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Maximum radial velocity applied to each particle. Makes particles move away " "from the [member velocity_pivot], or toward it if negative.\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Minimum radial velocity applied to each particle. Makes particles move away " "from the [member velocity_pivot], or toward it if negative.\n" -"[b]Note:[/b] Animated velocities will not be affected by damping, use [member " -"velocity_limit_curve] instead." +"[b]Note:[/b] Animated velocities will not be affected by damping, use " +"[member velocity_limit_curve] instead." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74472,10 +75461,10 @@ msgid "" "particles material, this can be used to achieve effects such as raindrops " "hitting the ground.\n" "[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or " -"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the " -"main node), relative to the subemitter's particle lifetime. If the number of " -"particles is exceeded, no new particles will spawn from the subemitter until " -"enough particles have expired." +"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not " +"the main node), relative to the subemitter's particle lifetime. If the " +"number of particles is exceeded, no new particles will spawn from the " +"subemitter until enough particles have expired." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74483,10 +75472,10 @@ msgid "" "The amount of particles to spawn from the subemitter node when the particle " "expires.\n" "[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or " -"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the " -"main node), relative to the subemitter's particle lifetime. If the number of " -"particles is exceeded, no new particles will spawn from the subemitter until " -"enough particles have expired." +"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not " +"the main node), relative to the subemitter's particle lifetime. If the " +"number of particles is exceeded, no new particles will spawn from the " +"subemitter until enough particles have expired." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74494,10 +75483,10 @@ msgid "" "The frequency at which particles should be emitted from the subemitter node. " "One particle will be spawned every [member sub_emitter_frequency] seconds.\n" "[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or " -"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the " -"main node), relative to the subemitter's particle lifetime. If the number of " -"particles is exceeded, no new particles will spawn from the subemitter until " -"enough particles have expired." +"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not " +"the main node), relative to the subemitter's particle lifetime. If the " +"number of particles is exceeded, no new particles will spawn from the " +"subemitter until enough particles have expired." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74524,16 +75513,16 @@ msgid "" "3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with " "[NoiseTexture3D] can be used as an alternative to turbulence that works in " "world space and with multiple particle systems reacting in the same way.\n" -"[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only " -"enable turbulence on a few particle systems at once at most, and consider " -"disabling it when targeting mobile/web platforms." +"[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. " +"Only enable turbulence on a few particle systems at once at most, and " +"consider disabling it when targeting mobile/web platforms." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Maximum turbulence influence on each particle.\n" -"The actual amount of turbulence influence on each particle is calculated as a " -"random value between [member turbulence_influence_min] and [member " +"The actual amount of turbulence influence on each particle is calculated as " +"a random value between [member turbulence_influence_min] and [member " "turbulence_influence_max] and multiplied by the amount of turbulence " "influence from [member turbulence_influence_over_life]." msgstr "" @@ -74541,8 +75530,8 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" "Minimum turbulence influence on each particle.\n" -"The actual amount of turbulence influence on each particle is calculated as a " -"random value between [member turbulence_influence_min] and [member " +"The actual amount of turbulence influence on each particle is calculated as " +"a random value between [member turbulence_influence_min] and [member " "turbulence_influence_max] and multiplied by the amount of turbulence " "influence from [member turbulence_influence_over_life]." msgstr "" @@ -74588,8 +75577,8 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"The in-place rate of change of the turbulence field. This defines how quickly " -"the noise pattern varies over time.\n" +"The in-place rate of change of the turbulence field. This defines how " +"quickly the noise pattern varies over time.\n" "A value of 0.0 will result in a fixed pattern." msgstr "" @@ -74702,17 +75691,17 @@ msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Particles will be emitted at a position determined by sampling a random point " -"on the [member emission_point_texture]. Particle color will be modulated by " -"[member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random " +"point on the [member emission_point_texture]. Particle color will be " +"modulated by [member emission_color_texture]." msgstr "" #: doc/classes/ParticleProcessMaterial.xml msgid "" -"Particles will be emitted at a position determined by sampling a random point " -"on the [member emission_point_texture]. Particle velocity and rotation will " -"be set based on [member emission_normal_texture]. Particle color will be " -"modulated by [member emission_color_texture]." +"Particles will be emitted at a position determined by sampling a random " +"point on the [member emission_point_texture]. Particle velocity and rotation " +"will be set based on [member emission_normal_texture]. Particle color will " +"be modulated by [member emission_color_texture]." msgstr "" #: doc/classes/ParticleProcessMaterial.xml @@ -74818,13 +75807,13 @@ msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve2D] of the [Path2D] are precomputed before use, " -"for faster calculations. The point at the requested offset is then calculated " -"interpolating between two adjacent cached points. This may present a problem " -"if the curve makes sharp turns, as the cached points may not follow the curve " -"closely enough.\n" +"for faster calculations. The point at the requested offset is then " +"calculated interpolating between two adjacent cached points. This may " +"present a problem if the curve makes sharp turns, as the cached points may " +"not follow the curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " -"points and increase memory consumption, or make a cubic interpolation between " -"two points at the cost of (slightly) slower calculations." +"points and increase memory consumption, or make a cubic interpolation " +"between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow2D.xml doc/classes/PathFollow3D.xml @@ -74877,8 +75866,8 @@ msgstr "" #: doc/classes/PathFollow3D.xml msgid "" -"Correct the [param transform]. [param rotation_mode] implicitly specifies how " -"posture (forward, up and sideway direction) is calculated." +"Correct the [param transform]. [param rotation_mode] implicitly specifies " +"how posture (forward, up and sideway direction) is calculated." msgstr "" #: doc/classes/PathFollow3D.xml @@ -74886,13 +75875,13 @@ msgid "" "If [code]true[/code], the position between two cached points is interpolated " "cubically, and linearly otherwise.\n" "The points along the [Curve3D] of the [Path3D] are precomputed before use, " -"for faster calculations. The point at the requested offset is then calculated " -"interpolating between two adjacent cached points. This may present a problem " -"if the curve makes sharp turns, as the cached points may not follow the curve " -"closely enough.\n" +"for faster calculations. The point at the requested offset is then " +"calculated interpolating between two adjacent cached points. This may " +"present a problem if the curve makes sharp turns, as the cached points may " +"not follow the curve closely enough.\n" "There are two answers to this problem: either increase the number of cached " -"points and increase memory consumption, or make a cubic interpolation between " -"two points at the cost of (slightly) slower calculations." +"points and increase memory consumption, or make a cubic interpolation " +"between two points at the cost of (slightly) slower calculations." msgstr "" #: doc/classes/PathFollow3D.xml @@ -74921,9 +75910,9 @@ msgstr "" #: doc/classes/PathFollow3D.xml msgid "" -"If [code]true[/code], the node moves on the travel path with orienting the +Z " -"axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3." -"MODEL_FRONT]." +"If [code]true[/code], the node moves on the travel path with orienting the " +"+Z axis as forward. See also [constant Vector3.FORWARD] and [constant " +"Vector3.MODEL_FRONT]." msgstr "" #: doc/classes/PathFollow3D.xml @@ -74971,8 +75960,8 @@ msgid "" "packer.Flush();\n" "[/csharp]\n" "[/codeblocks]\n" -"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file " -"named [code]text.txt[/code] at the root of the package." +"The above [PCKPacker] creates package [code]test.pck[/code], then adds a " +"file named [code]text.txt[/code] at the root of the package." msgstr "" #: doc/classes/PCKPacker.xml @@ -74984,8 +75973,8 @@ msgstr "" #: doc/classes/PCKPacker.xml msgid "" "Writes the files specified using all [method add_file] calls since the last " -"flush. If [param verbose] is [code]true[/code], a list of files added will be " -"printed to the console for easier debugging." +"flush. If [param verbose] is [code]true[/code], a list of files added will " +"be printed to the console for easier debugging." msgstr "" #: doc/classes/PCKPacker.xml @@ -75002,10 +75991,10 @@ msgstr "" #: doc/classes/Performance.xml msgid "" "This class provides access to a number of different monitors related to " -"performance, such as memory usage, draw calls, and FPS. These are the same as " -"the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/" -"b] panel. By using the [method get_monitor] method of this class, you can " -"access this data from your code.\n" +"performance, such as memory usage, draw calls, and FPS. These are the same " +"as the values displayed in the [b]Monitor[/b] tab in the editor's " +"[b]Debugger[/b] panel. By using the [method get_monitor] method of this " +"class, you can access this data from your code.\n" "You can add custom monitors using the [method add_custom_monitor] method. " "Custom monitors are available in [b]Monitor[/b] tab in the editor's " "[b]Debugger[/b] panel together with built-in monitors.\n" @@ -75047,8 +76036,8 @@ msgid "" "\n" " # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to " "category \"Custom\".\n" -" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -"monitor_value)\n" +" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/" +"MyMonitor\", monitor_value)\n" "\n" "func get_monitor_value():\n" " return randi() % 25\n" @@ -75136,8 +76125,8 @@ msgstr "" #: doc/classes/Performance.xml msgid "" -"The number of frames rendered in the last second. This metric is only updated " -"once per second, even if queried more often. [i]Higher is better.[/i]" +"The number of frames rendered in the last second. This metric is only " +"updated once per second, even if queried more often. [i]Higher is better.[/i]" msgstr "" #: doc/classes/Performance.xml @@ -75201,18 +76190,18 @@ msgstr "" #: doc/classes/Performance.xml msgid "" "The total number of objects in the last rendered frame. This metric doesn't " -"include culled objects (either via hiding nodes, frustum culling or occlusion " -"culling). [i]Lower is better.[/i]" +"include culled objects (either via hiding nodes, frustum culling or " +"occlusion culling). [i]Lower is better.[/i]" msgstr "" #: doc/classes/Performance.xml msgid "" "The total number of vertices or indices rendered in the last rendered frame. " -"This metric doesn't include primitives from culled objects (either via hiding " -"nodes, frustum culling or occlusion culling). Due to the depth prepass and " -"shadow passes, the number of primitives is always higher than the actual " -"number of vertices in the scene (typically double or triple the original " -"vertex count). [i]Lower is better.[/i]" +"This metric doesn't include primitives from culled objects (either via " +"hiding nodes, frustum culling or occlusion culling). Due to the depth " +"prepass and shadow passes, the number of primitives is always higher than " +"the actual number of vertices in the scene (typically double or triple the " +"original vertex count). [i]Lower is better.[/i]" msgstr "" #: doc/classes/Performance.xml @@ -75226,9 +76215,9 @@ msgstr "" #: doc/classes/Performance.xml msgid "" "The amount of video memory used (texture and vertex memory combined, in " -"bytes). Since this metric also includes miscellaneous allocations, this value " -"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and " -"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]" +"bytes). Since this metric also includes miscellaneous allocations, this " +"value is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] " +"and [constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]" msgstr "" #: doc/classes/Performance.xml @@ -75279,7 +76268,8 @@ msgstr "" #: doc/classes/Performance.xml msgid "" "Number of active navigation maps in the [NavigationServer3D]. This also " -"includes the two empty default navigation maps created by World2D and World3D." +"includes the two empty default navigation maps created by World2D and " +"World3D." msgstr "" #: doc/classes/Performance.xml @@ -75337,9 +76327,9 @@ msgstr "" msgid "" "The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to " "make [Bone2D]s in a [Skeleton2D] react to physics.\n" -"[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, " -"use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] " -"parent.\n" +"[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] " +"node, use a [SkeletonModification2DPhysicalBones] modification on the " +"[Skeleton2D] parent.\n" "[b]Note:[/b] The [PhysicalBone2D] node does not automatically create a " "[Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created " "manually. For most cases, you want to use a [PinJoint2D] node. The " @@ -75364,8 +76354,8 @@ msgstr "" #: doc/classes/PhysicalBone2D.xml msgid "" "If [code]true[/code], the [PhysicalBone2D] will automatically configure the " -"first [Joint2D] child node. The automatic configuration is limited to setting " -"up the node properties and positioning the [Joint2D]." +"first [Joint2D] child node. The automatic configuration is limited to " +"setting up the node properties and positioning the [Joint2D]." msgstr "" #: doc/classes/PhysicalBone2D.xml @@ -75389,8 +76379,8 @@ msgid "" "physics. If [code]false[/code], the [PhysicalBone2D] will follow the " "transform of the [Bone2D] node.\n" "[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use " -"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node " -"with the [Bone2D] nodes." +"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] " +"node with the [Bone2D] nodes." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -75399,8 +76389,8 @@ msgstr "" #: doc/classes/PhysicalBone3D.xml msgid "" -"The [PhysicalBone3D] node is a physics body that can be used to make bones in " -"a [Skeleton3D] react to physics." +"The [PhysicalBone3D] node is a physics body that can be used to make bones " +"in a [Skeleton3D] react to physics." msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody3D.xml @@ -75408,8 +76398,8 @@ msgid "" "Called during physics processing, allowing you to read and safely modify the " "simulation state for the object. By default, it works in addition to the " "usual physics behavior, but the [member custom_integrator] property allows " -"you to disable the default behavior and do fully custom force integration for " -"a body." +"you to disable the default behavior and do fully custom force integration " +"for a body." msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody3D.xml @@ -75419,8 +76409,8 @@ msgid "" "value override set by an [Area3D] the body is in. Depending on [member " "angular_damp_mode], you can set [member angular_damp] to be added to or to " "replace the body's damping value.\n" -"See [member ProjectSettings.physics/3d/default_angular_damp] for more details " -"about damping." +"See [member ProjectSettings.physics/3d/default_angular_damp] for more " +"details about damping." msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody2D.xml @@ -75438,10 +76428,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -75455,8 +76452,8 @@ msgstr "" msgid "" "If [code]true[/code], internal force integration will be disabled (like " "gravity or air friction) for this body. Other than collision response, the " -"body will only move as determined by the [method _integrate_forces] function, " -"if defined." +"body will only move as determined by the [method _integrate_forces] " +"function, if defined." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -75499,16 +76496,16 @@ msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody2D.xml #: doc/classes/RigidBody3D.xml msgid "" -"Defines how [member linear_damp] is applied. See [enum DampMode] for possible " -"values." +"Defines how [member linear_damp] is applied. See [enum DampMode] for " +"possible values." msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody3D.xml msgid "" -"The body's linear velocity in units per second. Can be used sporadically, but " -"[b]don't set this every frame[/b], because physics may run in another thread " -"and runs at a different granularity. Use [method _integrate_forces] as your " -"process loop for precise control of the body state." +"The body's linear velocity in units per second. Can be used sporadically, " +"but [b]don't set this every frame[/b], because physics may run in another " +"thread and runs at a different granularity. Use [method _integrate_forces] " +"as your process loop for precise control of the body state." msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody2D.xml @@ -75526,8 +76523,8 @@ msgstr "" #: doc/classes/PhysicalBone3D.xml doc/classes/RigidBody2D.xml #: doc/classes/RigidBody3D.xml msgid "" -"In this mode, the body's damping value replaces any value set in areas or the " -"default value." +"In this mode, the body's damping value replaces any value set in areas or " +"the default value." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml @@ -75538,17 +76535,17 @@ msgstr "" #: doc/classes/PhysicalSkyMaterial.xml msgid "" -"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a " -"sky based on physical properties. This results in a substantially more " -"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and " -"less flexible.\n" +"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw " +"a sky based on physical properties. This results in a substantially more " +"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower " +"and less flexible.\n" "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " "direction of the sun are taken from the first [DirectionalLight3D] in the " "scene tree.\n" "As it is based on a daylight model, the sky fades to black as the sunset " -"ends. If you want a full day/night cycle, you will have to add a night sky by " -"converting this to a [ShaderMaterial] and adding a night sky directly into " -"the resulting shader." +"ends. If you want a full day/night cycle, you will have to add a night sky " +"by converting this to a [ShaderMaterial] and adding a night sky directly " +"into the resulting shader." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml @@ -75596,16 +76593,16 @@ msgstr "" #: doc/classes/PhysicalSkyMaterial.xml msgid "" "Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" -"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, " -"this allows for the creation of alien-looking planets. For example, setting " -"this to a red [Color] results in a Mars-looking atmosphere with a " -"corresponding blue sunset." +"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically " +"accurate, this allows for the creation of alien-looking planets. For " +"example, setting this to a red [Color] results in a Mars-looking atmosphere " +"with a corresponding blue sunset." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml msgid "" -"Sets the size of the sun disk. Default value is based on Sol's perceived size " -"from Earth." +"Sets the size of the sun disk. Default value is based on Sol's perceived " +"size from Earth." msgstr "" #: doc/classes/PhysicalSkyMaterial.xml @@ -75661,9 +76658,9 @@ msgid "" "would-be collision information is given.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody2D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration from " -"the recovery phase is also reported as a collision; this is used e.g. by " -"[CharacterBody2D] for improving floor detection during floor snapping." +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is used e.g. " +"by [CharacterBody2D] for improving floor detection during floor snapping." msgstr "" #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsBody3D.xml @@ -75681,13 +76678,13 @@ msgid "" "[Transform2D], then tries to move the body along the vector [param motion]. " "Returns [code]true[/code] if a collision would stop the body from moving " "along the whole path.\n" -"[param collision] is an optional object of type [KinematicCollision2D], which " -"contains additional information about the collision when stopped, or when " -"touching another body along the motion.\n" +"[param collision] is an optional object of type [KinematicCollision2D], " +"which contains additional information about the collision when stopped, or " +"when touching another body along the motion.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody2D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration from " -"the recovery phase is also reported as a collision; this is useful for " +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is useful for " "checking whether the body would [i]touch[/i] any other bodies." msgstr "" @@ -75699,9 +76696,9 @@ msgstr "" msgid "" "[PhysicsBody3D] is an abstract base class for 3D game objects affected by " "physics. All 3D physics bodies inherit from it.\n" -"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as " -"expected. It is advised to keep its scale the same on all axes and adjust its " -"collision shape(s) instead." +"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave " +"as expected. It is advised to keep its scale the same on all axes and adjust " +"its collision shape(s) instead." msgstr "" #: doc/classes/PhysicsBody3D.xml @@ -75729,16 +76726,16 @@ msgid "" "would-be collision information is given.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody3D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration from " -"the recovery phase is also reported as a collision; this is used e.g. by " -"[CharacterBody3D] for improving floor detection during floor snapping.\n" +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is used e.g. " +"by [CharacterBody3D] for improving floor detection during floor snapping.\n" "[param max_collisions] allows to retrieve more than one collision result." msgstr "" #: doc/classes/PhysicsBody3D.xml msgid "" -"Locks or unlocks the specified linear or rotational [param axis] depending on " -"the value of [param lock]." +"Locks or unlocks the specified linear or rotational [param axis] depending " +"on the value of [param lock]." msgstr "" #: doc/classes/PhysicsBody3D.xml @@ -75750,13 +76747,13 @@ msgid "" "[Transform3D], then tries to move the body along the vector [param motion]. " "Returns [code]true[/code] if a collision would stop the body from moving " "along the whole path.\n" -"[param collision] is an optional object of type [KinematicCollision3D], which " -"contains additional information about the collision when stopped, or when " -"touching another body along the motion.\n" +"[param collision] is an optional object of type [KinematicCollision3D], " +"which contains additional information about the collision when stopped, or " +"when touching another body along the motion.\n" "[param safe_margin] is the extra margin used for collision recovery (see " "[member CharacterBody3D.safe_margin] for more details).\n" -"If [param recovery_as_collision] is [code]true[/code], any depenetration from " -"the recovery phase is also reported as a collision; this is useful for " +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is useful for " "checking whether the body would [i]touch[/i] any other bodies.\n" "[param max_collisions] allows to retrieve more than one collision result." msgstr "" @@ -75807,9 +76804,9 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml doc/classes/RigidBody2D.xml msgid "" -"Adds a constant directional force without affecting rotation that keeps being " -"applied over time until cleared with [code]constant_force = Vector2(0, 0)[/" -"code].\n" +"Adds a constant directional force without affecting rotation that keeps " +"being applied over time until cleared with [code]constant_force = Vector2(0, " +"0)[/code].\n" "This is equivalent to using [method add_constant_force] at the body's center " "of mass." msgstr "" @@ -75833,7 +76830,8 @@ msgstr "" msgid "" "Applies a directional force without affecting rotation. A force is time " "dependent and meant to be applied every physics update.\n" -"This is equivalent to using [method apply_force] at the body's center of mass." +"This is equivalent to using [method apply_force] at the body's center of " +"mass." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml @@ -75873,8 +76871,8 @@ msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape2D] must be a child of the " -"node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape2D] must be a child of " +"the node, or you can manually set [member inverse_inertia]." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml @@ -75884,8 +76882,8 @@ msgid "" "in a framerate-dependent force. For this reason, it should only be used when " "simulating one-time impacts (use the \"_force\" functions otherwise).\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape2D] must be a child of the " -"node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape2D] must be a child of " +"the node, or you can manually set [member inverse_inertia]." msgstr "" #: doc/classes/PhysicsDirectBodyState2D.xml @@ -76075,9 +77073,9 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState2DExtension.xml msgid "" -"This class extends [PhysicsDirectBodyState2D] by providing additional virtual " -"methods that can be overridden. When these methods are overridden, they will " -"be called instead of the internal methods of the physics server.\n" +"This class extends [PhysicsDirectBodyState2D] by providing additional " +"virtual methods that can be overridden. When these methods are overridden, " +"they will be called instead of the internal methods of the physics server.\n" "Intended for use with GDExtension to create custom implementations of " "[PhysicsDirectBodyState2D]." msgstr "" @@ -76096,9 +77094,9 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml doc/classes/RigidBody3D.xml msgid "" -"Adds a constant directional force without affecting rotation that keeps being " -"applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/" -"code].\n" +"Adds a constant directional force without affecting rotation that keeps " +"being applied over time until cleared with [code]constant_force = Vector3(0, " +"0, 0)[/code].\n" "This is equivalent to using [method add_constant_force] at the body's center " "of mass." msgstr "" @@ -76122,8 +77120,8 @@ msgid "" "Applies a rotational force without affecting position. A force is time " "dependent and meant to be applied every physics update.\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape3D] must be a child of the " -"node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape3D] must be a child of " +"the node, or you can manually set [member inverse_inertia]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml @@ -76133,8 +77131,8 @@ msgid "" "in a framerate-dependent force. For this reason, it should only be used when " "simulating one-time impacts (use the \"_force\" functions otherwise).\n" "[b]Note:[/b] [member inverse_inertia] is required for this to work. To have " -"[member inverse_inertia], an active [CollisionShape3D] must be a child of the " -"node, or you can manually set [member inverse_inertia]." +"[member inverse_inertia], an active [CollisionShape3D] must be a child of " +"the node, or you can manually set [member inverse_inertia]." msgstr "" #: doc/classes/PhysicsDirectBodyState3D.xml @@ -76176,9 +77174,9 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState3DExtension.xml msgid "" -"This class extends [PhysicsDirectBodyState3D] by providing additional virtual " -"methods that can be overridden. When these methods are overridden, they will " -"be called instead of the internal methods of the physics server.\n" +"This class extends [PhysicsDirectBodyState3D] by providing additional " +"virtual methods that can be overridden. When these methods are overridden, " +"they will be called instead of the internal methods of the physics server.\n" "Intended for use with GDExtension to create custom implementations of " "[PhysicsDirectBodyState3D]." msgstr "" @@ -76189,14 +77187,15 @@ msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml msgid "" -"Provides direct access to a physics space in the [PhysicsServer2D]. It's used " -"mainly to do queries against objects and areas residing in a given space." +"Provides direct access to a physics space in the [PhysicsServer2D]. It's " +"used mainly to do queries against objects and areas residing in a given " +"space." msgstr "" #: doc/classes/PhysicsDirectSpaceState2D.xml msgid "" -"Checks how far a [Shape2D] can move without colliding. All the parameters for " -"the query, including the shape and the motion, are supplied through a " +"Checks how far a [Shape2D] can move without colliding. All the parameters " +"for the query, including the shape and the motion, are supplied through a " "[PhysicsShapeQueryParameters2D] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " @@ -76212,9 +77211,9 @@ msgstr "" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters2D] object, against the space. The resulting " -"array contains a list of points where the shape intersects another. Like with " -"[method intersect_shape], the number of returned results can be limited to " -"save processing time.\n" +"array contains a list of points where the shape intersects another. Like " +"with [method intersect_shape], the number of returned results can be limited " +"to save processing time.\n" "Returned points are a list of pairs of contact points. For each pair the " "first one is in the shape passed in [PhysicsShapeQueryParameters2D] object, " "second one is in the collided shape from the physics space." @@ -76307,14 +77306,15 @@ msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml msgid "" -"Provides direct access to a physics space in the [PhysicsServer3D]. It's used " -"mainly to do queries against objects and areas residing in a given space." +"Provides direct access to a physics space in the [PhysicsServer3D]. It's " +"used mainly to do queries against objects and areas residing in a given " +"space." msgstr "" #: doc/classes/PhysicsDirectSpaceState3D.xml msgid "" -"Checks how far a [Shape3D] can move without colliding. All the parameters for " -"the query, including the shape, are supplied through a " +"Checks how far a [Shape3D] can move without colliding. All the parameters " +"for the query, including the shape, are supplied through a " "[PhysicsShapeQueryParameters3D] object.\n" "Returns an array with the safe and unsafe proportions (between 0 and 1) of " "the motion. The safe proportion is the maximum fraction of the motion that " @@ -76330,9 +77330,9 @@ msgstr "" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] object, against the space. The resulting " -"array contains a list of points where the shape intersects another. Like with " -"[method intersect_shape], the number of returned results can be limited to " -"save processing time.\n" +"array contains a list of points where the shape intersects another. Like " +"with [method intersect_shape], the number of returned results can be limited " +"to save processing time.\n" "Returned points are a list of pairs of contact points. For each pair the " "first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, " "second one is in the collided shape from the physics space.\n" @@ -76344,8 +77344,8 @@ msgstr "" msgid "" "Checks the intersections of a shape, given through a " "[PhysicsShapeQueryParameters3D] object, against the space. If it collides " -"with more than one shape, the nearest one is selected. The returned object is " -"a dictionary containing the following fields:\n" +"with more than one shape, the nearest one is selected. The returned object " +"is a dictionary containing the following fields:\n" "[code]collider_id[/code]: The colliding object's ID.\n" "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If " "the object is an [Area3D], the result is [code](0, 0, 0)[/code].\n" @@ -76353,8 +77353,8 @@ msgid "" "[code]point[/code]: The intersection point.\n" "[code]rid[/code]: The intersecting object's [RID].\n" "[code]shape[/code]: The shape index of the colliding shape.\n" -"If the shape did not intersect anything, then an empty dictionary is returned " -"instead.\n" +"If the shape did not intersect anything, then an empty dictionary is " +"returned instead.\n" "[b]Note:[/b] This method does not take into account the [code]motion[/code] " "property of the object." msgstr "" @@ -76442,6 +77442,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -76452,9 +77464,9 @@ msgstr "" msgid "" "If [code]true[/code], the physics engine will use the friction of the object " "marked as \"rough\" when two objects collide. If [code]false[/code], the " -"physics engine will use the lowest friction of all colliding objects instead. " -"If [code]true[/code] for both colliding objects, the physics engine will use " -"the highest friction." +"physics engine will use the lowest friction of all colliding objects " +"instead. If [code]true[/code] for both colliding objects, the physics engine " +"will use the highest friction." msgstr "" #: doc/classes/PhysicsPointQueryParameters2D.xml @@ -76473,7 +77485,8 @@ msgstr "" msgid "" "If different from [code]0[/code], restricts the query to a specific canvas " "layer specified by its instance ID. See [method Object.get_instance_id].\n" -"If [code]0[/code], restricts the query to the Viewport's default canvas layer." +"If [code]0[/code], restricts the query to the Viewport's default canvas " +"layer." msgstr "" #: doc/classes/PhysicsPointQueryParameters2D.xml @@ -76485,7 +77498,8 @@ msgstr "" #: doc/classes/PhysicsPointQueryParameters2D.xml #: doc/classes/PhysicsRayQueryParameters2D.xml #: doc/classes/PhysicsShapeQueryParameters2D.xml -msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account." +msgid "" +"If [code]true[/code], the query will take [PhysicsBody2D]s into account." msgstr "" #: doc/classes/PhysicsPointQueryParameters2D.xml @@ -76536,7 +77550,8 @@ msgstr "" #: doc/classes/PhysicsPointQueryParameters3D.xml #: doc/classes/PhysicsRayQueryParameters3D.xml #: doc/classes/PhysicsShapeQueryParameters3D.xml -msgid "If [code]true[/code], the query will take [PhysicsBody3D]s into account." +msgid "" +"If [code]true[/code], the query will take [PhysicsBody3D]s into account." msgstr "" #: doc/classes/PhysicsPointQueryParameters3D.xml @@ -76562,8 +77577,8 @@ msgstr "" #: doc/classes/PhysicsRayQueryParameters2D.xml msgid "" -"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to " -"quickly create query parameters using the most common options.\n" +"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it " +"to quickly create query parameters using the most common options.\n" "[codeblock]\n" "var query = PhysicsRayQueryParameters2D.create(global_position, " "global_position + Vector2(0, 100))\n" @@ -76579,8 +77594,8 @@ msgstr "" #: doc/classes/PhysicsRayQueryParameters2D.xml msgid "" "If [code]true[/code], the query will detect a hit when starting inside " -"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. " -"Does not affect concave polygon shapes." +"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/" +"code]. Does not affect concave polygon shapes." msgstr "" #: doc/classes/PhysicsRayQueryParameters2D.xml @@ -76602,8 +77617,8 @@ msgstr "" #: doc/classes/PhysicsRayQueryParameters3D.xml msgid "" -"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to " -"quickly create query parameters using the most common options.\n" +"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it " +"to quickly create query parameters using the most common options.\n" "[codeblock]\n" "var query = PhysicsRayQueryParameters3D.create(position, position + " "Vector3(0, -10, 0))\n" @@ -76630,15 +77645,15 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"PhysicsServer2D is the server responsible for all 2D physics. It can directly " -"create and manipulate all physics objects:\n" +"PhysicsServer2D is the server responsible for all 2D physics. It can " +"directly create and manipulate all physics objects:\n" "- A [i]space[/i] is a self-contained world for a physics simulation. It " "contains bodies, areas, and joints. Its state can be queried for collision " -"and intersection information, and several parameters of the simulation can be " -"modified.\n" +"and intersection information, and several parameters of the simulation can " +"be modified.\n" "- A [i]shape[/i] is a geometric shape such as a circle, a rectangle, a " -"capsule, or a polygon. It can be used for collision detection by adding it to " -"a body/area, possibly with an extra transformation relative to the body/" +"capsule, or a polygon. It can be used for collision detection by adding it " +"to a body/area, possibly with an extra transformation relative to the body/" "area's origin. Bodies/areas can have multiple (transformed) shapes added to " "them, and a single shape can be added to bodies/areas multiple times with " "different local transformations.\n" @@ -76649,11 +77664,11 @@ msgid "" "- An [i]area[/i] is a region in space which can be used to detect bodies and " "areas entering and exiting it. A body monitoring callback can be set to " "report entering/exiting body shapes, and similarly an area monitoring " -"callback can be set. Gravity and damping can be overridden within the area by " -"setting area parameters.\n" +"callback can be set. Gravity and damping can be overridden within the area " +"by setting area parameters.\n" "- A [i]joint[/i] is a constraint, either between two bodies or on one body " -"relative to a point. Parameters such as the joint bias and the rest length of " -"a spring joint can be adjusted.\n" +"relative to a point. Parameters such as the joint bias and the rest length " +"of a spring joint can be adjusted.\n" "Physics objects in [PhysicsServer2D] may be created and manipulated " "independently; they do not have to be tied to nodes in the scene tree.\n" "[b]Note:[/b] All the 2D physics nodes use the physics server internally. " @@ -76668,10 +77683,10 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Adds a shape to the area, with the given local transform. The shape (together " -"with its [param transform] and [param disabled] properties) is added to an " -"array of shapes, and the shapes of an area are usually referenced by their " -"index in this array." +"Adds a shape to the area, with the given local transform. The shape " +"(together with its [param transform] and [param disabled] properties) is " +"added to an array of shapes, and the shapes of an area are usually " +"referenced by their index in this array." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76689,8 +77704,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Removes all shapes from the area. This does not delete the shapes themselves, " -"so they can continue to be used elsewhere or added back later." +"Removes all shapes from the area. This does not delete the shapes " +"themselves, so they can continue to be used elsewhere or added back later." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76759,10 +77774,10 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Removes the shape with the given index from the area's array of shapes. The " -"shape itself is not deleted, so it can continue to be used elsewhere or added " -"back later. As a result of this operation, the area's shapes which used to " -"have indices higher than [param shape_idx] will have their index decreased by " -"one." +"shape itself is not deleted, so it can continue to be used elsewhere or " +"added back later. As a result of this operation, the area's shapes which " +"used to have indices higher than [param shape_idx] will have their index " +"decreased by one." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml @@ -76775,15 +77790,15 @@ msgid "" "entered or exited the area,\n" "2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered " "or exited the area,\n" -"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to " -"the other area,\n" +"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached " +"to the other area,\n" "4. an integer [code]area_shape_idx[/code]: the index of the shape of the " "other area that entered or exited the area,\n" -"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area " -"where the other area entered or exited.\n" +"5. an integer [code]self_shape_idx[/code]: the index of the shape of the " +"area where the other area entered or exited.\n" "By counting (or keeping track of) the shapes that enter and exit, it can be " -"determined if an area (with all its shapes) is entering for the first time or " -"exiting for the last time." +"determined if an area (with all its shapes) is entering for the first time " +"or exiting for the last time." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76797,19 +77812,19 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" "Sets the area's body monitor callback. This callback will be called when any " -"other (shape of a) body enters or exits (a shape of) the given area, and must " -"take the following five parameters:\n" +"other (shape of a) body enters or exits (a shape of) the given area, and " +"must take the following five parameters:\n" "1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or " "[constant AREA_BODY_REMOVED] depending on whether the other body shape " "entered or exited the area,\n" "2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or " "exited the area,\n" -"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to " -"the body,\n" -"4. an integer [code]body_shape_idx[/code]: the index of the shape of the body " -"that entered or exited the area,\n" -"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area " -"where the body entered or exited.\n" +"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached " +"to the body,\n" +"4. an integer [code]body_shape_idx[/code]: the index of the shape of the " +"body that entered or exited the area,\n" +"5. an integer [code]self_shape_idx[/code]: the index of the shape of the " +"area where the body entered or exited.\n" "By counting (or keeping track of) the shapes that enter and exit, it can be " "determined if a body (with all its shapes) is entering for the first time or " "exiting for the last time." @@ -76818,8 +77833,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Sets whether the area is monitorable or not. If [param monitorable] is " -"[code]true[/code], the area monitoring callback of other areas will be called " -"when this area enters or exits them." +"[code]true[/code], the area monitoring callback of other areas will be " +"called when this area enters or exits them." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76849,8 +77864,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Adds the area to the given space, after removing the area from the previously " -"assigned space (if any).\n" +"Adds the area to the given space, after removing the area from the " +"previously assigned space (if any).\n" "[b]Note:[/b] To remove an area from a space without immediately adding it " "back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code]." msgstr "" @@ -76892,10 +77907,10 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Adds a shape to the area, with the given local transform. The shape (together " -"with its [param transform] and [param disabled] properties) is added to an " -"array of shapes, and the shapes of a body are usually referenced by their " -"index in this array." +"Adds a shape to the area, with the given local transform. The shape " +"(together with its [param transform] and [param disabled] properties) is " +"added to an array of shapes, and the shapes of a body are usually referenced " +"by their index in this array." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76903,8 +77918,8 @@ msgid "" "Applies a directional force to the body, at the body's center of mass. The " "force does not affect rotation. A force is time dependent and meant to be " "applied every physics update.\n" -"This is equivalent to using [method body_apply_force] at the body's center of " -"mass." +"This is equivalent to using [method body_apply_force] at the body's center " +"of mass." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76921,8 +77936,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Applies a positioned force to the body. The force can affect rotation if " -"[param position] is different from the body's center of mass. A force is time " -"dependent and meant to be applied every physics update.\n" +"[param position] is different from the body's center of mass. A force is " +"time dependent and meant to be applied every physics update.\n" "[param position] is the offset from the body origin in global coordinates." msgstr "" @@ -76938,8 +77953,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Applies a rotational force to the body. The force does not affect position. A " -"force is time dependent and meant to be applied every physics update." +"Applies a rotational force to the body. The force does not affect position. " +"A force is time dependent and meant to be applied every physics update." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76966,8 +77981,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Removes all shapes from the body. This does not delete the shapes themselves, " -"so they can continue to be used elsewhere or added back later." +"Removes all shapes from the body. This does not delete the shapes " +"themselves, so they can continue to be used elsewhere or added back later." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -76997,8 +78012,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Returns the body's collision priority. This is used in the depenetration " -"phase of [method body_test_motion]. The higher the priority is, the lower the " -"penetration into the body will be." +"phase of [method body_test_motion]. The higher the priority is, the lower " +"the penetration into the body will be." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77023,8 +78038,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] " -"if the body is destroyed or not assigned to a space." +"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/" +"code] if the body is destroyed or not assigned to a space." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77087,10 +78102,10 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Removes the shape with the given index from the body's array of shapes. The " -"shape itself is not deleted, so it can continue to be used elsewhere or added " -"back later. As a result of this operation, the body's shapes which used to " -"have indices higher than [param shape_idx] will have their index decreased by " -"one." +"shape itself is not deleted, so it can continue to be used elsewhere or " +"added back later. As a result of this operation, the body's shapes which " +"used to have indices higher than [param shape_idx] will have their index " +"decreased by one." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77149,8 +78164,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Sets the function used to calculate physics for the body, if that body allows " -"it (see [method body_set_omit_force_integration]).\n" +"Sets the function used to calculate physics for the body, if that body " +"allows it (see [method body_set_omit_force_integration]).\n" "The force integration function takes the following two parameters:\n" "1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and " "modify the body's state,\n" @@ -77213,8 +78228,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Adds the body to the given space, after removing the body from the previously " -"assigned space (if any). If the body's mode is set to [constant " +"Adds the body to the given space, after removing the body from the " +"previously assigned space (if any). If the body's mode is set to [constant " "BODY_MODE_RIGID], then adding the body to a space will have the following " "additional effects:\n" "- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set " @@ -77223,16 +78238,16 @@ msgid "" "- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= " "0.0[/code], then the value of that parameter will be recalculated based on " "the body's shapes, mass, and center of mass.\n" -"[b]Note:[/b] To remove a body from a space without immediately adding it back " -"elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]." +"[b]Note:[/b] To remove a body from a space without immediately adding it " +"back elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]." msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Sets the value of a body's state. See [enum BodyState] for the list of " "available states.\n" -"[b]Note:[/b] The state change doesn't take effect immediately. The state will " -"change on the next physics frame." +"[b]Note:[/b] The state change doesn't take effect immediately. The state " +"will change on the next physics frame." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77318,8 +78333,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Returns the value of the given joint parameter. See [enum JointParam] for the " -"list of available parameters." +"Returns the value of the given joint parameter. See [enum JointParam] for " +"the list of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77334,11 +78349,11 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Makes the joint a damped spring joint, attached at the point [param anchor_a] " -"(given in global coordinates) on the body [param body_a] and at the point " -"[param anchor_b] (given in global coordinates) on the body [param body_b]. To " -"set the parameters which are specific to the damped spring, see [method " -"damped_spring_joint_set_param]." +"Makes the joint a damped spring joint, attached at the point [param " +"anchor_a] (given in global coordinates) on the body [param body_a] and at " +"the point [param anchor_b] (given in global coordinates) on the body [param " +"body_b]. To set the parameters which are specific to the damped spring, see " +"[method damped_spring_joint_set_param]." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77347,11 +78362,11 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Makes the joint a pin joint. If [param body_b] is an empty [RID], then [param " -"body_a] is pinned to the point [param anchor] (given in global coordinates); " -"otherwise, [param body_a] is pinned to [param body_b] at the point [param " -"anchor] (given in global coordinates). To set the parameters which are " -"specific to the pin joint, see [method pin_joint_set_param]." +"Makes the joint a pin joint. If [param body_b] is an empty [RID], then " +"[param body_a] is pinned to the point [param anchor] (given in global " +"coordinates); otherwise, [param body_a] is pinned to [param body_b] at the " +"point [param anchor] (given in global coordinates). To set the parameters " +"which are specific to the pin joint, see [method pin_joint_set_param]." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77390,8 +78405,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Creates a 2D segment shape in the physics server, and returns the [RID] that " -"identifies it. Use [method shape_set_data] to set the segment's start and end " -"points." +"identifies it. Use [method shape_set_data] to set the segment's start and " +"end points." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77441,9 +78456,9 @@ msgid "" "defining a convex polygon in counterclockwise order (the clockwise outward " "normal of each segment formed by consecutive points is calculated " "internally), or a [PackedFloat32Array] of length divisible by four so that " -"every 4-tuple of [float]s contains the coordinates of a point followed by the " -"coordinates of the clockwise outward normal vector to the segment between the " -"current point and the next point,\n" +"every 4-tuple of [float]s contains the coordinates of a point followed by " +"the coordinates of the clockwise outward normal vector to the segment " +"between the current point and the next point,\n" "- [constant SHAPE_CONCAVE_POLYGON]: a [PackedVector2Array] of length " "divisible by two (each pair of points forms one segment).\n" "[b]Warning:[/b] In the case of [constant SHAPE_CONVEX_POLYGON], this method " @@ -77466,8 +78481,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Returns the value of the given space parameter. See [enum SpaceParameter] for " -"the list of available parameters." +"Returns the value of the given space parameter. See [enum SpaceParameter] " +"for the list of available parameters." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77505,8 +78520,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Constant to set/get the maximum distance a shape can be from another before " -"they are considered separated and the contact is discarded. The default value " -"of this parameter is [member ProjectSettings.physics/2d/solver/" +"they are considered separated and the contact is discarded. The default " +"value of this parameter is [member ProjectSettings.physics/2d/solver/" "contact_max_separation]." msgstr "" @@ -77536,10 +78551,10 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Constant to set/get the threshold angular velocity of activity. A body marked " -"as potentially inactive for both linear and angular velocity will be put to " -"sleep after the time given. The default value of this parameter is [member " -"ProjectSettings.physics/2d/sleep_threshold_angular]." +"Constant to set/get the threshold angular velocity of activity. A body " +"marked as potentially inactive for both linear and angular velocity will be " +"put to sleep after the time given. The default value of this parameter is " +"[member ProjectSettings.physics/2d/sleep_threshold_angular]." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77563,16 +78578,16 @@ msgstr "" msgid "" "Constant to set/get the number of solver iterations for all contacts and " "constraints. The greater the number of iterations, the more accurate the " -"collisions will be. However, a greater number of iterations requires more CPU " -"power, which can decrease performance. The default value of this parameter is " -"[member ProjectSettings.physics/2d/solver/solver_iterations]." +"collisions will be. However, a greater number of iterations requires more " +"CPU power, which can decrease performance. The default value of this " +"parameter is [member ProjectSettings.physics/2d/solver/solver_iterations]." msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "This is the constant for creating world boundary shapes. A world boundary " -"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it " -"can be used for front/behind checks." +"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, " +"it can be used for front/behind checks." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77605,22 +78620,22 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "This is the constant for creating capsule shapes. A capsule shape is defined " -"by a radius and a length. It can be used for intersections and inside/outside " -"checks." +"by a radius and a length. It can be used for intersections and inside/" +"outside checks." msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"This is the constant for creating convex polygon shapes. A polygon is defined " -"by a list of points. It can be used for intersections and inside/outside " -"checks." +"This is the constant for creating convex polygon shapes. A polygon is " +"defined by a list of points. It can be used for intersections and inside/" +"outside checks." msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "This is the constant for creating concave polygon shapes. A polygon is " -"defined by a list of points. It can be used for intersections checks, but not " -"for inside/outside checks." +"defined by a list of points. It can be used for intersections checks, but " +"not for inside/outside checks." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml @@ -77741,14 +78756,14 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" -"Constant for kinematic bodies. In this mode, a body can be only moved by user " -"code and collides with other bodies along its path." +"Constant for kinematic bodies. In this mode, a body can be only moved by " +"user code and collides with other bodies along its path." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" -"Constant for rigid bodies. In this mode, a body can be pushed by other bodies " -"and has forces applied." +"Constant for rigid bodies. In this mode, a body can be pushed by other " +"bodies and has forces applied." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml @@ -77765,8 +78780,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Constant to set/get a body's friction. The default value of this parameter is " -"[code]1.0[/code]." +"Constant to set/get a body's friction. The default value of this parameter " +"is [code]1.0[/code]." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77793,8 +78808,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Constant to set/get a body's center of mass position in the body's local " -"coordinate system. The default value of this parameter is [code]Vector2(0,0)[/" -"code]. If this parameter is never set explicitly, then it is recalculated " +"coordinate system. The default value of this parameter is [code]Vector2(0,0)" +"[/code]. If this parameter is never set explicitly, then it is recalculated " "based on the body's shapes when setting the parameter [constant " "BODY_PARAM_MASS] or when calling [method body_set_space]." msgstr "" @@ -77807,8 +78822,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for " -"possible values. The default value of this parameter is [constant " +"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] " +"for possible values. The default value of this parameter is [constant " "BODY_DAMP_MODE_COMBINE]." msgstr "" @@ -77821,8 +78836,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Constant to set/get a body's linear damping factor. The default value of this " -"parameter is [code]0.0[/code]." +"Constant to set/get a body's linear damping factor. The default value of " +"this parameter is [code]0.0[/code]." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77843,7 +78858,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" -"The body's damping value replaces any value set in areas or the default value." +"The body's damping value replaces any value set in areas or the default " +"value." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml @@ -77887,8 +78903,8 @@ msgid "" "Constant to set/get how fast the joint pulls the bodies back to satisfy the " "joint constraint. The lower the value, the more the two bodies can pull on " "the joint. The default value of this parameter is [code]0.0[/code].\n" -"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and " -"groove joints." +"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints " +"and groove joints." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77902,7 +78918,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Constant to set/get the maximum force that the joint can use to act on the " -"two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n" +"two bodies. The default value of this parameter is [code]3.40282e+38[/" +"code].\n" "[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints." msgstr "" @@ -77935,8 +78952,8 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" "Sets the resting length of the spring joint. The joint will always try to go " -"to back this length when pulled apart. The default value of this parameter is " -"the distance between the joint's anchor points." +"to back this length when pulled apart. The default value of this parameter " +"is the distance between the joint's anchor points." msgstr "" #: doc/classes/PhysicsServer2D.xml @@ -77968,20 +78985,20 @@ msgstr "" #: doc/classes/PhysicsServer2D.xml msgid "" -"Enables continuous collision detection by shapecasting. It is the slowest CCD " -"method, and the most precise." +"Enables continuous collision detection by shapecasting. It is the slowest " +"CCD method, and the most precise." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" -"The value of the first parameter and area callback function receives, when an " -"object enters one of its shapes." +"The value of the first parameter and area callback function receives, when " +"an object enters one of its shapes." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml msgid "" -"The value of the first parameter and area callback function receives, when an " -"object exits one of its shapes." +"The value of the first parameter and area callback function receives, when " +"an object exits one of its shapes." msgstr "" #: doc/classes/PhysicsServer2D.xml doc/classes/PhysicsServer3D.xml @@ -78034,8 +79051,8 @@ msgstr "" #: doc/classes/PhysicsServer2DManager.xml msgid "" "Set the default [PhysicsServer2D] implementation to the one identified by " -"[param name], if [param priority] is greater than the priority of the current " -"default implementation." +"[param name], if [param priority] is greater than the priority of the " +"current default implementation." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78044,18 +79061,18 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"PhysicsServer3D is the server responsible for all 3D physics. It can directly " -"create and manipulate all physics objects:\n" +"PhysicsServer3D is the server responsible for all 3D physics. It can " +"directly create and manipulate all physics objects:\n" "- A [i]space[/i] is a self-contained world for a physics simulation. It " "contains bodies, areas, and joints. Its state can be queried for collision " -"and intersection information, and several parameters of the simulation can be " -"modified.\n" -"- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or " -"a polygon. It can be used for collision detection by adding it to a body/" +"and intersection information, and several parameters of the simulation can " +"be modified.\n" +"- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, " +"or a polygon. It can be used for collision detection by adding it to a body/" "area, possibly with an extra transformation relative to the body/area's " "origin. Bodies/areas can have multiple (transformed) shapes added to them, " -"and a single shape can be added to bodies/areas multiple times with different " -"local transformations.\n" +"and a single shape can be added to bodies/areas multiple times with " +"different local transformations.\n" "- A [i]body[/i] is a physical object which can be in static, kinematic, or " "rigid mode. Its state (such as position and velocity) can be queried and " "updated. A force integration callback can be set to customize the body's " @@ -78063,11 +79080,11 @@ msgid "" "- An [i]area[/i] is a region in space which can be used to detect bodies and " "areas entering and exiting it. A body monitoring callback can be set to " "report entering/exiting body shapes, and similarly an area monitoring " -"callback can be set. Gravity and damping can be overridden within the area by " -"setting area parameters.\n" +"callback can be set. Gravity and damping can be overridden within the area " +"by setting area parameters.\n" "- A [i]joint[/i] is a constraint, either between two bodies or on one body " -"relative to a point. Parameters such as the joint bias and the rest length of " -"a spring joint can be adjusted.\n" +"relative to a point. Parameters such as the joint bias and the rest length " +"of a spring joint can be adjusted.\n" "Physics objects in [PhysicsServer3D] may be created and manipulated " "independently; they do not have to be tied to nodes in the scene tree.\n" "[b]Note:[/b] All the 3D physics nodes use the physics server internally. " @@ -78188,9 +79205,9 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Adds a constant directional force without affecting rotation that keeps being " -"applied over time until cleared with [code]body_set_constant_force(body, " -"Vector3(0, 0, 0))[/code].\n" +"Adds a constant directional force without affecting rotation that keeps " +"being applied over time until cleared with " +"[code]body_set_constant_force(body, Vector3(0, 0, 0))[/code].\n" "This is equivalent to using [method body_add_constant_force] at the body's " "center of mass." msgstr "" @@ -78220,8 +79237,8 @@ msgstr "" msgid "" "Applies a directional force without affecting rotation. A force is time " "dependent and meant to be applied every physics update.\n" -"This is equivalent to using [method body_apply_force] at the body's center of " -"mass." +"This is equivalent to using [method body_apply_force] at the body's center " +"of mass." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78281,8 +79298,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] " -"if the body is destroyed or removed from the physics space." +"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/" +"code] if the body is destroyed or removed from the physics space." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78347,8 +79364,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Restores the default inertia and center of mass based on shapes to cancel any " -"custom values previously set using [method body_set_param]." +"Restores the default inertia and center of mass based on shapes to cancel " +"any custom values previously set using [method body_set_param]." msgstr "" #: doc/classes/PhysicsServer3D.xml doc/classes/RigidBody3D.xml @@ -78396,8 +79413,8 @@ msgid "" "Sets the function used to calculate physics for an object, if that object " "allows it (see [method body_set_omit_force_integration]). The force " "integration function takes 2 arguments:\n" -"- [code]state[/code] — [PhysicsDirectBodyState3D] used to retrieve and modify " -"the body's state.\n" +"- [code]state[/code] — [PhysicsDirectBodyState3D] used to retrieve and " +"modify the body's state.\n" "- [code skip-lint]userdata[/code] — optional user data passed to [method " "body_set_force_integration_callback]." msgstr "" @@ -78450,9 +79467,9 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" "Returns [code]true[/code] if a collision would result from moving along a " -"motion vector from a given point in space. [PhysicsTestMotionParameters3D] is " -"passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to " -"return additional information." +"motion vector from a given point in space. [PhysicsTestMotionParameters3D] " +"is passed to set motion parameters. [PhysicsTestMotionResult3D] can be " +"passed to return additional information." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78541,11 +79558,13 @@ msgid "Sets the priority value of the Joint3D." msgstr "" #: doc/classes/PhysicsServer3D.xml -msgid "Returns position of the joint in the local space of body a of the joint." +msgid "" +"Returns position of the joint in the local space of body a of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml -msgid "Returns position of the joint in the local space of body b of the joint." +msgid "" +"Returns position of the joint in the local space of body b of the joint." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78599,12 +79618,14 @@ msgid "Returns the bounds of the given soft body in global coordinates." msgstr "" #: doc/classes/PhysicsServer3D.xml -msgid "Returns the physics layer or layers that the given soft body belongs to." +msgid "" +"Returns the physics layer or layers that the given soft body belongs to." msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Returns the physics layer or layers that the given soft body can collide with." +"Returns the physics layer or layers that the given soft body can collide " +"with." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78690,8 +79711,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Sets the drag coefficient of the given soft body. Higher values increase this " -"body's air resistance.\n" +"Sets the drag coefficient of the given soft body. Higher values increase " +"this body's air resistance.\n" "[b]Note:[/b] This value is currently unused by Godot's default physics " "implementation." msgstr "" @@ -78751,16 +79772,16 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Requests that the physics server updates the rendering server with the latest " -"positions of the given soft body's points through the [param " +"Requests that the physics server updates the rendering server with the " +"latest positions of the given soft body's points through the [param " "rendering_server_handler] interface." msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Creates a space. A space is a collection of parameters for the physics engine " -"that can be assigned to an area or a body. It can be assigned to an area with " -"[method area_set_space], or to a body with [method body_set_space]." +"Creates a space. A space is a collection of parameters for the physics " +"engine that can be assigned to an area or a body. It can be assigned to an " +"area with [method area_set_space], or to a body with [method body_set_space]." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78779,8 +79800,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Marks a space as active. It will not have an effect, unless it is assigned to " -"an area or body." +"Marks a space as active. It will not have an effect, unless it is assigned " +"to an area or body." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -78811,8 +79832,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"The strength with which the pinned objects try to stay in positional relation " -"to each other.\n" +"The strength with which the pinned objects try to stay in positional " +"relation to each other.\n" "The higher, the stronger." msgstr "" @@ -78875,8 +79896,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml doc/classes/SliderJoint3D.xml msgid "" -"A factor applied to the movement across the slider axis as long as the slider " -"is in the limits. The lower, the slower the movement." +"A factor applied to the movement across the slider axis as long as the " +"slider is in the limits. The lower, the slower the movement." msgstr "" #: doc/classes/PhysicsServer3D.xml doc/classes/SliderJoint3D.xml @@ -79008,7 +80029,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"If set, there is a linear motor on this axis that targets a specific velocity." +"If set, there is a linear motor on this axis that targets a specific " +"velocity." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -79083,8 +80105,8 @@ msgid "" "the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the " "gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the " "gravity), and so on.\n" -"The above is true only when the unit distance is a positive number. When this " -"is set to 0.0, the gravity will be constant regardless of distance." +"The above is true only when the unit distance is a positive number. When " +"this is set to 0.0, the gravity will be constant regardless of distance." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -79161,8 +80183,8 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for " -"possible values." +"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] " +"for possible values." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -79214,9 +80236,9 @@ msgstr "" #: doc/classes/PhysicsServer3D.xml msgid "" -"Constant to set/get the threshold angular velocity of activity. A body marked " -"as potentially inactive for both linear and angular velocity will be put to " -"sleep after the time given." +"Constant to set/get the threshold angular velocity of activity. A body " +"marked as potentially inactive for both linear and angular velocity will be " +"put to sleep after the time given." msgstr "" #: doc/classes/PhysicsServer3D.xml @@ -79271,8 +80293,8 @@ msgstr "" #: doc/classes/PhysicsServer3DManager.xml msgid "" "Set the default [PhysicsServer3D] implementation to the one identified by " -"[param name], if [param priority] is greater than the priority of the current " -"default implementation." +"[param name], if [param priority] is greater than the priority of the " +"current default implementation." msgstr "" #: doc/classes/PhysicsServer3DRenderingServerHandler.xml @@ -79288,8 +80310,8 @@ msgstr "" #: doc/classes/PhysicsServer3DRenderingServerHandler.xml msgid "" -"Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex " -"at the index specified by [param vertex_id].\n" +"Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] " +"vertex at the index specified by [param vertex_id].\n" "[b]Note:[/b] The [param normal] parameter used to be of type [code]const " "void*[/code] prior to Godot 4.2." msgstr "" @@ -79343,15 +80365,15 @@ msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml msgid "" "The [Shape2D] that will be used for collision/intersection queries. This " -"stores the actual reference which avoids the shape to be released while being " -"used for queries, so always prefer using this over [member shape_rid]." +"stores the actual reference which avoids the shape to be released while " +"being used for queries, so always prefer using this over [member shape_rid]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters2D.xml msgid "" "The queried shape's [RID] that will be used for collision/intersection " -"queries. Use this over [member shape] if you want to optimize for performance " -"using the Servers API:\n" +"queries. Use this over [member shape] if you want to optimize for " +"performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer2D.circle_shape_create()\n" @@ -79402,15 +80424,15 @@ msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml msgid "" "The [Shape3D] that will be used for collision/intersection queries. This " -"stores the actual reference which avoids the shape to be released while being " -"used for queries, so always prefer using this over [member shape_rid]." +"stores the actual reference which avoids the shape to be released while " +"being used for queries, so always prefer using this over [member shape_rid]." msgstr "" #: doc/classes/PhysicsShapeQueryParameters3D.xml msgid "" "The queried shape's [RID] that will be used for collision/intersection " -"queries. Use this over [member shape] if you want to optimize for performance " -"using the Servers API:\n" +"queries. Use this over [member shape] if you want to optimize for " +"performance using the Servers API:\n" "[codeblocks]\n" "[gdscript]\n" "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n" @@ -79495,8 +80517,8 @@ msgstr "" #: doc/classes/PhysicsTestMotionParameters2D.xml msgid "" "If set to [code]true[/code], any depenetration from the recovery phase is " -"reported as a collision; this is used e.g. by [CharacterBody2D] for improving " -"floor detection during floor snapping.\n" +"reported as a collision; this is used e.g. by [CharacterBody2D] for " +"improving floor detection during floor snapping.\n" "If set to [code]false[/code], only collisions resulting from the motion are " "reported, which is generally the desired behavior." msgstr "" @@ -79543,8 +80565,8 @@ msgstr "" #: doc/classes/PhysicsTestMotionParameters3D.xml msgid "" "If set to [code]true[/code], any depenetration from the recovery phase is " -"reported as a collision; this is used e.g. by [CharacterBody3D] for improving " -"floor detection during floor snapping.\n" +"reported as a collision; this is used e.g. by [CharacterBody3D] for " +"improving floor detection during floor snapping.\n" "If set to [code]false[/code], only collisions resulting from the motion are " "reported, which is generally the desired behavior." msgstr "" @@ -79556,7 +80578,8 @@ msgid "" msgstr "" #: doc/classes/PhysicsTestMotionResult2D.xml -msgid "Returns the colliding body's attached [Object], if a collision occurred." +msgid "" +"Returns the colliding body's attached [Object], if a collision occurred." msgstr "" #: doc/classes/PhysicsTestMotionResult2D.xml @@ -79599,7 +80622,8 @@ msgstr "" #: doc/classes/PhysicsTestMotionResult2D.xml msgid "" -"Returns the point of collision in global coordinates, if a collision occurred." +"Returns the point of collision in global coordinates, if a collision " +"occurred." msgstr "" #: doc/classes/PhysicsTestMotionResult2D.xml @@ -79643,8 +80667,9 @@ msgstr "" #: doc/classes/PhysicsTestMotionResult3D.xml msgid "" -"Returns the colliding body's shape index given a collision index (the deepest " -"collision by default), if a collision occurred. See [CollisionObject3D]." +"Returns the colliding body's shape index given a collision index (the " +"deepest collision by default), if a collision occurred. See " +"[CollisionObject3D]." msgstr "" #: doc/classes/PhysicsTestMotionResult3D.xml @@ -79667,8 +80692,9 @@ msgstr "" #: doc/classes/PhysicsTestMotionResult3D.xml msgid "" -"Returns the colliding body's shape's normal at the point of collision given a " -"collision index (the deepest collision by default), if a collision occurred." +"Returns the colliding body's shape's normal at the point of collision given " +"a collision index (the deepest collision by default), if a collision " +"occurred." msgstr "" #: doc/classes/PhysicsTestMotionResult3D.xml @@ -79713,7 +80739,8 @@ msgid "When activated, a motor turns the pin." msgstr "" #: doc/classes/PinJoint2D.xml -msgid "The higher this value, the more the bond to the pinned partner can flex." +msgid "" +"The higher this value, the more the bond to the pinned partner can flex." msgstr "" #: doc/classes/PinJoint3D.xml @@ -79755,8 +80782,8 @@ msgstr "" msgid "" "This class replaces a [Cubemap] or a [Cubemap]-derived class in 2 " "conditions:\n" -"- In dedicated server mode, where the image data shouldn't affect game logic. " -"This allows reducing the exported PCK's size significantly.\n" +"- In dedicated server mode, where the image data shouldn't affect game " +"logic. This allows reducing the exported PCK's size significantly.\n" "- When the [Cubemap]-derived class is missing, for example when using a " "different engine version.\n" "[b]Note:[/b] This class is not intended for rendering or for use in shaders. " @@ -79771,8 +80798,8 @@ msgstr "" msgid "" "This class replaces a [CubemapArray] or a [CubemapArray]-derived class in 2 " "conditions:\n" -"- In dedicated server mode, where the image data shouldn't affect game logic. " -"This allows reducing the exported PCK's size significantly.\n" +"- In dedicated server mode, where the image data shouldn't affect game " +"logic. This allows reducing the exported PCK's size significantly.\n" "- When the [CubemapArray]-derived class is missing, for example when using a " "different engine version.\n" "[b]Note:[/b] This class is not intended for rendering or for use in shaders. " @@ -79789,8 +80816,8 @@ msgid "" "2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the " +"exported PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled)." msgstr "" @@ -79805,8 +80832,8 @@ msgid "" "conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the " +"exported PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled)." msgstr "" @@ -79822,17 +80849,17 @@ msgstr "" #: doc/classes/PlaceholderTexture2D.xml #: doc/classes/PlaceholderTexture2DArray.xml msgid "" -"This class is used when loading a project that uses a [Texture2D] subclass in " -"2 conditions:\n" +"This class is used when loading a project that uses a [Texture2D] subclass " +"in 2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the " +"exported PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials (for " -"example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials " +"(for example when calculating UV)." msgstr "" #: doc/classes/PlaceholderTexture2D.xml doc/classes/PlaceholderTexture3D.xml @@ -79850,17 +80877,17 @@ msgstr "" #: doc/classes/PlaceholderTexture3D.xml msgid "" -"This class is used when loading a project that uses a [Texture3D] subclass in " -"2 conditions:\n" +"This class is used when loading a project that uses a [Texture3D] subclass " +"in 2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the " +"exported PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials (for " -"example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials " +"(for example when calculating UV)." msgstr "" #: doc/classes/PlaceholderTextureLayered.xml @@ -79869,13 +80896,13 @@ msgid "" "subclass in 2 conditions:\n" "- When running the project exported in dedicated server mode, only the " "texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the exported " -"PCK's size significantly.\n" +"purposes or positioning of other elements). This allows reducing the " +"exported PCK's size significantly.\n" "- When this subclass is missing due to using a different engine version or " "build (e.g. modules disabled).\n" "[b]Note:[/b] This is not intended to be used as an actual texture for " -"rendering. It is not guaranteed to work like one in shaders or materials (for " -"example when calculating UV)." +"rendering. It is not guaranteed to work like one in shaders or materials " +"(for example when calculating UV)." msgstr "" #: doc/classes/PlaceholderTextureLayered.xml @@ -79893,9 +80920,10 @@ msgstr "" #: doc/classes/Plane.xml msgid "" "Represents a normalized plane equation. [member normal] is the normal of the " -"plane (a, b, c normalized), and [member d] is the distance from the origin to " -"the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the plane " -"is considered the side of the plane towards where the normal is pointing." +"plane (a, b, c normalized), and [member d] is the distance from the origin " +"to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the " +"plane is considered the side of the plane towards where the normal is " +"pointing." msgstr "" #: doc/classes/Plane.xml @@ -79911,13 +80939,14 @@ msgstr "" #: doc/classes/Plane.xml msgid "" "Creates a plane from the four parameters. The three components of the " -"resulting plane's [member normal] are [param a], [param b] and [param c], and " -"the plane has a distance of [param d] from the origin." +"resulting plane's [member normal] are [param a], [param b] and [param c], " +"and the plane has a distance of [param d] from the origin." msgstr "" #: doc/classes/Plane.xml msgid "" -"Creates a plane from the normal vector. The plane will intersect the origin.\n" +"Creates a plane from the normal vector. The plane will intersect the " +"origin.\n" "The [param normal] of the plane must be a unit vector." msgstr "" @@ -79941,8 +80970,8 @@ msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the shortest distance from the plane to the position [param point]. " -"If the point is above the plane, the distance will be positive. If below, the " -"distance will be negative." +"If the point is above the plane, the distance will be positive. If below, " +"the distance will be negative." msgstr "" #: doc/classes/Plane.xml @@ -79971,15 +81000,15 @@ msgstr "" #: doc/classes/Plane.xml msgid "" "Returns the intersection point of a segment from position [param from] to " -"position [param to] with this plane. If no intersection is found, [code]null[/" -"code] is returned." +"position [param to] with this plane. If no intersection is found, " +"[code]null[/code] is returned." msgstr "" #: doc/classes/Plane.xml msgid "" "Returns [code]true[/code] if this plane and [param to_plane] are " -"approximately equal, by running [method @GlobalScope.is_equal_approx] on each " -"component." +"approximately equal, by running [method @GlobalScope.is_equal_approx] on " +"each component." msgstr "" #: doc/classes/Plane.xml @@ -80086,9 +81115,9 @@ msgstr "" #: doc/classes/PlaneMesh.xml msgid "" "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a " -"thickness. By default, this mesh is aligned on the X and Z axes; this default " -"rotation isn't suited for use with billboarded materials. For billboarded " -"materials, change [member orientation] to [constant FACE_Z].\n" +"thickness. By default, this mesh is aligned on the X and Z axes; this " +"default rotation isn't suited for use with billboarded materials. For " +"billboarded materials, change [member orientation] to [constant FACE_Z].\n" "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you " "may stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth] and [member subdivide_width] until " @@ -80168,10 +81197,10 @@ msgstr "" #: doc/classes/PointMesh.xml msgid "" "The PointMesh is made from a single point. Instead of relying on triangles, " -"points are rendered as a single rectangle on the screen with a constant size. " -"They are intended to be used with Particle systems, but can be used as a " -"cheap way to render constant size billboarded sprites (for example in a point " -"cloud).\n" +"points are rendered as a single rectangle on the screen with a constant " +"size. They are intended to be used with Particle systems, but can be used as " +"a cheap way to render constant size billboarded sprites (for example in a " +"point cloud).\n" "PointMeshes, must be used with a material that has a point size. Point size " "can be accessed in a shader with [code]POINT_SIZE[/code], or in a " "[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the " @@ -80247,8 +81276,8 @@ msgstr "" #: doc/classes/Polygon2D.xml msgid "" -"Added padding applied to the bounding box when [member invert_enabled] is set " -"to [code]true[/code]. Setting this value too small may result in a \"Bad " +"Added padding applied to the bounding box when [member invert_enabled] is " +"set to [code]true[/code]. Setting this value too small may result in a \"Bad " "Polygon\" error." msgstr "" @@ -80291,8 +81320,8 @@ msgstr "" #: doc/classes/Polygon2D.xml msgid "" -"Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, 0)" -"[/code], the texture's origin (its top-left corner) will be placed at the " +"Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, " +"0)[/code], the texture's origin (its top-left corner) will be placed at the " "polygon's position." msgstr "" @@ -80315,9 +81344,9 @@ msgstr "" #: doc/classes/Polygon2D.xml msgid "" -"Color for each vertex. Colors are interpolated between vertices, resulting in " -"smooth gradients. There should be one per polygon vertex. If there are fewer, " -"undefined vertices will use [member color]." +"Color for each vertex. Colors are interpolated between vertices, resulting " +"in smooth gradients. There should be one per polygon vertex. If there are " +"fewer, undefined vertices will use [member color]." msgstr "" #: doc/classes/PolygonOccluder3D.xml @@ -80344,8 +81373,8 @@ msgid "" "The polygon to use for occlusion culling. The polygon can be convex or " "concave, but it should have as few points as possible to maximize " "performance.\n" -"The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation " -"will fail (with an error message printed)." +"The polygon must [i]not[/i] have intersecting lines. Otherwise, " +"triangulation will fail (with an error message printed)." msgstr "" #: doc/classes/Popup.xml @@ -80394,8 +81423,8 @@ msgid "" "the beginning of the list if the timeout duration has passed since the last " "keystroke was registered. You can adjust the timeout duration by changing " "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n" -"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 " -"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" +"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full " +"64 bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/" "code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]." msgstr "" @@ -80414,11 +81443,11 @@ msgstr "" msgid "" "Adds a new checkable item with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -80439,11 +81468,11 @@ msgstr "" msgid "" "Adds a new checkable item with text [param label] and icon [param texture].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -80465,11 +81494,11 @@ msgstr "" msgid "" "Adds a new item with text [param label] and icon [param texture].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators." +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators." msgstr "" #: doc/classes/PopupMenu.xml @@ -80477,13 +81506,14 @@ msgid "Same as [method add_icon_check_item], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml -msgid "Same as [method add_icon_check_shortcut], but uses a radio check button." +msgid "" +"Same as [method add_icon_check_shortcut], but uses a radio check button." msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Adds a new item and assigns the specified [Shortcut] and icon [param texture] " -"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n" +"Adds a new item and assigns the specified [Shortcut] and icon [param " +"texture] to it. Sets the label of the checkbox to the [Shortcut]'s name.\n" "An [param id] can optionally be provided. If no [param id] is provided, one " "will be created from the index.\n" "If [param allow_echo] is [code]true[/code], the shortcut can be activated " @@ -80494,11 +81524,11 @@ msgstr "" msgid "" "Adds a new item with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators.\n" "[b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and " "[signal id_focused] signals. It's not related to the [code]index[/code] " "arguments in e.g. [method set_item_checked]." @@ -80511,15 +81541,15 @@ msgid "" "states, as defined by [param max_states]. The default value is defined by " "[param default_state].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators.\n" -"[b]Note:[/b] Multistate items don't update their state automatically and must " -"be done manually. See [method toggle_item_multistate], [method " -"set_item_multistate] and [method get_item_multistate] for more info on how to " -"control it.\n" +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators.\n" +"[b]Note:[/b] Multistate items don't update their state automatically and " +"must be done manually. See [method toggle_item_multistate], [method " +"set_item_multistate] and [method get_item_multistate] for more info on how " +"to control it.\n" "Example usage:\n" "[codeblock]\n" "func _ready():\n" @@ -80542,11 +81572,11 @@ msgstr "" msgid "" "Adds a new radio check button with text [param label].\n" "An [param id] can optionally be provided, as well as an accelerator ([param " -"accel]). If no [param id] is provided, one will be created from the index. If " -"no [param accel] is provided, then the default value of 0 (corresponding to " -"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means " -"it won't have any accelerator). See [method get_item_accelerator] for more " -"info on accelerators.\n" +"accel]). If no [param id] is provided, one will be created from the index. " +"If no [param accel] is provided, then the default value of 0 (corresponding " +"to [constant @GlobalScope.KEY_NONE]) will be assigned to the item (which " +"means it won't have any accelerator). See [method get_item_accelerator] for " +"more info on accelerators.\n" "[b]Note:[/b] Checkable items just display a checkmark, but don't have any " "built-in checking behavior and must be checked/unchecked manually. See " "[method set_item_checked] for more info on how to control it." @@ -80580,13 +81610,30 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " "clicked. The [param submenu] argument must be the name of an existing " -"[PopupMenu] that has been added as a child to this node. This submenu will be " -"shown when the item is clicked, hovered for long enough, or activated using " -"the [code]ui_select[/code] or [code]ui_right[/code] input actions.\n" +"[PopupMenu] that has been added as a child to this node. This submenu will " +"be shown when the item is clicked, hovered for long enough, or activated " +"using the [code]ui_select[/code] or [code]ui_right[/code] input actions.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" "An [param id] can optionally be provided. If no [param id] is provided, one " "will be created from the index." msgstr "" @@ -80626,13 +81673,14 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -msgid "Returns a [Color] modulating the item's icon at the given [param index]." +msgid "" +"Returns a [Color] modulating the item's icon at the given [param index]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns the ID of the item at the given [param index]. [code]id[/code] can be " -"manually assigned, while index can not." +"Returns the ID of the item at the given [param index]. [code]id[/code] can " +"be manually assigned, while index can not." msgstr "" #: doc/classes/PopupMenu.xml @@ -80642,7 +81690,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns the index of the item containing the specified [param id]. Index is " -"automatically assigned to each item by the engine and can not be set manually." +"automatically assigned to each item by the engine and can not be set " +"manually." msgstr "" #: doc/classes/PopupMenu.xml @@ -80665,24 +81714,36 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" #: doc/classes/PopupMenu.xml -msgid "Returns the tooltip associated with the item at the given [param index]." +msgid "" +"Returns the tooltip associated with the item at the given [param index]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns [code]true[/code] if the item at the given [param index] is checkable " -"in some way, i.e. if it has a checkbox or radio button.\n" +"Returns [code]true[/code] if the item at the given [param index] is " +"checkable in some way, i.e. if it has a checkbox or radio button.\n" "[b]Note:[/b] Checkable items just display a checkmark or radio button, but " "don't have any built-in checking behavior and must be checked/unchecked " "manually." @@ -80695,8 +81756,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns [code]true[/code] if the item at the given [param index] is disabled. " -"When it is disabled it can't be selected, or its action invoked.\n" +"Returns [code]true[/code] if the item at the given [param index] is " +"disabled. When it is disabled it can't be selected, or its action invoked.\n" "See [method set_item_disabled] for more info on how to disable an item." msgstr "" @@ -80711,8 +81772,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Returns [code]true[/code] if the item is a separator. If it is, it will be " -"displayed as a line. See [method add_separator] for more info on how to add a " -"separator." +"displayed as a line. See [method add_separator] for more info on how to add " +"a separator." msgstr "" #: doc/classes/PopupMenu.xml @@ -80745,9 +81806,9 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the accelerator of the item at the given [param index]. An accelerator " -"is a keyboard shortcut that can be pressed to trigger the menu button even if " -"it's not currently open. [param accel] is generally a combination of [enum " -"KeyModifierMask]s and [enum Key]s using bitwise OR such as " +"is a keyboard shortcut that can be pressed to trigger the menu button even " +"if it's not currently open. [param accel] is generally a combination of " +"[enum KeyModifierMask]s and [enum Key]s using bitwise OR such as " "[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd])." msgstr "" @@ -80778,8 +81839,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Enables/disables the item at the given [param index]. When it is disabled, it " -"can't be selected and its action can't be invoked." +"Enables/disables the item at the given [param index]. When it is disabled, " +"it can't be selected and its action can't be invoked." msgstr "" #: doc/classes/PopupMenu.xml @@ -80795,13 +81856,15 @@ msgid "" msgstr "" #: doc/classes/PopupMenu.xml -msgid "Sets a modulating [Color] of the item's icon at the given [param index]." +msgid "" +"Sets a modulating [Color] of the item's icon at the given [param index]." msgstr "" #: doc/classes/PopupMenu.xml msgid "" "Sets the [param id] of the item at the given [param index].\n" -"The [param id] is used in [signal id_pressed] and [signal id_focused] signals." +"The [param id] is used in [signal id_pressed] and [signal id_focused] " +"signals." msgstr "" #: doc/classes/PopupMenu.xml @@ -80835,10 +81898,24 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " -"name of a child [PopupMenu] node that would be shown when the item is clicked." +"name of a child [PopupMenu] node that would be shown when the item is " +"clicked." +msgstr "" + +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." msgstr "" #: doc/classes/PopupMenu.xml @@ -80889,7 +81966,8 @@ msgstr "" msgid "" "If set to one of the values returned by [method DisplayServer." "global_menu_get_system_menu_roots], this [PopupMenu] is bound to the special " -"system menu. Only one [PopupMenu] can be bound to each special menu at a time." +"system menu. Only one [PopupMenu] can be bound to each special menu at a " +"time." msgstr "" #: doc/classes/PopupMenu.xml @@ -80950,8 +82028,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"The maximum allowed width of the item's icon. This limit is applied on top of " -"the default size of the icon, but before the value set with [method " +"The maximum allowed width of the item's icon. This limit is applied on top " +"of the default size of the icon, but before the value set with [method " "set_item_icon_max_width]. The height is adjusted according to the icon's " "ratio." msgstr "" @@ -81041,7 +82119,8 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"[StyleBox] for the left side of labeled separator. See [method add_separator]." +"[StyleBox] for the left side of labeled separator. See [method " +"add_separator]." msgstr "" #: doc/classes/PopupMenu.xml @@ -81149,8 +82228,8 @@ msgstr "" #: doc/classes/PrimitiveMesh.xml msgid "" "Returns mesh arrays used to constitute surface of [Mesh]. The result can be " -"passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. " -"For example:\n" +"passed to [method ArrayMesh.add_surface_from_arrays] to create a new " +"surface. For example:\n" "[codeblocks]\n" "[gdscript]\n" "var c = CylinderMesh.new()\n" @@ -81232,8 +82311,8 @@ msgid "" "ground. The sky and ground are defined by a main color, a color at the " "horizon, and an easing curve to interpolate between them. Suns are described " "by a position in the sky, a color, and a max angle from the sun at which the " -"easing curve ends. The max angle therefore defines the size of the sun in the " -"sky.\n" +"easing curve ends. The max angle therefore defines the size of the sun in " +"the sky.\n" "[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, " "direction, and angular distance of the first four [DirectionalLight3D] nodes " "in the scene. This means that the suns are defined individually by the " @@ -81271,9 +82350,9 @@ msgid "" "The sky cover texture to use. This texture must use an equirectangular " "projection (similar to [PanoramaSkyMaterial]). The texture's colors will be " "[i]added[/i] to the existing sky color, and will be multiplied by [member " -"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited " -"to displaying stars at night, but it can also be used to display clouds at " -"day or night (with a non-physically-accurate look)." +"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly " +"suited to displaying stars at night, but it can also be used to display " +"clouds at day or night (with a non-physically-accurate look)." msgstr "" #: doc/classes/ProceduralSkyMaterial.xml @@ -81324,8 +82403,8 @@ msgstr "" #: doc/classes/ProgressBar.xml msgid "" -"If [code]false[/code], the [member indeterminate] animation will be paused in " -"the editor." +"If [code]false[/code], the [member indeterminate] animation will be paused " +"in the editor." msgstr "" #: doc/classes/ProgressBar.xml doc/classes/TextureProgressBar.xml @@ -81400,7 +82479,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -81459,8 +82538,8 @@ msgstr "" msgid "" "Creates a new [Projection] that projects positions in a frustum with the " "given size, X:Y aspect ratio, offset, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is flipped " -"over its diagonal." +"[param flip_fov] determines whether the projection's field of view is " +"flipped over its diagonal." msgstr "" #: doc/classes/Projection.xml @@ -81478,8 +82557,8 @@ msgstr "" msgid "" "Creates a new [Projection] that projects positions using an orthogonal " "projection with the given size, X:Y aspect ratio, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is flipped " -"over its diagonal." +"[param flip_fov] determines whether the projection's field of view is " +"flipped over its diagonal." msgstr "" #: doc/classes/Projection.xml @@ -81487,8 +82566,8 @@ msgid "" "Creates a new [Projection] that projects positions using a perspective " "projection with the given Y-axis field of view (in degrees), X:Y aspect " "ratio, and clipping planes.\n" -"[param flip_fov] determines whether the projection's field of view is flipped " -"over its diagonal." +"[param flip_fov] determines whether the projection's field of view is " +"flipped over its diagonal." msgstr "" #: doc/classes/Projection.xml @@ -81496,19 +82575,19 @@ msgid "" "Creates a new [Projection] that projects positions using a perspective " "projection with the given Y-axis field of view (in degrees), X:Y aspect " "ratio, and clipping distances. The projection is adjusted for a head-mounted " -"display with the given distance between eyes and distance to a point that can " -"be focused on.\n" +"display with the given distance between eyes and distance to a point that " +"can be focused on.\n" "[param eye] creates the projection for the left eye when set to 1, or the " "right eye when set to 2.\n" -"[param flip_fov] determines whether the projection's field of view is flipped " -"over its diagonal." +"[param flip_fov] determines whether the projection's field of view is " +"flipped over its diagonal." msgstr "" #: doc/classes/Projection.xml msgid "" -"Returns a scalar value that is the signed factor by which areas are scaled by " -"this matrix. If the sign is negative, the matrix flips the orientation of the " -"area.\n" +"Returns a scalar value that is the signed factor by which areas are scaled " +"by this matrix. If the sign is negative, the matrix flips the orientation of " +"the area.\n" "The determinant can be used to calculate the invertibility of a matrix or " "solve linear systems of equations involving the matrix, among other " "applications." @@ -81569,12 +82648,14 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"Returns the distance for this [Projection] beyond which positions are clipped." +"Returns the distance for this [Projection] beyond which positions are " +"clipped." msgstr "" #: doc/classes/Projection.xml msgid "" -"Returns the distance for this [Projection] before which positions are clipped." +"Returns the distance for this [Projection] before which positions are " +"clipped." msgstr "" #: doc/classes/Projection.xml @@ -81591,8 +82672,8 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"Returns a [Projection] with the X and Y values from the given [Vector2] added " -"to the first and second values of the final column respectively." +"Returns a [Projection] with the X and Y values from the given [Vector2] " +"added to the first and second values of the final column respectively." msgstr "" #: doc/classes/Projection.xml @@ -81667,7 +82748,8 @@ msgid "" "Returns [code]true[/code] if the projections are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]true[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of " +"Godot." msgstr "" #: doc/classes/Projection.xml @@ -81685,7 +82767,8 @@ msgid "" "Returns [code]true[/code] if the projections are equal.\n" "[b]Note:[/b] Due to floating-point precision errors, this may return " "[code]false[/code], even if the projections are virtually equal. An " -"[code]is_equal_approx[/code] method may be added in a future version of Godot." +"[code]is_equal_approx[/code] method may be added in a future version of " +"Godot." msgstr "" #: doc/classes/Projection.xml @@ -81706,8 +82789,8 @@ msgid "" "[ProjectSettings], making this object very useful for reading custom game " "configuration options.\n" "When naming a Project Settings property, use the full path to the setting " -"including the category. For example, [code]\"application/config/name\"[/code] " -"for the project name. Category and property names can be viewed in the " +"including the category. For example, [code]\"application/config/name\"[/" +"code] for the project name. Category and property names can be viewed in the " "Project Settings dialog.\n" "[b]Feature tags:[/b] Project settings can be overridden for specific " "platforms and configurations (debug, release, ...) using [url=$DOCS_URL/" @@ -81769,8 +82852,8 @@ msgid "" "represented as a [Dictionary] that contains the following entries:\n" "- [code]base[/code] is a name of the base class;\n" "- [code]class[/code] is a name of the registered global class;\n" -"- [code]icon[/code] is a path to a custom icon of the global class, if it has " -"any;\n" +"- [code]icon[/code] is a path to a custom icon of the global class, if it " +"has any;\n" "- [code]language[/code] is a name of a programming language in which the " "global class is written;\n" "- [code]path[/code] is a path to a file containing the global class.\n" @@ -81812,8 +82895,8 @@ msgid "" "Similar to [method get_setting], but applies feature tag overrides if any " "exists and is valid.\n" "[b]Example:[/b]\n" -"If the following setting override exists \"application/config/name.windows\", " -"and the following code is executed:\n" +"If the following setting override exists \"application/config/name." +"windows\", and the following code is executed:\n" "[codeblocks]\n" "[gdscript]\n" "print(ProjectSettings.get_setting_with_override(\"application/config/" @@ -81870,9 +82953,9 @@ msgid "" "already in the resource filesystem, any attempts to load that file will use " "the file from [param pack] unless [param replace_files] is set to " "[code]false[/code].\n" -"[b]Note:[/b] The optional [param offset] parameter can be used to specify the " -"offset in bytes to the start of the resource pack. This is only supported " -"for .pck files." +"[b]Note:[/b] The optional [param offset] parameter can be used to specify " +"the offset in bytes to the start of the resource pack. This is only " +"supported for .pck files." msgstr "" #: doc/classes/ProjectSettings.xml @@ -81894,16 +82977,16 @@ msgstr "" msgid "" "Saves the configuration to a custom file. The file extension must be [code]." "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/" -"code] (to save in binary format). You can also save [code]override.cfg[/code] " -"file, which is also text, but can be used in exported projects unlike other " -"formats." +"code] (to save in binary format). You can also save [code]override.cfg[/" +"code] file, which is also text, but can be used in exported projects unlike " +"other formats." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Defines if the specified setting is considered basic or advanced. Basic " -"settings will always be shown in the project settings. Advanced settings will " -"only be shown if the user enables the \"Advanced Settings\" option." +"settings will always be shown in the project settings. Advanced settings " +"will only be shown if the user enables the \"Advanced Settings\" option." msgstr "" #: doc/classes/ProjectSettings.xml @@ -81948,8 +83031,8 @@ msgid "" "ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n" "[/csharp]\n" "[/codeblocks]\n" -"This can also be used to erase custom project settings. To do this change the " -"setting value to [code]null[/code]." +"This can also be used to erase custom project settings. To do this change " +"the setting value to [code]null[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -81980,8 +83063,8 @@ msgstr "" msgid "" "Path to an image used as the boot splash. If left empty, the default Godot " "Engine splash will be displayed instead.\n" -"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is " -"[code]true[/code].\n" +"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " +"is [code]true[/code].\n" "[b]Note:[/b] The only supported format is PNG. Using another image format " "will result in an error." msgstr "" @@ -82009,23 +83092,25 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], the application automatically accepts quitting requests." +"If [code]true[/code], the application automatically accepts quitting " +"requests." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"This user directory is used for storing persistent data ([code]user://[/code] " -"filesystem). If a custom directory name is defined, this name will be " +"This user directory is used for storing persistent data ([code]user://[/" +"code] filesystem). If a custom directory name is defined, this name will be " "appended to the system-specific user data directory (same parent folder as " -"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n" +"the Godot configuration folder documented in [method OS." +"get_user_data_dir]).\n" "The [member application/config/use_custom_user_dir] setting must be enabled " "for this to take effect." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The project's description, displayed as a tooltip in the Project Manager when " -"hovering the project." +"The project's description, displayed as a tooltip in the Project Manager " +"when hovering the project." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82047,12 +83132,12 @@ msgid "" "The project name can be translated by translating its value in localization " "files. The window title will be set to match the project name automatically " "on startup.\n" -"[b]Note:[/b] Changing this value will also change the user data folder's path " -"if [member application/config/use_custom_user_dir] is [code]false[/code]. " -"After renaming the project, you will no longer be able to access existing " -"data in [code]user://[/code] unless you rename the old folder to match the " -"new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/" -"url] in the documentation for more information." +"[b]Note:[/b] Changing this value will also change the user data folder's " +"path if [member application/config/use_custom_user_dir] is [code]false[/" +"code]. After renaming the project, you will no longer be able to access " +"existing data in [code]user://[/code] unless you rename the old folder to " +"match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths." +"html]Data paths[/url] in the documentation for more information." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82064,8 +83149,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies a file to override project settings. For example: [code]user://" -"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] class " -"description at the top for more information.\n" +"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] " +"class description at the top for more information.\n" "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/" "code] will still be read to override the project settings." msgstr "" @@ -82081,8 +83166,8 @@ msgid "" "If [code]true[/code], the project will save user data to its own user " "directory. If [member application/config/custom_user_dir_name] is empty, " "[code]/[/code] directory will be used. " -"If [code]false[/code], the project will save user data to [code]/Godot/app_userdata/[/code].\n" +"If [code]false[/code], the project will save user data to [code]/Godot/app_userdata/[/code].\n" "See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-" "user-data-user]File paths in Godot projects[/url]. This setting is only " "effective on desktop platforms." @@ -82104,10 +83189,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The project's human-readable version identifier. This is used by exporters if " -"the version identifier isn't overridden there. If [member application/config/" -"version] is an empty string and the version identifier isn't overridden in an " -"exporter, the exporter will use [code]1.0.0[/code] as a version identifier." +"The project's human-readable version identifier. This is used by exporters " +"if the version identifier isn't overridden there. If [member application/" +"config/version] is an empty string and the version identifier isn't " +"overridden in an exporter, the exporter will use [code]1.0.0[/code] as a " +"version identifier." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82120,10 +83206,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Time samples for frame deltas are subject to random variation introduced by " -"the platform, even when frames are displayed at regular intervals thanks to V-" -"Sync. This can lead to jitter. Delta smoothing can often give a better result " -"by filtering the input deltas to correct for minor fluctuations from the " -"refresh rate.\n" +"the platform, even when frames are displayed at regular intervals thanks to " +"V-Sync. This can lead to jitter. Delta smoothing can often give a better " +"result by filtering the input deltas to correct for minor fluctuations from " +"the refresh rate.\n" "[b]Note:[/b] Delta smoothing is only attempted when [member display/window/" "vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well " "without V-Sync.\n" @@ -82152,15 +83238,15 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], flushes the standard output stream every time a line is " -"printed. This affects both terminal logging and file logging.\n" +"If [code]true[/code], flushes the standard output stream every time a line " +"is printed. This affects both terminal logging and file logging.\n" "When running a project, this setting must be enabled if you want logs to be " "collected by service managers such as systemd/journalctl. This setting is " "disabled by default on release builds, since flushing on every printed line " "will negatively affect performance if lots of lines are printed in a rapid " "succession. Also, if this setting is enabled, logged files will still be " -"written successfully if the application crashes or is otherwise killed by the " -"user (without being closed \"normally\").\n" +"written successfully if the application crashes or is otherwise killed by " +"the user (without being closed \"normally\").\n" "[b]Note:[/b] Regardless of this setting, the standard error stream " "([code]stderr[/code]) is always flushed when a line is printed to it.\n" "Changes to this setting will only be applied upon restarting the application." @@ -82176,8 +83262,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Forces a [i]constant[/i] delay between frames in the main loop (in " -"milliseconds). In most situations, [member application/run/max_fps] should be " -"preferred as an FPS limiter as it's more precise.\n" +"milliseconds). In most situations, [member application/run/max_fps] should " +"be preferred as an FPS limiter as it's more precise.\n" "This setting can be overridden using the [code]--frame-delay [/code] " "command line argument." msgstr "" @@ -82208,13 +83294,14 @@ msgstr "" msgid "" "Maximum number of frames per second allowed. A value of [code]0[/code] means " "\"no limit\". The actual number of frames per second may still be below this " -"value if the CPU or GPU cannot keep up with the project logic and rendering.\n" +"value if the CPU or GPU cannot keep up with the project logic and " +"rendering.\n" "Limiting the FPS can be useful to reduce system power consumption, which " "reduces heat and noise emissions (and improves battery life on mobile " "devices).\n" -"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or " -"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot " -"exceed the monitor's refresh rate.\n" +"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] " +"or [code]Adaptive[/code], it takes precedence and the forced FPS number " +"cannot exceed the monitor's refresh rate.\n" "If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on " "monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS " "limit a few frames lower than the monitor's refresh rate will [url=https://" @@ -82227,19 +83314,19 @@ msgid "" "only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked " "scenarios.\n" "See also [member physics/common/physics_ticks_per_second].\n" -"This setting can be overridden using the [code]--max-fps [/code] command " -"line argument (including with a value of [code]0[/code] for unlimited " -"framerate).\n" +"This setting can be overridden using the [code]--max-fps [/code] " +"command line argument (including with a value of [code]0[/code] for " +"unlimited framerate).\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the rendering FPS cap at runtime, set [member Engine.max_fps] instead." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], the engine header is printed in the console on startup. " -"This header describes the current version of the engine, as well as the " -"renderer being used. This behavior can also be disabled on the command line " -"with the [code]--no-header[/code] option." +"If [code]true[/code], the engine header is printed in the console on " +"startup. This header describes the current version of the engine, as well as " +"the renderer being used. This behavior can also be disabled on the command " +"line with the [code]--no-header[/code] option." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82257,13 +83344,13 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Specifies the audio driver to use. This setting is platform-dependent as each " -"platform supports different audio drivers. If left empty, the default audio " -"driver will be used.\n" +"Specifies the audio driver to use. This setting is platform-dependent as " +"each platform supports different audio drivers. If left empty, the default " +"audio driver will be used.\n" "The [code]Dummy[/code] audio driver disables all audio playback and " -"recording, which is useful for non-game applications as it reduces CPU usage. " -"It also prevents the engine from appearing as an application playing audio in " -"the OS' audio mixer.\n" +"recording, which is useful for non-game applications as it reduces CPU " +"usage. It also prevents the engine from appearing as an application playing " +"audio in the OS' audio mixer.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url]." @@ -82274,9 +83361,9 @@ msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS.\n" "[b]Note:[/b] If the operating system blocks access to audio input devices " -"(due to the user's privacy settings), audio capture will only return silence. " -"On Windows 10 and later, make sure that apps are allowed to access the " -"microphone in the OS' privacy settings." +"(due to the user's privacy settings), audio capture will only return " +"silence. On Windows 10 and later, make sure that apps are allowed to access " +"the microphone in the OS' privacy settings." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82295,15 +83382,15 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Specifies the preferred output latency in milliseconds for audio. Lower " -"values will result in lower audio latency at the cost of increased CPU usage. " -"Low values may result in audible cracking on slower hardware.\n" +"values will result in lower audio latency at the cost of increased CPU " +"usage. Low values may result in audible cracking on slower hardware.\n" "Audio output latency may be constrained by the host operating system and " "audio hardware drivers. If the host can not provide the specified audio " "output latency then Godot will attempt to use the nearest latency allowed by " "the host. As such you should always use [method AudioServer." "get_output_latency] to determine the actual audio output latency.\n" -"Audio output latency can be overridden using the [code]--audio-output-latency " -"[/code] command line argument.\n" +"Audio output latency can be overridden using the [code]--audio-output-" +"latency [/code] command line argument.\n" "[b]Note:[/b] This setting is ignored on Android, and on all versions of " "Windows prior to Windows 10." msgstr "" @@ -82319,9 +83406,9 @@ msgid "" "The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. " "The panning strength can be further scaled on each Node using [member " "AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables " -"stereo panning entirely, leaving only volume attenuation in place. A value of " -"[code]1.0[/code] completely mutes one of the channels if the sound is located " -"exactly to the left (or right) of the listener.\n" +"stereo panning entirely, leaving only volume attenuation in place. A value " +"of [code]1.0[/code] completely mutes one of the channels if the sound is " +"located exactly to the left (or right) of the listener.\n" "The default value of [code]0.5[/code] is tuned for headphones. When using " "speakers, you may find lower values to sound better as speakers have a lower " "stereo separation compared to headphones." @@ -82332,9 +83419,9 @@ msgid "" "The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. " "The panning strength can be further scaled on each Node using [member " "AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables " -"stereo panning entirely, leaving only volume attenuation in place. A value of " -"[code]1.0[/code] completely mutes one of the channels if the sound is located " -"exactly to the left (or right) of the listener.\n" +"stereo panning entirely, leaving only volume attenuation in place. A value " +"of [code]1.0[/code] completely mutes one of the channels if the sound is " +"located exactly to the left (or right) of the listener.\n" "The default value of [code]0.5[/code] is tuned for headphones. When using " "speakers, you may find lower values to sound better as speakers have a lower " "stereo separation compared to headphones." @@ -82344,9 +83431,9 @@ msgstr "" msgid "" "Sets the [url=https://developer.apple.com/documentation/avfaudio/" "avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] " -"option for the AVAudioSession on iOS. This will override the mix behavior, if " -"the category is set to [code]Play and Record[/code], [code]Playback[/code], " -"or [code]Multi Route[/code].\n" +"option for the AVAudioSession on iOS. This will override the mix behavior, " +"if the category is set to [code]Play and Record[/code], [code]Playback[/" +"code], or [code]Multi Route[/code].\n" "[code]Ambient[/code] always has this set per default." msgstr "" @@ -82447,17 +83534,17 @@ msgstr "" msgid "" "Path at which to store log files for the project. Using a path under " "[code]user://[/code] is recommended.\n" -"This can be specified manually on the command line using the [code]--log-file " -"[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." -"html]command line argument[/url]. If this command line argument is specified, " -"log rotation is automatically disabled (see [member debug/file_logging/" -"max_log_files])." +"This can be specified manually on the command line using the [code]--log-" +"file [/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." +"html]command line argument[/url]. If this command line argument is " +"specified, log rotation is automatically disabled (see [member debug/" +"file_logging/max_log_files])." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Specifies the maximum number of log files allowed (used for rotation). Set to " -"[code]1[/code] to disable log file rotation.\n" +"Specifies the maximum number of log files allowed (used for rotation). Set " +"to [code]1[/code] to disable log file rotation.\n" "If the [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]command line argument[/url] is used, log rotation " "is always disabled." @@ -82465,53 +83552,55 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an [code]assert[/code] call always evaluates to false." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an [code]assert[/code] call always evaluates to " +"false." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an [code]assert[/code] call always evaluates to true." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an [code]assert[/code] call always evaluates to " +"true." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an identifier contains characters that can be " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an identifier contains characters that can be " "confused with something else, like when mixing different alphabets." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an identifier declared in the nested block has the " -"same name as an identifier declared below in the parent block." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an identifier declared in the nested block has " +"the same name as an identifier declared below in the parent block." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an identifier that will be shadowed below in the " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an identifier that will be shadowed below in the " "block is used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a constant is used as a function." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a constant is used as a function." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when deprecated keywords are used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when deprecated keywords are used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an empty file is parsed." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an empty file is parsed." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82529,104 +83618,105 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when using a function as if it is a property." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when using a function as if it is a property." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when [method Node.get_node] (or the shorthand [code]$[/" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when [method Node.get_node] (or the shorthand [code]$[/" "code]) is used as default value of a class variable without the " "[code]@onready[/code] annotation." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a ternary operator may emit values with incompatible " -"types." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a ternary operator may emit values with " +"incompatible types." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a static inferred type uses a [Variant] as initial " -"value, which makes the static type to also be Variant." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a static inferred type uses a [Variant] as " +"initial value, which makes the static type to also be Variant." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a variable, constant, or parameter has an implicitly " -"inferred static type.\n" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a variable, constant, or parameter has an " +"implicitly inferred static type.\n" "[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/" -"gdscript/warnings/untyped_declaration] if you want to always specify the type " -"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher " -"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is " -"not recommended." +"gdscript/warnings/untyped_declaration] if you want to always specify the " +"type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level " +"higher than [code]UNTYPED_DECLARATION[/code] warning level makes little " +"sense and is not recommended." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when trying to use an integer as an enum without an " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when trying to use an integer as an enum without an " "explicit cast." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when trying to use an integer as an enum when there is no " -"matching enum member for that numeric value." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when trying to use an integer as an enum when there is " +"no matching enum member for that numeric value." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when dividing an integer by another integer (the decimal " -"part will be discarded)." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when dividing an integer by another integer (the " +"decimal part will be discarded)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when passing a floating-point value to a function that " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when passing a floating-point value to a function that " "expects an integer (it will be converted and lose precision)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a method in the script overrides a native method, " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a method in the script overrides a native method, " "because it may not behave as expected." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when the [code]@onready[/code] annotation is used together " -"with the [code]@export[/code] annotation, since it may not behave as expected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when the [code]@onready[/code] annotation is used " +"together with the [code]@export[/code] annotation, since it may not behave " +"as expected." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when using a property as if it is a function." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when using a property as if it is a function." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a function that is not a coroutine is called with " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a function that is not a coroutine is called with " "await." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when the [code]@static_unload[/code] annotation is used in " -"a script without any static variables." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when the [code]@static_unload[/code] annotation is " +"used in a script without any static variables." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82637,154 +83727,156 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a function without using its return value (by " -"assigning it to a variable or using it as a function argument). Such return " -"values are sometimes used to denote possible errors using the [enum Error] " -"enum." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when calling a function without using its return value " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " +"Error] enum." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when defining a local or member variable, signal, or enum " -"that would have the same name as a built-in function or global class name, " -"thus shadowing it." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when defining a local or member variable, signal, or " +"enum that would have the same name as a built-in function or global class " +"name, thus shadowing it." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when defining a local or member variable that would shadow " -"a member variable that the class defines." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when defining a local or member variable that would " +"shadow a member variable that the class defines." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when defining a local or subclass member variable that " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when defining a local or subclass member variable that " "would shadow a variable that is inherited from a parent class." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling an expression that has no effect on the " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when calling an expression that has no effect on the " "surrounding code, such as writing [code]2 + 2[/code] as a statement." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a ternary expression that has no effect on " -"the surrounding code, such as writing [code]42 if active else 0[/code] as a " -"statement." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when calling a ternary expression that has no effect " +"on the surrounding code, such as writing [code]42 if active else 0[/code] as " +"a statement." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a static method from an instance of a class " -"instead of from the class directly." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when calling a static method from an instance of a " +"class instead of from the class directly." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when using a variable that wasn't previously assigned." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when using a variable that wasn't previously assigned." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when assigning a variable using an assignment operator " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when assigning a variable using an assignment operator " "like [code]+=[/code] if the variable wasn't previously assigned." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when unreachable code is detected (such as after a " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when unreachable code is detected (such as after a " "[code]return[/code] statement that will always be executed)." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when an unreachable [code]match[/code] pattern is detected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when an unreachable [code]match[/code] pattern is " +"detected." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when using an expression whose type may not be compatible " -"with the function parameter expected." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when using an expression whose type may not be " +"compatible with the function parameter expected." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when performing an unsafe cast." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when performing an unsafe cast." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when calling a method whose presence is not guaranteed at " -"compile-time in the class." -msgstr "" - -#: doc/classes/ProjectSettings.xml -msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when accessing a property whose presence is not guaranteed " +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when calling a method whose presence is not guaranteed " "at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when returning a call from a [code]void[/code] function " -"when such call cannot be guaranteed to be also [code]void[/code]." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when accessing a property whose presence is not " +"guaranteed at compile-time in the class." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a variable or parameter has no static type, or if a " -"function has no static return type.\n" -"[b]Note:[/b] This warning is recommended together with [member EditorSettings." -"text_editor/completion/add_type_hints] to help achieve type safety." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when returning a call from a [code]void[/code] " +"function when such call cannot be guaranteed to be also [code]void[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a local constant is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a variable or parameter has no static type, or if " +"a function has no static return type.\n" +"[b]Note:[/b] This warning is recommended together with [member " +"EditorSettings.text_editor/completion/add_type_hints] to help achieve type " +"safety." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a function parameter is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a local constant is never used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a private member variable is never used." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a function parameter is never used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a signal is declared but never emitted." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a private member variable is never used." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]warn[/code] or [code]error[/code], produces a warning or an " -"error respectively when a local variable is unused." +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a signal is declared but never emitted." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"When set to [code]warn[/code] or [code]error[/code], produces a warning or " +"an error respectively when a local variable is unused." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82846,9 +83938,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " -"numbers are compared directly with the [code]==[/code] operator or the [code]!" -"=[/code] operator." +"When set to [code]true[/code], produces a warning when two floating-point " +"numbers are compared directly with the [code]==[/code] operator or the " +"[code]!=[/code] operator." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82882,7 +83974,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when a struct is never used." +"When set to [code]true[/code], produces a warning when a struct is never " +"used." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82911,14 +84004,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" is " -"enabled in the Debug menu." +"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" " +"is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" is " -"enabled in the Debug menu." +"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" " +"is enabled in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82937,8 +84030,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the static avoidance obstacles edges when their vertices are winded " -"in order to push agents out, visible when \"Visible Avoidance\" is enabled in " -"the Debug menu." +"in order to push agents out, visible when \"Visible Avoidance\" is enabled " +"in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml @@ -82951,8 +84044,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Color of the static avoidance obstacles faces when their vertices are winded " -"in order to push agents out, visible when \"Visible Avoidance\" is enabled in " -"the Debug menu." +"in order to push agents out, visible when \"Visible Avoidance\" is enabled " +"in the Debug menu." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83185,7 +84278,8 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml -msgid "If [code]true[/code], the status bar is hidden while the app is running." +msgid "" +"If [code]true[/code], the status bar is hidden while the app is running." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83260,8 +84354,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Main window mode. See [enum DisplayServer.WindowMode] for possible values and " -"how each mode behaves." +"Main window mode. See [enum DisplayServer.WindowMode] for possible values " +"and how each mode behaves." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83275,12 +84369,12 @@ msgid "" "If [code]true[/code], allows the window to be resizable by default.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "whether the window is resizable at runtime, set [member Window.unresizable] " -"instead on the root Window, which can be retrieved using [code]get_viewport()." -"get_window()[/code]. [member Window.unresizable] takes the opposite value of " -"this setting.\n" +"instead on the root Window, which can be retrieved using " +"[code]get_viewport().get_window()[/code]. [member Window.unresizable] takes " +"the opposite value of this setting.\n" "[b]Note:[/b] Certain window managers can be configured to ignore the non-" -"resizable status of a window. Do not rely on this setting as a guarantee that " -"the window will [i]never[/i] be resizable.\n" +"resizable status of a window. Do not rely on this setting as a guarantee " +"that the window will [i]never[/i] be resizable.\n" "[b]Note:[/b] This setting is ignored on iOS." msgstr "" @@ -83288,9 +84382,9 @@ msgstr "" msgid "" "If [code]true[/code], enables a window manager hint that the main window " "background [i]can[/i] be transparent. This does not make the background " -"actually transparent. For the background to be transparent, the root viewport " -"must also be made transparent by enabling [member rendering/viewport/" -"transparent_background].\n" +"actually transparent. For the background to be transparent, the root " +"viewport must also be made transparent by enabling [member rendering/" +"viewport/transparent_background].\n" "[b]Note:[/b] To use a transparent splash screen, set [member application/" "boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].\n" "[b]Note:[/b] This setting has no effect if [member display/window/" @@ -83341,11 +84435,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Defines how the base size is stretched to fit the resolution of the window or " -"screen.\n" -"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds " -"to one pixel on the screen. In this mode, [member display/window/stretch/" -"aspect] has no effect. Recommended for non-game applications.\n" +"Defines how the base size is stretched to fit the resolution of the window " +"or screen.\n" +"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene " +"corresponds to one pixel on the screen. In this mode, [member display/window/" +"stretch/aspect] has no effect. Recommended for non-game applications.\n" "[b]\"canvas_items\"[/b]: The base size specified in width and height in the " "project settings is stretched to cover the whole screen (taking [member " "display/window/stretch/aspect] into account). This means that everything is " @@ -83363,10 +84457,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The scale factor multiplier to use for 2D elements. This multiplies the final " -"scale factor determined by [member display/window/stretch/mode]. If using the " -"[b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be " -"adjusted to make the UI easier to read on certain displays." +"The scale factor multiplier to use for 2D elements. This multiplies the " +"final scale factor determined by [member display/window/stretch/mode]. If " +"using the [b]Disabled[/b] stretch mode, this scale factor is applied as-is. " +"This can be adjusted to make the UI easier to read on certain displays." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83398,11 +84492,11 @@ msgid "" "the behavior of your application.\n" "Depending on the platform and used renderer, the engine will fall back to " "[b]Enabled[/b] if the desired mode is not supported.\n" -"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the " -"Forward+ and Mobile rendering methods, not Compatibility.\n" +"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in " +"the Forward+ and Mobile rendering methods, not Compatibility.\n" "[b]Note:[/b] This property is only read when the project starts. To change " -"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] " -"instead." +"the V-Sync mode at runtime, call [method DisplayServer." +"window_set_vsync_mode] instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83440,9 +84534,9 @@ msgid "" "[code]true[/code], [method @GDScript.load] will not be able to return the " "converted files in an exported project. Some file paths within the exported " "PCK will also change, such as [code]project.godot[/code] becoming " -"[code]project.binary[/code]. If you rely on run-time loading of files present " -"within the PCK, set [member editor/export/convert_text_resources_to_binary] " -"to [code]false[/code]." +"[code]project.binary[/code]. If you rely on run-time loading of files " +"present within the PCK, set [member editor/export/" +"convert_text_resources_to_binary] to [code]false[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83483,10 +84577,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The audio mix rate to use in the recorded audio when writing a movie (in Hz). " -"This can be different from [member audio/driver/mix_rate], but this value " -"must be divisible by [member editor/movie_writer/fps] to prevent audio from " -"desynchronizing over time." +"The audio mix rate to use in the recorded audio when writing a movie (in " +"Hz). This can be different from [member audio/driver/mix_rate], but this " +"value must be divisible by [member editor/movie_writer/fps] to prevent audio " +"from desynchronizing over time." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83509,9 +84603,9 @@ msgid "" "- AVI container with MJPEG for video and uncompressed audio ([code].avi[/" "code] file extension). Lossy compression, medium file sizes, fast encoding. " "The lossy compression quality can be adjusted by changing [member " -"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be " -"viewed in most video players, but it must be converted to another format for " -"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " +"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can " +"be viewed in most video players, but it must be converted to another format " +"for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not " "support transparency. AVI output is currently limited to a file of 4 GB in " "size at most.\n" "- PNG image sequence for video and WAV for audio ([code].png[/code] file " @@ -83532,16 +84626,16 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The speaker mode to use in the recorded audio when writing a movie. See [enum " -"AudioServer.SpeakerMode] for possible values." +"The speaker mode to use in the recorded audio when writing a movie. See " +"[enum AudioServer.SpeakerMode] for possible values." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The format of the default signal callback name (in the Signal Connection " "Dialog). The following substitutions are available: [code]{NodeName}[/code], " -"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], " -"[code]{signalName}[/code], and [code]{signal_name}[/code]." +"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/" +"code], [code]{signalName}[/code], and [code]{signal_name}[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83549,8 +84643,8 @@ msgid "" "The format of the default signal callback name when a signal connects to the " "same node that emits it (in the Signal Connection Dialog). The following " "substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/" -"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}" -"[/code], and [code]{signal_name}[/code]." +"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]" +"{signalName}[/code], and [code]{signal_name}[/code]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83573,8 +84667,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The command-line arguments to append to Godot's own command line when running " -"the project. This doesn't affect the editor itself.\n" +"The command-line arguments to append to Godot's own command line when " +"running the project. This doesn't affect the editor itself.\n" "It is possible to make another executable run Godot by using the " "[code]%command%[/code] placeholder. The placeholder will be replaced with " "Godot's own command line. Program-specific arguments should be placed " @@ -83590,9 +84684,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Text-based file extensions to include in the script editor's \"Find in " -"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " -"your scene files, especially if you use built-in scripts which are serialized " -"in the scene files." +"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also " +"parse your scene files, especially if you use built-in scripts which are " +"serialized in the scene files." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83628,19 +84722,19 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF " -"can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " +"FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF " -"can't easily be accessed from Godot." +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " +"FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83657,8 +84751,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on " -"Windows to follow interface conventions. [method DisplayServer." +"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs " +"on Windows to follow interface conventions. [method DisplayServer." "get_swap_cancel_ok] can be used to query whether buttons are swapped at run-" "time.\n" "[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by " @@ -83722,8 +84816,8 @@ msgid "" "Text will also not look grainy for [Control]s that are scaled down (or for " "[Label3D]s viewed from a long distance).\n" "MSDF font rendering can be combined with [member gui/theme/" -"default_font_generate_mipmaps] to further improve font rendering quality when " -"scaled down.\n" +"default_font_generate_mipmaps] to further improve font rendering quality " +"when scaled down.\n" "[b]Note:[/b] This setting does not affect custom [Font]s used within the " "project. Use the [b]Import[/b] dock for that instead (see [member " "ResourceImporterDynamicFont.multichannel_signed_distance_field])." @@ -83760,8 +84854,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in " -"milliseconds)." +"Timer setting for incremental search in [Tree], [ItemList], etc. controls " +"(in milliseconds)." msgstr "" #: doc/classes/ProjectSettings.xml @@ -83774,8 +84868,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default [InputEventAction] to confirm a focused button, menu or list item, or " -"validate input.\n" +"Default [InputEventAction] to confirm a focused button, menu or list item, " +"or validate input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -83976,8 +85070,8 @@ msgid "" "the next occurrence.\n" "If no selection is currently active with the last caret in text fields, " "selects the word currently under the caret.\n" -"The action can be performed sequentially for all occurrences of the selection " -"of the last caret and for all existing carets.\n" +"The action can be performed sequentially for all occurrences of the " +"selection of the last caret and for all existing carets.\n" "The viewport is adjusted to the latest newly added caret.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " @@ -83994,7 +85088,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default [InputEventAction] to delete [b]all[/b] text before the text cursor.\n" +"Default [InputEventAction] to delete [b]all[/b] text before the text " +"cursor.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -84057,7 +85152,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default [InputEventAction] to move the text cursor to the start of the text.\n" +"Default [InputEventAction] to move the text cursor to the start of the " +"text.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -84065,8 +85161,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"macOS specific override for the shortcut to move the text cursor to the start " -"of the text." +"macOS specific override for the shortcut to move the text cursor to the " +"start of the text." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84101,7 +85197,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default [InputEventAction] to move the text cursor to the start of the line.\n" +"Default [InputEventAction] to move the text cursor to the start of the " +"line.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -84109,8 +85206,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"macOS specific override for the shortcut to move the text cursor to the start " -"of the line." +"macOS specific override for the shortcut to move the text cursor to the " +"start of the line." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84177,7 +85274,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If there's only one caret active and with a selection, clears the selection.\n" +"If there's only one caret active and with a selection, clears the " +"selection.\n" "In case there's more than one caret active, removes the secondary carets and " "clears their selections.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -84242,8 +85340,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default [InputEventAction] to delete all characters after the cursor up until " -"a whitespace or punctuation character.\n" +"Default [InputEventAction] to delete all characters after the cursor up " +"until a whitespace or punctuation character.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " "to the action can however be modified." @@ -84377,17 +85475,17 @@ msgid "" "If [code]false[/code], such events will be flushed only once per process " "frame, between iterations of the engine.\n" "Enabling this can greatly improve the responsiveness to input, specially in " -"devices that need to run multiple physics frames per visible (process) frame, " -"because they can't run at the target frame rate.\n" +"devices that need to run multiple physics frames per visible (process) " +"frame, because they can't run at the target frame rate.\n" "[b]Note:[/b] Currently implemented only on Android." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], [method Input.is_action_just_pressed] and [method Input." -"is_action_just_released] will only return [code]true[/code] if the action is " -"still in the respective state, i.e. an action that is pressed [i]and[/i] " -"released on the same frame will be missed.\n" +"If [code]true[/code], [method Input.is_action_just_pressed] and [method " +"Input.is_action_just_released] will only return [code]true[/code] if the " +"action is still in the respective state, i.e. an action that is pressed " +"[i]and[/i] released on the same frame will be missed.\n" "If [code]false[/code], no input will be lost.\n" "[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] " "setting. The legacy behavior is to enable supporting old projects that rely " @@ -84396,8 +85494,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Specifies the tablet driver to use. If left empty, the default driver will be " -"used.\n" +"Specifies the tablet driver to use. If left empty, the default driver will " +"be used.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url]." @@ -84422,14 +85520,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "On Wear OS devices, defines which axis of the mouse wheel rotary input is " -"mapped to. This rotary input is usually performed by rotating the physical or " -"virtual (touch-based) bezel on a smartwatch." +"mapped to. This rotary input is usually performed by rotating the physical " +"or virtual (touch-based) bezel on a smartwatch." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], sends mouse input events when tapping or swiping on the " -"touchscreen." +"If [code]true[/code], sends mouse input events when tapping or swiping on " +"the touchscreen." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84446,8 +85544,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], text server break iteration rule sets, dictionaries and " -"other optional data are included in the exported project.\n" +"If [code]true[/code], text server break iteration rule sets, dictionaries " +"and other optional data are included in the exported project.\n" "[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes " "dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as " "Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line " @@ -84470,8 +85568,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The expansion ratio to use during pseudolocalization. A value of [code]0.3[/" -"code] is sufficient for most practical purposes, and will increase the length " -"of each string by 30%." +"code] is sufficient for most practical purposes, and will increase the " +"length of each string by 30%." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84494,7 +85592,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Replace all characters with their accented variants during pseudolocalization." +"Replace all characters with their accented variants during " +"pseudolocalization." msgstr "" #: doc/classes/ProjectSettings.xml @@ -84510,10 +85609,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], enables pseudolocalization for the project. This can be " -"used to spot untranslatable strings or layout issues that may occur once the " -"project is localized to languages that have longer strings than the source " -"language.\n" +"If [code]true[/code], enables pseudolocalization for the project. This can " +"be used to spot untranslatable strings or layout issues that may occur once " +"the project is localized to languages that have longer strings than the " +"source language.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "pseudolocalization at run-time, use [member TranslationServer." "pseudolocalization_enabled] instead." @@ -84533,16 +85632,17 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." "html]command line argument[/url].\n" -"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, " -"which disables all text rendering and font-related functionality. This driver " -"is not listed in the project settings, but it can be enabled when running the " -"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/" -"tutorials/editor/command_line_tutorial.html]command line argument[/url]." +"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver " +"available, which disables all text rendering and font-related functionality. " +"This driver is not listed in the project settings, but it can be enabled " +"when running the editor or project using the [code]--text-driver Dummy[/" +"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command " +"line argument[/url]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85609,140 +86709,140 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 10. If left empty, the layer " -"will display as \"Layer 10\"." +"Optional name for the navigation avoidance layer 10. If left empty, the " +"layer will display as \"Layer 10\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 11. If left empty, the layer " -"will display as \"Layer 11\"." +"Optional name for the navigation avoidance layer 11. If left empty, the " +"layer will display as \"Layer 11\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 12. If left empty, the layer " -"will display as \"Layer 12\"." +"Optional name for the navigation avoidance layer 12. If left empty, the " +"layer will display as \"Layer 12\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 13. If left empty, the layer " -"will display as \"Layer 13\"." +"Optional name for the navigation avoidance layer 13. If left empty, the " +"layer will display as \"Layer 13\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 14. If left empty, the layer " -"will display as \"Layer 14\"." +"Optional name for the navigation avoidance layer 14. If left empty, the " +"layer will display as \"Layer 14\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 15. If left empty, the layer " -"will display as \"Layer 15\"." +"Optional name for the navigation avoidance layer 15. If left empty, the " +"layer will display as \"Layer 15\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 16. If left empty, the layer " -"will display as \"Layer 16\"." +"Optional name for the navigation avoidance layer 16. If left empty, the " +"layer will display as \"Layer 16\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 17. If left empty, the layer " -"will display as \"Layer 17\"." +"Optional name for the navigation avoidance layer 17. If left empty, the " +"layer will display as \"Layer 17\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 18. If left empty, the layer " -"will display as \"Layer 18\"." +"Optional name for the navigation avoidance layer 18. If left empty, the " +"layer will display as \"Layer 18\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 19. If left empty, the layer " -"will display as \"Layer 19\"." +"Optional name for the navigation avoidance layer 19. If left empty, the " +"layer will display as \"Layer 19\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 20. If left empty, the layer " -"will display as \"Layer 20\"." +"Optional name for the navigation avoidance layer 20. If left empty, the " +"layer will display as \"Layer 20\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 21. If left empty, the layer " -"will display as \"Layer 21\"." +"Optional name for the navigation avoidance layer 21. If left empty, the " +"layer will display as \"Layer 21\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 22. If left empty, the layer " -"will display as \"Layer 22\"." +"Optional name for the navigation avoidance layer 22. If left empty, the " +"layer will display as \"Layer 22\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 23. If left empty, the layer " -"will display as \"Layer 23\"." +"Optional name for the navigation avoidance layer 23. If left empty, the " +"layer will display as \"Layer 23\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 24. If left empty, the layer " -"will display as \"Layer 24\"." +"Optional name for the navigation avoidance layer 24. If left empty, the " +"layer will display as \"Layer 24\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 25. If left empty, the layer " -"will display as \"Layer 25\"." +"Optional name for the navigation avoidance layer 25. If left empty, the " +"layer will display as \"Layer 25\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 26. If left empty, the layer " -"will display as \"Layer 26\"." +"Optional name for the navigation avoidance layer 26. If left empty, the " +"layer will display as \"Layer 26\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 27. If left empty, the layer " -"will display as \"Layer 27\"." +"Optional name for the navigation avoidance layer 27. If left empty, the " +"layer will display as \"Layer 27\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 28. If left empty, the layer " -"will display as \"Layer 28\"." +"Optional name for the navigation avoidance layer 28. If left empty, the " +"layer will display as \"Layer 28\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 29. If left empty, the layer " -"will display as \"Layer 29\"." +"Optional name for the navigation avoidance layer 29. If left empty, the " +"layer will display as \"Layer 29\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 30. If left empty, the layer " -"will display as \"Layer 30\"." +"Optional name for the navigation avoidance layer 30. If left empty, the " +"layer will display as \"Layer 30\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 31. If left empty, the layer " -"will display as \"Layer 31\"." +"Optional name for the navigation avoidance layer 31. If left empty, the " +"layer will display as \"Layer 31\"." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Optional name for the navigation avoidance layer 32. If left empty, the layer " -"will display as \"Layer 32\"." +"Optional name for the navigation avoidance layer 32. If left empty, the " +"layer will display as \"Layer 32\"." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85802,8 +86902,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Default up orientation for 3D navigation maps. See [method NavigationServer3D." -"map_set_up]." +"Default up orientation for 3D navigation maps. See [method " +"NavigationServer3D.map_set_up]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85854,8 +86954,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Maximum number of messages in the debugger queue. Over this value, content is " -"dropped. This helps to limit the debugger memory usage." +"Maximum number of messages in the debugger queue. Over this value, content " +"is dropped. This helps to limit the debugger memory usage." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85895,11 +86995,11 @@ msgid "" "slow down physical objects over time. RigidBodies will fall back to this " "value when combining their own damping values and no area damping value is " "present.\n" -"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " -"[code]0[/code] objects will keep moving with the same velocity. Greater " -"values will stop the object faster. A value equal to or greater than the " -"physics tick rate ([member physics/common/physics_ticks_per_second]) will " -"bring the object to a stop in one iteration.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At " +"value [code]0[/code] objects will keep moving with the same velocity. " +"Greater values will stop the object faster. A value equal to or greater than " +"the physics tick rate ([member physics/common/physics_ticks_per_second]) " +"will bring the object to a stop in one iteration.\n" "[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " "bodies moving faster will take a longer time to come to rest. They do not " "simulate inertia, friction, or air resistance. Therefore heavier or larger " @@ -85908,14 +87008,14 @@ msgid "" "During each physics tick, Godot will multiply the linear velocity of " "RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " "By default, bodies combine damp factors: [code]combined_damp[/code] is the " -"sum of the damp value of the body and this value or the area's value the body " -"is in. See [enum RigidBody2D.DampMode].\n" +"sum of the damp value of the body and this value or the area's value the " +"body is in. See [enum RigidBody2D.DampMode].\n" "[b]Warning:[/b] Godot's damping calculations are simulation tick rate " "dependent. Changing [member physics/common/physics_ticks_per_second] may " "significantly change the outcomes and feel of your simulation. This is true " "for the entire range of damping values greater than 0. To get back to a " -"similar feel, you also need to change your damp values. This needed change is " -"not proportional and differs from case to case." +"similar feel, you also need to change your damp values. This needed change " +"is not proportional and differs from case to case." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85962,11 +87062,11 @@ msgid "" "down physical objects over time. RigidBodies will fall back to this value " "when combining their own damping values and no area damping value is " "present.\n" -"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " -"[code]0[/code] objects will keep moving with the same velocity. Greater " -"values will stop the object faster. A value equal to or greater than the " -"physics tick rate ([member physics/common/physics_ticks_per_second]) will " -"bring the object to a stop in one iteration.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At " +"value [code]0[/code] objects will keep moving with the same velocity. " +"Greater values will stop the object faster. A value equal to or greater than " +"the physics tick rate ([member physics/common/physics_ticks_per_second]) " +"will bring the object to a stop in one iteration.\n" "[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " "bodies moving faster will take a longer time to come to rest. They do not " "simulate inertia, friction, or air resistance. Therefore heavier or larger " @@ -85981,8 +87081,8 @@ msgid "" "dependent. Changing [member physics/common/physics_ticks_per_second] may " "significantly change the outcomes and feel of your simulation. This is true " "for the entire range of damping values greater than 0. To get back to a " -"similar feel, you also need to change your damp values. This needed change is " -"not proportional and differs from case to case." +"similar feel, you also need to change your damp values. This needed change " +"is not proportional and differs from case to case." msgstr "" #: doc/classes/ProjectSettings.xml @@ -85994,10 +87094,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], the 2D physics server runs on a separate thread, making " -"better use of multi-core CPUs. If [code]false[/code], the 2D physics server " -"runs on the main thread. Running the physics server on a separate thread can " -"increase performance, but restricts API access to only physics process." +"If [code]true[/code], the 2D physics server runs on a separate thread, " +"making better use of multi-core CPUs. If [code]false[/code], the 2D physics " +"server runs on the main thread. Running the physics server on a separate " +"thread can increase performance, but restricts API access to only physics " +"process." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86055,9 +87156,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Number of solver iterations for all contacts and constraints. The greater the " -"number of iterations, the more accurate the collisions will be. However, a " -"greater number of iterations requires more CPU power, which can decrease " +"Number of solver iterations for all contacts and constraints. The greater " +"the number of iterations, the more accurate the collisions will be. However, " +"a greater number of iterations requires more CPU power, which can decrease " "performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]." msgstr "" @@ -86073,11 +87174,11 @@ msgid "" "slow down physical objects over time. RigidBodies will fall back to this " "value when combining their own damping values and no area damping value is " "present.\n" -"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " -"[code]0[/code] objects will keep moving with the same velocity. Greater " -"values will stop the object faster. A value equal to or greater than the " -"physics tick rate ([member physics/common/physics_ticks_per_second]) will " -"bring the object to a stop in one iteration.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At " +"value [code]0[/code] objects will keep moving with the same velocity. " +"Greater values will stop the object faster. A value equal to or greater than " +"the physics tick rate ([member physics/common/physics_ticks_per_second]) " +"will bring the object to a stop in one iteration.\n" "[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " "bodies moving faster will take a longer time to come to rest. They do not " "simulate inertia, friction, or air resistance. Therefore heavier or larger " @@ -86086,14 +87187,14 @@ msgid "" "During each physics tick, Godot will multiply the angular velocity of " "RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " "By default, bodies combine damp factors: [code]combined_damp[/code] is the " -"sum of the damp value of the body and this value or the area's value the body " -"is in. See [enum RigidBody3D.DampMode].\n" +"sum of the damp value of the body and this value or the area's value the " +"body is in. See [enum RigidBody3D.DampMode].\n" "[b]Warning:[/b] Godot's damping calculations are simulation tick rate " "dependent. Changing [member physics/common/physics_ticks_per_second] may " "significantly change the outcomes and feel of your simulation. This is true " "for the entire range of damping values greater than 0. To get back to a " -"similar feel, you also need to change your damp values. This needed change is " -"not proportional and differs from case to case." +"similar feel, you also need to change your damp values. This needed change " +"is not proportional and differs from case to case." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86140,11 +87241,11 @@ msgid "" "down physical objects over time. RigidBodies will fall back to this value " "when combining their own damping values and no area damping value is " "present.\n" -"Suggested values are in the range [code]0[/code] to [code]30[/code]. At value " -"[code]0[/code] objects will keep moving with the same velocity. Greater " -"values will stop the object faster. A value equal to or greater than the " -"physics tick rate ([member physics/common/physics_ticks_per_second]) will " -"bring the object to a stop in one iteration.\n" +"Suggested values are in the range [code]0[/code] to [code]30[/code]. At " +"value [code]0[/code] objects will keep moving with the same velocity. " +"Greater values will stop the object faster. A value equal to or greater than " +"the physics tick rate ([member physics/common/physics_ticks_per_second]) " +"will bring the object to a stop in one iteration.\n" "[b]Note:[/b] Godot damping calculations are velocity-dependent, meaning " "bodies moving faster will take a longer time to come to rest. They do not " "simulate inertia, friction, or air resistance. Therefore heavier or larger " @@ -86153,14 +87254,14 @@ msgid "" "During each physics tick, Godot will multiply the linear velocity of " "RigidBodies by [code]1.0 - combined_damp / physics_ticks_per_second[/code]. " "By default, bodies combine damp factors: [code]combined_damp[/code] is the " -"sum of the damp value of the body and this value or the area's value the body " -"is in. See [enum RigidBody3D.DampMode].\n" +"sum of the damp value of the body and this value or the area's value the " +"body is in. See [enum RigidBody3D.DampMode].\n" "[b]Warning:[/b] Godot's damping calculations are simulation tick rate " "dependent. Changing [member physics/common/physics_ticks_per_second] may " "significantly change the outcomes and feel of your simulation. This is true " "for the entire range of damping values greater than 0. To get back to a " -"similar feel, you also need to change your damp values. This needed change is " -"not proportional and differs from case to case." +"similar feel, you also need to change your damp values. This needed change " +"is not proportional and differs from case to case." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86172,10 +87273,11 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], the 3D physics server runs on a separate thread, making " -"better use of multi-core CPUs. If [code]false[/code], the 3D physics server " -"runs on the main thread. Running the physics server on a separate thread can " -"increase performance, but restricts API access to only physics process." +"If [code]true[/code], the 3D physics server runs on a separate thread, " +"making better use of multi-core CPUs. If [code]false[/code], the 3D physics " +"server runs on the main thread. Running the physics server on a separate " +"thread can increase performance, but restricts API access to only physics " +"process." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86224,9 +87326,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Number of solver iterations for all contacts and constraints. The greater the " -"number of iterations, the more accurate the collisions will be. However, a " -"greater number of iterations requires more CPU power, which can decrease " +"Number of solver iterations for all contacts and constraints. The greater " +"the number of iterations, the more accurate the collisions will be. However, " +"a greater number of iterations requires more CPU power, which can decrease " "performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]." msgstr "" @@ -86250,8 +87352,8 @@ msgid "" "[member physics/common/physics_ticks_per_second]. This occurs even if " "[code]delta[/code] is consistently used in physics calculations. To avoid " "this, increase [member physics/common/max_physics_steps_per_frame] if you " -"have increased [member physics/common/physics_ticks_per_second] significantly " -"above its default value.\n" +"have increased [member physics/common/physics_ticks_per_second] " +"significantly above its default value.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the maximum number of simulated physics steps per frame at runtime, set " "[member Engine.max_physics_steps_per_frame] instead." @@ -86262,10 +87364,10 @@ msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " "games, where clock synchronization matters. Higher values cause higher " -"deviation of in-game clock and real clock, but allows smoothing out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" +"deviation of in-game clock and real clock, but allows smoothing out " +"framerate jitters. The default value of 0.5 should be good enough for most; " +"values above 2 could cause the game to react to dropped frames with a " +"noticeable delay and are not recommended.\n" "[b]Note:[/b] For best results, when using a custom physics interpolation " "solution, the physics jitter fix should be disabled by setting [member " "physics/common/physics_jitter_fix] to [code]0[/code].\n" @@ -86282,20 +87384,21 @@ msgid "" "[b]Note:[/b] This property is only read when the project starts. To change " "the physics FPS at runtime, set [member Engine.physics_ticks_per_second] " "instead.\n" -"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics " -"ticks may be simulated per rendered frame at most. If more physics ticks have " -"to be simulated per rendered frame to keep up with rendering, the project " -"will appear to slow down (even if [code]delta[/code] is used consistently in " -"physics calculations). Therefore, it is recommended to also increase [member " -"physics/common/max_physics_steps_per_frame] if increasing [member physics/" -"common/physics_ticks_per_second] significantly above its default value." +"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] " +"physics ticks may be simulated per rendered frame at most. If more physics " +"ticks have to be simulated per rendered frame to keep up with rendering, the " +"project will appear to slow down (even if [code]delta[/code] is used " +"consistently in physics calculations). Therefore, it is recommended to also " +"increase [member physics/common/max_physics_steps_per_frame] if increasing " +"[member physics/common/physics_ticks_per_second] significantly above its " +"default value." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Controls how much of the original viewport size should be covered by the 2D " -"signed distance field. This SDF can be sampled in [CanvasItem] shaders and is " -"used for [GPUParticles2D] collision. Higher values allow portions of " +"signed distance field. This SDF can be sampled in [CanvasItem] shaders and " +"is used for [GPUParticles2D] collision. Higher values allow portions of " "occluders located outside the viewport to still be taken into account in the " "generated signed distance field, at the cost of performance. If you notice " "particles falling through [LightOccluder2D]s as the occluders leave the " @@ -86324,8 +87427,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The size of the 2D shadow atlas in pixels. Higher values result in more " -"precise [Light2D] shadows, at the cost of performance and video memory usage. " -"The specified value is rounded up to the nearest power of 2.\n" +"precise [Light2D] shadows, at the cost of performance and video memory " +"usage. The specified value is rounded up to the nearest power of 2.\n" "[b]Note:[/b] This property is only read when the project starts. To change " "the 2D shadow atlas size at runtime, use [method RenderingServer." "canvas_set_shadow_texture_size] instead." @@ -86333,16 +87436,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. " -"Useful for low-resolution pixel art games. Their position can still be sub-" -"pixel, but the decimals will not have effect. This can lead to a crisper " -"appearance at the cost of less smooth movement, especially when [Camera2D] " -"smoothing is enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"transform snapping at runtime, use [method RenderingServer." +"If [code]true[/code], [CanvasItem] nodes will internally snap to full " +"pixels. Useful for low-resolution pixel art games. Their position can still " +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" +"[b]Note:[/b] This property is only read when the project starts. To toggle " +"2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86352,19 +87458,22 @@ msgid "" "vertex positions, not the transforms. This can lead to a crisper appearance " "at the cost of less smooth movement, especially when [Camera2D] smoothing is " "enabled.\n" -"[b]Note:[/b] This property is only read when the project starts. To toggle 2D " -"vertex snapping at runtime, use [method RenderingServer." +"[b]Note:[/b] This property is only read when the project starts. To toggle " +"2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of " -"two). MSAA is used to reduce aliasing around the edges of polygons. A higher " -"MSAA value results in smoother edges but can be significantly slower on some " -"hardware, especially integrated graphics due to their limited memory " +"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power " +"of two). MSAA is used to reduce aliasing around the edges of polygons. A " +"higher MSAA value results in smoother edges but can be significantly slower " +"on some hardware, especially integrated graphics due to their limited memory " "bandwidth. This has no effect on shader-induced aliasing or texture " "aliasing.\n" "[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " @@ -86407,8 +87516,9 @@ msgid "" "debanding unless the [member Environment.background_mode] is [constant " "Environment.BG_CANVAS].\n" "In some cases, debanding may introduce a slightly noticeable dithering " -"pattern. It's recommended to enable debanding only when actually needed since " -"the dithering pattern will make lossless-compressed screenshots larger.\n" +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots " +"larger.\n" "[b]Note:[/b] This property is only read when the project starts. To set " "debanding at run-time, set [member Viewport.use_debanding] on the root " "[Viewport] instead." @@ -86458,7 +87568,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " -"fastest. Circle is the most realistic, but also the most expensive to compute." +"fastest. Circle is the most realistic, but also the most expensive to " +"compute." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86471,8 +87582,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Disables [member rendering/driver/depth_prepass/enable] conditionally for " -"certain vendors. By default, disables the depth prepass for mobile devices as " -"mobile devices do not benefit from the depth prepass due to their unique " +"certain vendors. By default, disables the depth prepass for mobile devices " +"as mobile devices do not benefit from the depth prepass due to their unique " "architecture." msgstr "" @@ -86481,25 +87592,28 @@ msgid "" "If [code]true[/code], performs a previous depth pass before rendering 3D " "materials. This increases performance significantly in scenes with high " "overdraw, when complex materials and lighting are used. However, in scenes " -"with few occluded surfaces, the depth prepass may reduce performance. If your " -"game is viewed from a fixed angle that makes it easy to avoid overdraw (such " -"as top-down or side-scrolling perspective), consider disabling the depth " -"prepass to improve performance. This setting can be changed at run-time to " -"optimize performance depending on the scene currently being viewed.\n" +"with few occluded surfaces, the depth prepass may reduce performance. If " +"your game is viewed from a fixed angle that makes it easy to avoid overdraw " +"(such as top-down or side-scrolling perspective), consider disabling the " +"depth prepass to improve performance. This setting can be changed at run-" +"time to optimize performance depending on the scene currently being viewed.\n" "[b]Note:[/b] Depth prepass is only supported when using the Forward+ or " -"Compatibility rendering method. When using the Mobile rendering method, there " -"is no depth prepass performed." +"Compatibility rendering method. When using the Mobile rendering method, " +"there is no depth prepass performed." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86513,9 +87627,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "[Environment] that will be used as a fallback environment in case a scene " -"does not specify its own environment. The default environment is loaded in at " -"scene load time regardless of whether you have set an environment or not. If " -"you do not rely on the fallback environment, you do not need to set this " +"does not specify its own environment. The default environment is loaded in " +"at scene load time regardless of whether you have set an environment or not. " +"If you do not rely on the fallback environment, you do not need to set this " "property." msgstr "" @@ -86540,18 +87654,18 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Quality target to use when [member rendering/environment/ssao/quality] is set " -"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and " -"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " +"Quality target to use when [member rendering/environment/ssao/quality] is " +"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality " +"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " "provides much higher quality than any of the other settings at the cost of " "performance." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Number of blur passes to use when computing screen-space ambient occlusion. A " -"higher number will result in a smoother look, but will be slower to compute " -"and will have less high-frequency detail." +"Number of blur passes to use when computing screen-space ambient occlusion. " +"A higher number will result in a smoother look, but will be slower to " +"compute and will have less high-frequency detail." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86568,10 +87682,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], screen-space ambient occlusion will be rendered at half " -"size and then upscaled before being added to the scene. This is significantly " -"faster but may miss small details. If [code]false[/code], screen-space " -"ambient occlusion will be rendered at full size." +"If [code]true[/code], screen-space ambient occlusion will be rendered at " +"half size and then upscaled before being added to the scene. This is " +"significantly faster but may miss small details. If [code]false[/code], " +"screen-space ambient occlusion will be rendered at full size." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86584,19 +87698,19 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Quality target to use when [member rendering/environment/ssil/quality] is set " -"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and " -"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " +"Quality target to use when [member rendering/environment/ssil/quality] is " +"set to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality " +"and speed similar to [code]Medium[/code] while a value of [code]1.0[/code] " "provides much higher quality than any of the other settings at the cost of " -"performance. When using the adaptive target, the performance cost scales with " -"the complexity of the scene." +"performance. When using the adaptive target, the performance cost scales " +"with the complexity of the scene." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Number of blur passes to use when computing screen-space indirect lighting. A " -"higher number will result in a smoother look, but will be slower to compute " -"and will have less high-frequency detail." +"Number of blur passes to use when computing screen-space indirect lighting. " +"A higher number will result in a smoother look, but will be slower to " +"compute and will have less high-frequency detail." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86613,10 +87727,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], screen-space indirect lighting will be rendered at half " -"size and then upscaled before being added to the scene. This is significantly " -"faster but may miss small details and may result in some objects appearing to " -"glow at their edges." +"If [code]true[/code], screen-space indirect lighting will be rendered at " +"half size and then upscaled before being added to the scene. This is " +"significantly faster but may miss small details and may result in some " +"objects appearing to glow at their edges." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86630,9 +87744,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Scales the depth over which the subsurface scattering effect is applied. A " -"high value may allow light to scatter into a part of the mesh or another mesh " -"that is close in screen space but far in depth. See also [member rendering/" -"environment/subsurface_scattering/subsurface_scattering_scale].\n" +"high value may allow light to scatter into a part of the mesh or another " +"mesh that is close in screen space but far in depth. See also [member " +"rendering/environment/subsurface_scattering/subsurface_scattering_scale].\n" "[b]Note:[/b] This property is only read when the project starts. To set the " "subsurface scattering depth scale at runtime, call [method RenderingServer." "sub_surface_scattering_set_scale] instead." @@ -86741,9 +87855,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "An [Array] of devices which should always use the ANGLE renderer.\n" -"Each entry is a [Dictionary] with the following keys: [code]vendor[/code] and " -"[code]name[/code]. [code]name[/code] can be set to [code]*[/code] to add all " -"devices with the specified [code]vendor[/code].\n" +"Each entry is a [Dictionary] with the following keys: [code]vendor[/code] " +"and [code]name[/code]. [code]name[/code] can be set to [code]*[/code] to add " +"all devices with the specified [code]vendor[/code].\n" "[b]Note:[/b] This setting is implemented only on Windows." msgstr "" @@ -86771,8 +87885,9 @@ msgid "" "sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport " "size is 1920×1080). This improves performance significantly when VoxelGI or " "SDFGI is enabled, at the cost of artifacts that may be visible on polygon " -"edges. The loss in quality becomes less noticeable as the viewport resolution " -"increases. [LightmapGI] rendering is not affected by this setting.\n" +"edges. The loss in quality becomes less noticeable as the viewport " +"resolution increases. [LightmapGI] rendering is not affected by this " +"setting.\n" "[b]Note:[/b] This property is only read when the project starts. To set half-" "resolution GI at run-time, call [method RenderingServer." "gi_set_use_half_resolution] instead." @@ -86804,8 +87919,8 @@ msgid "" "global_illumination/sdfgi/probe_ray_count].\n" "[b]Note:[/b] This only affects [Light3D] nodes whose [member Light3D." "light_bake_mode] is [constant Light3D.BAKE_DYNAMIC] (which is the default). " -"Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] bake " -"mode to improve performance.\n" +"Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] " +"bake mode to improve performance.\n" "[b]Note:[/b] This property is only read when the project starts. To control " "SDFGI light update speed at runtime, call [method RenderingServer." "environment_set_sdfgi_frames_to_update_light] instead." @@ -86826,8 +87941,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The VoxelGI quality to use. High quality leads to more precise lighting and " -"better reflections, but is slower to render. This setting does not affect the " -"baked data and doesn't require baking the [VoxelGI] again to apply.\n" +"better reflections, but is slower to render. This setting does not affect " +"the baked data and doesn't require baking the [VoxelGI] again to apply.\n" "[b]Note:[/b] This property is only read when the project starts. To control " "VoxelGI quality at runtime, call [method RenderingServer." "voxel_gi_set_quality] instead." @@ -86836,8 +87951,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The maximum number of rays that can be thrown per pass when baking lightmaps " -"with [LightmapGI]. Depending on the scene, adjusting this value may result in " -"higher GPU utilization when baking lightmaps, leading to faster bake times." +"with [LightmapGI]. Depending on the scene, adjusting this value may result " +"in higher GPU utilization when baking lightmaps, leading to faster bake " +"times." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86861,8 +87977,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when [member " -"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]." +"The number of rays to use for baking lightmaps with [LightmapGI] when " +"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86874,8 +87990,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when [member " -"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]." +"The number of rays to use for baking lightmaps with [LightmapGI] when " +"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86887,8 +88003,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when [member " -"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]." +"The number of rays to use for baking lightmaps with [LightmapGI] when " +"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86900,8 +88016,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of rays to use for baking lightmaps with [LightmapGI] when [member " -"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]." +"The number of rays to use for baking lightmaps with [LightmapGI] when " +"[member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86912,10 +88028,10 @@ msgid "" "[member EditorSettings.filesystem/tools/oidn/oidn_denoise_path]. OIDN can be " "downloaded from [url=https://www.openimagedenoise.org/downloads." "html]OpenImageDenoise's downloads page[/url].\n" -"OIDN will use GPU acceleration when available. Unlike JNLM which uses compute " -"shaders for acceleration, OIDN uses vendor-specific acceleration methods. For " -"GPU acceleration to be available, the following libraries must be installed " -"on the system depending on your GPU:\n" +"OIDN will use GPU acceleration when available. Unlike JNLM which uses " +"compute shaders for acceleration, OIDN uses vendor-specific acceleration " +"methods. For GPU acceleration to be available, the following libraries must " +"be installed on the system depending on your GPU:\n" "- NVIDIA GPUs: CUDA libraries\n" "- AMD GPUs: HIP libraries\n" "- Intel GPUs: SYCL libraries\n" @@ -86926,8 +88042,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] " -"on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled." +"The texel_size that is used to calculate the [member Mesh." +"lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh." +"add_uv2] is enabled." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86948,9 +88065,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The directional shadow's size in pixels. Higher values will result in sharper " -"shadows, at the cost of performance. The value is rounded up to the nearest " -"power of 2." +"The directional shadow's size in pixels. Higher values will result in " +"sharper shadows, at the cost of performance. The value is rounded up to the " +"nearest power of 2." msgstr "" #: doc/classes/ProjectSettings.xml @@ -86998,20 +88115,22 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). See " +"documentation." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/" -"atlas_size] on mobile devices, due to performance concerns or driver support." +"Lower-end override for [member rendering/lights_and_shadows/" +"positional_shadow/atlas_size] on mobile devices, due to performance concerns " +"or driver support." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher " -"quality settings use more samples when reading from shadow maps and are thus " -"slower. Low quality settings may result in shadows looking grainy.\n" +"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " +"Higher quality settings use more samples when reading from shadow maps and " +"are thus slower. Low quality settings may result in shadows looking grainy.\n" "[b]Note:[/b] The Soft Very Low setting will automatically multiply " "[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. " "This automatic blur change only affects the constant blur factor defined in " @@ -87025,9 +88144,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/" -"soft_shadow_filter_quality] on mobile devices, due to performance concerns or " -"driver support." +"Lower-end override for [member rendering/lights_and_shadows/" +"positional_shadow/soft_shadow_filter_quality] on mobile devices, due to " +"performance concerns or driver support." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87039,13 +88158,13 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Enables the use of physically based units for light sources. Physically based " -"units tend to be much larger than the arbitrary units used by Godot, but they " -"can be used to match lighting within Godot to real-world lighting. Due to the " -"large dynamic range of lighting conditions present in nature, Godot bakes " -"exposure into the various lighting quantities before rendering. Most light " -"sources bake exposure automatically at run time based on the active " -"[CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a " +"Enables the use of physically based units for light sources. Physically " +"based units tend to be much larger than the arbitrary units used by Godot, " +"but they can be used to match lighting within Godot to real-world lighting. " +"Due to the large dynamic range of lighting conditions present in nature, " +"Godot bakes exposure into the various lighting quantities before rendering. " +"Most light sources bake exposure automatically at run time based on the " +"active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a " "[CameraAttributes] resource to be set at bake time to reduce the dynamic " "range. At run time, Godot will automatically reconcile the baked exposure " "with the active exposure to ensure lighting remains consistent." @@ -87054,25 +88173,26 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + " -"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. " -"If there are more clustered elements present in the camera view, some of them " -"will not be rendered (leading to pop-in during camera movement). Enabling " -"distance fade on lights and decals ([member Light3D.distance_fade_enabled], " -"[member Decal.distance_fade_enabled]) can help avoid reaching this limit.\n" +"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera " +"view. If there are more clustered elements present in the camera view, some " +"of them will not be rendered (leading to pop-in during camera movement). " +"Enabling distance fade on lights and decals ([member Light3D." +"distance_fade_enabled], [member Decal.distance_fade_enabled]) can help avoid " +"reaching this limit.\n" "Decreasing this value may improve GPU performance on certain setups, even if " "the maximum number of clustered elements is never reached in the project.\n" -"[b]Note:[/b] This setting is only effective when using the Forward+ rendering " -"method, not Mobile and Compatibility." +"[b]Note:[/b] This setting is only effective when using the Forward+ " +"rendering method, not Mobile and Compatibility." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Max number of omnilights and spotlights renderable per object. At the default " -"value of 8, this means that each surface can be affected by up to 8 " +"Max number of omnilights and spotlights renderable per object. At the " +"default value of 8, this means that each surface can be affected by up to 8 " "omnilights and 8 spotlights. This is further limited by hardware support and " -"[member rendering/limits/opengl/max_renderable_lights]. Setting this low will " -"slightly reduce memory usage, may decrease shader compile times, and may " -"result in faster rendering on low-end, mobile, or web devices.\n" +"[member rendering/limits/opengl/max_renderable_lights]. Setting this low " +"will slightly reduce memory usage, may decrease shader compile times, and " +"may result in faster rendering on low-end, mobile, or web devices.\n" "[b]Note:[/b] This setting is only effective when using the Compatibility " "rendering method, not Forward+ and Mobile." msgstr "" @@ -87103,20 +88223,20 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The minimum number of instances that must be present in a scene to enable " -"culling computations on multiple threads. If a scene has fewer instances than " -"this number, culling is done on a single thread." +"culling computations on multiple threads. If a scene has fewer instances " +"than this number, culling is done on a single thread." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The automatic LOD bias to use for meshes rendered within the " "[ReflectionProbe]. Higher values will use less detailed versions of meshes " -"that have LOD variations generated. If set to [code]0.0[/code], automatic LOD " -"is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] " -"to improve performance at the cost of geometry detail.\n" -"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not " -"affect [GeometryInstance3D] visibility ranges (also known as \"manual\" LOD " -"or hierarchical LOD).\n" +"that have LOD variations generated. If set to [code]0.0[/code], automatic " +"LOD is disabled. Increase [member rendering/mesh_lod/lod_change/" +"threshold_pixels] to improve performance at the cost of geometry detail.\n" +"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does " +"not affect [GeometryInstance3D] visibility ranges (also known as \"manual\" " +"LOD or hierarchical LOD).\n" "[b]Note:[/b] This property is only read when the project starts. To adjust " "the automatic LOD threshold at runtime, set [member Viewport." "mesh_lod_threshold] on the root [Viewport]." @@ -87136,9 +88256,9 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of occlusion rays traced per CPU thread. Higher values will result " -"in more accurate occlusion culling, at the cost of higher CPU usage. The " -"occlusion culling buffer's pixel count is roughly equal to " +"The number of occlusion rays traced per CPU thread. Higher values will " +"result in more accurate occlusion culling, at the cost of higher CPU usage. " +"The occlusion culling buffer's pixel count is roughly equal to " "[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it " "will depend on the system's CPU. Therefore, CPUs with fewer cores will use a " "lower resolution to attempt keeping performance costs even across devices. " @@ -87150,26 +88270,26 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " -"culling in 3D in the root viewport. In custom viewports, [member Viewport." -"use_occlusion_culling] must be set to [code]true[/code] instead.\n" +"If [code]true[/code], [OccluderInstance3D] nodes will be usable for " +"occlusion culling in 3D in the root viewport. In custom viewports, [member " +"Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.\n" "[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable " "occlusion culling if you actually plan to use it. Large open scenes with few " "or no objects blocking the view will generally not benefit much from " -"occlusion culling. Large open scenes generally benefit more from mesh LOD and " -"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " -"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " +"occlusion culling. Large open scenes generally benefit more from mesh LOD " +"and visibility ranges ([member GeometryInstance3D.visibility_range_begin] " +"and [member GeometryInstance3D.visibility_range_end]) compared to occlusion " "culling.\n" -"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by " -"default in Web export templates. It can be enabled by compiling custom Web " -"export templates with [code]module_raycast_enabled=yes[/code]." +"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported " +"by default in Web export templates. It can be enabled by compiling custom " +"Web export templates with [code]module_raycast_enabled=yes[/code]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Number of cubemaps to store in the reflection atlas. The number of " -"[ReflectionProbe]s in a scene will be limited by this amount. A higher number " -"requires more VRAM." +"[ReflectionProbe]s in a scene will be limited by this amount. A higher " +"number requires more VRAM." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87197,15 +88317,16 @@ msgid "" "Sets the number of samples to take when using importance sampling for [Sky]s " "and [ReflectionProbe]s. A higher value will result in smoother, higher " "quality reflections, but increases time to calculate radiance maps. In " -"general, fewer samples are needed for simpler, low dynamic range environments " -"while more samples are needed for HDR environments and environments with a " -"high level of detail." +"general, fewer samples are needed for simpler, low dynamic range " +"environments while more samples are needed for HDR environments and " +"environments with a high level of detail." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Lower-end override for [member rendering/reflections/sky_reflections/" -"ggx_samples] on mobile devices, due to performance concerns or driver support." +"ggx_samples] on mobile devices, due to performance concerns or driver " +"support." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87261,8 +88382,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The number of entries in the miscellaneous descriptors heap the Direct3D 12 " -"rendering driver uses each frame, used for various operations like clearing a " -"texture.\n" +"rendering driver uses each frame, used for various operations like clearing " +"a texture.\n" "Depending on the complexity of scenes, this value may be lowered or may need " "to be raised." msgstr "" @@ -87285,10 +88406,10 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Sets the driver to be used by the renderer when using a RenderingDevice-based " -"renderer like the clustered renderer or the mobile renderer. This property " -"can not be edited directly, instead, set the driver using the platform-" -"specific overrides." +"Sets the driver to be used by the renderer when using a RenderingDevice-" +"based renderer like the clustered renderer or the mobile renderer. This " +"property can not be edited directly, instead, set the driver using the " +"platform-specific overrides." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87319,8 +88440,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"The number of frames to track on the CPU side before stalling to wait for the " -"GPU.\n" +"The number of frames to track on the CPU side before stalling to wait for " +"the GPU.\n" "Try the [url=https://darksylinc.github.io/vsync_simulator/]V-Sync Simulator[/" "url], an interactive interface that simulates presentation to better " "understand how it is affected by different variables under various " @@ -87336,10 +88457,11 @@ msgid "" "[code]2[/code] corresponds to double-buffering and [code]3[/code] to triple-" "buffering.\n" "Double-buffering may give you the lowest lag/latency but if V-Sync is on and " -"the system can't render at 60 fps, the framerate will go down in multiples of " -"it (e.g. 30 fps, 15, 7.5, etc.). Triple buffering gives you higher framerate " -"(specially if the system can't reach a constant 60 fps) at the cost of up to " -"1 frame of latency, with [constant DisplayServer.VSYNC_ENABLED] (FIFO).\n" +"the system can't render at 60 fps, the framerate will go down in multiples " +"of it (e.g. 30 fps, 15, 7.5, etc.). Triple buffering gives you higher " +"framerate (specially if the system can't reach a constant 60 fps) at the " +"cost of up to 1 frame of latency, with [constant DisplayServer." +"VSYNC_ENABLED] (FIFO).\n" "Use double-buffering with [constant DisplayServer.VSYNC_ENABLED]. Triple-" "buffering is a must if you plan on using [constant DisplayServer." "VSYNC_MAILBOX] mode.\n" @@ -87355,16 +88477,16 @@ msgstr "" #: doc/classes/ProjectSettings.xml doc/classes/RenderingServer.xml msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " -"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) " -"to 2.0. Values above 2.0 won't make a visible difference." +"mode. Sharpness halves with every whole number. Values go from 0.0 " +"(sharpest) to 2.0. Values above 2.0 won't make a visible difference." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Sets the scaling 3D mode. Bilinear scaling renders at different resolution to " -"either undersample or supersample the viewport. FidelityFX Super Resolution " -"1.0, abbreviated to FSR, is an upscaling technology that produces high " -"quality images at fast framerates by using a spatially-aware upscaling " +"Sets the scaling 3D mode. Bilinear scaling renders at different resolution " +"to either undersample or supersample the viewport. FidelityFX Super " +"Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces " +"high quality images at fast framerates by using a spatially-aware upscaling " "algorithm. FSR is slightly more expensive than bilinear, but it produces " "significantly higher image quality. On particularly low-end GPUs, the added " "cost of FSR may not be worth it (compared to using bilinear scaling with a " @@ -87395,8 +88517,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], uses faster but lower-quality Lambert material lighting " -"model instead of Burley." +"If [code]true[/code], uses faster but lower-quality Lambert material " +"lighting model instead of Burley." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87439,32 +88561,33 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "The filtering quality to use for [Decal] nodes. When using one of the " -"anisotropic filtering modes, the anisotropic filtering level is controlled by " -"[member rendering/textures/default_filters/anisotropic_filtering_level]." +"anisotropic filtering modes, the anisotropic filtering level is controlled " +"by [member rendering/textures/default_filters/anisotropic_filtering_level]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "Sets the maximum number of samples to take when using anisotropic filtering " -"on textures (as a power of two). A higher sample count will result in sharper " -"textures at oblique angles, but is more expensive to compute. A value of " -"[code]0[/code] forcibly disables anisotropic filtering, even on materials " -"where it is enabled.\n" +"on textures (as a power of two). A higher sample count will result in " +"sharper textures at oblique angles, but is more expensive to compute. A " +"value of [code]0[/code] forcibly disables anisotropic filtering, even on " +"materials where it is enabled.\n" "The anisotropic filtering level also affects decals and light projectors if " "they are configured to use anisotropic filtering. See [member rendering/" "textures/decals/filter] and [member rendering/textures/light_projectors/" "filter].\n" -"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled " -"by default[/i] on 2D and 3D materials. For this setting to have an effect in " -"3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D." -"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D." -"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this " -"setting to have an effect in 2D, set [member CanvasItem.texture_filter] to " -"[constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or " -"[constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the " -"[CanvasItem] node displaying the texture (or in [CanvasTexture]). However, " -"anisotropic filtering is rarely useful in 2D, so only enable it for textures " -"in 2D if it makes a meaningful visual difference.\n" +"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not " +"enabled by default[/i] on 2D and 3D materials. For this setting to have an " +"effect in 3D, set [member BaseMaterial3D.texture_filter] to [constant " +"BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant " +"BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on " +"materials. For this setting to have an effect in 2D, set [member CanvasItem." +"texture_filter] to [constant CanvasItem." +"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem." +"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node " +"displaying the texture (or in [CanvasTexture]). However, anisotropic " +"filtering is rarely useful in 2D, so only enable it for textures in 2D if it " +"makes a meaningful visual difference.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." msgstr "" @@ -87493,8 +88616,8 @@ msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " "seams appearing between mipmap stages. This may increase performance in " -"mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap " -"filtering (also called \"trilinear filtering\") is used.\n" +"mobile as less memory bandwidth is used. If [code]false[/code], linear " +"mipmap filtering (also called \"trilinear filtering\") is used.\n" "[b]Note:[/b] This property is only read when the project starts. There is " "currently no way to change this setting at run-time." msgstr "" @@ -87516,17 +88639,17 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " -"textures using the Ericsson Texture Compression 2 algorithm for lower quality " -"textures and normal maps and Adaptable Scalable Texture Compression algorithm " -"for high quality textures (in 4x4 block size).\n" +"textures using the Ericsson Texture Compression 2 algorithm for lower " +"quality textures and normal maps and Adaptable Scalable Texture Compression " +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see [member " -"application/config/use_hidden_project_data_directory])." +"folder located inside the project folder then restart the editor (see " +"[member application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87542,8 +88665,8 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see [member " -"application/config/use_hidden_project_data_directory])." +"folder located inside the project folder then restart the editor (see " +"[member application/config/use_hidden_project_data_directory])." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87592,16 +88715,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -87626,7 +88749,8 @@ msgid "Action map configuration to load by default." msgstr "" #: doc/classes/ProjectSettings.xml -msgid "If [code]true[/code], Godot will setup and initialize OpenXR on startup." +msgid "" +"If [code]true[/code], Godot will setup and initialize OpenXR on startup." msgstr "" #: doc/classes/ProjectSettings.xml @@ -87653,8 +88777,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If true and foveation is supported, will automatically adjust foveation level " -"based on framerate up to the level set on [member xr/openxr/" +"If true and foveation is supported, will automatically adjust foveation " +"level based on framerate up to the level set on [member xr/openxr/" "foveation_level].\n" "[b]Note:[/b] Only works on compatibility renderer." msgstr "" @@ -87704,8 +88828,8 @@ msgstr "" #: doc/classes/PropertyTweener.xml msgid "" -"[PropertyTweener] is used to interpolate a property in an object. See [method " -"Tween.tween_property] for more usage information.\n" +"[PropertyTweener] is used to interpolate a property in an object. See " +"[method Tween.tween_property] for more usage information.\n" "[b]Note:[/b] [method Tween.tween_property] is the only correct way to create " "[PropertyTweener]. Any [PropertyTweener] created manually will not function " "correctly." @@ -87752,11 +88876,11 @@ msgstr "" msgid "" "Allows interpolating the value with a custom easing function. The provided " "[param interpolator_method] will be called with a value ranging from " -"[code]0.0[/code] to [code]1.0[/code] and is expected to return a value within " -"the same range (values outside the range can be used for overshoot). The " -"return value of the method is then used for interpolation between initial and " -"final value. Note that the parameter passed to the method is still subject to " -"the tweener's own easing.\n" +"[code]0.0[/code] to [code]1.0[/code] and is expected to return a value " +"within the same range (values outside the range can be used for overshoot). " +"The return value of the method is then used for interpolation between " +"initial and final value. Note that the parameter passed to the method is " +"still subject to the tweener's own easing.\n" "[b]Example:[/b]\n" "[codeblock]\n" "@export var curve: Curve\n" @@ -87787,17 +88911,18 @@ msgid "" "Class representing a square [PrimitiveMesh]. This flat mesh does not have a " "thickness. By default, this mesh is aligned on the X and Y axes; this " "rotation is more suited for use with billboarded materials. A [QuadMesh] is " -"equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] " -"is [constant PlaneMesh.FACE_Z]." +"equivalent to a [PlaneMesh] except its default [member PlaneMesh." +"orientation] is [constant PlaneMesh.FACE_Z]." msgstr "" -#: doc/classes/QuadMesh.xml doc/classes/SubViewport.xml doc/classes/Viewport.xml -#: doc/classes/ViewportTexture.xml +#: doc/classes/QuadMesh.xml doc/classes/SubViewport.xml +#: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "2D in 3D Demo" msgstr "" #: doc/classes/QuadOccluder3D.xml -msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]." +msgid "" +"Flat plane shape for use with occlusion culling in [OccluderInstance3D]." msgstr "" #: doc/classes/QuadOccluder3D.xml @@ -87819,20 +88944,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in particular) " -"are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -87841,22 +88990,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -87865,12 +89023,15 @@ msgid "" "magnitude of the angle you would need to rotate by to get from one to the " "other.\n" "[b]Note:[/b] The magnitude of the floating-point error for this method is " -"abnormally high, so methods such as [code]is_zero_approx[/code] will not work " -"reliably." +"abnormally high, so methods such as [code]is_zero_approx[/code] will not " +"work reliably." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -87881,7 +89042,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -87897,21 +89061,26 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if this quaternion and [param to] are approximately " -"equal, by running [method @GlobalScope.is_equal_approx] on each component." +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if this quaternion and [param to] are " +"approximately equal, by running [method @GlobalScope.is_equal_approx] on " +"each component." msgstr "" #: doc/classes/Quaternion.xml @@ -87921,40 +89090,49 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -87975,101 +89153,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it will " -"not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between two " -"nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This operation " -"is not meaningful on its own, but it can be used as a part of a larger " -"expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/" -"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/" -"code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -88092,6 +89296,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -88100,15 +89322,18 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" -"Returns a pseudo-random float between [param from] and [param to] (inclusive)." +"Returns a pseudo-random float between [param from] and [param to] " +"(inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -88119,8 +89344,8 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" -"Returns a pseudo-random 32-bit signed integer between [param from] and [param " -"to] (inclusive)." +"Returns a pseudo-random 32-bit signed integer between [param from] and " +"[param to] (inclusive)." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -88135,14 +89360,14 @@ msgid "" "Initializes the random number generator state based on the given seed value. " "A given seed will give a reproducible sequence of pseudo-random numbers.\n" "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " -"similar random streams given similar seeds. Consider using a hash function to " -"improve your seed quality if they're sourced externally.\n" +"similar random streams given similar seeds. Consider using a hash function " +"to improve your seed quality if they're sourced externally.\n" "[b]Note:[/b] Setting this property produces a side effect of changing the " "internal [member state], so make sure to initialize the seed [i]before[/i] " "modifying the [member state]:\n" -"[b]Note:[/b] The default value of this property is pseudo-random, and changes " -"when calling [method randomize]. The [code]0[/code] value documented here is " -"a placeholder, and not the actual default seed.\n" +"[b]Note:[/b] The default value of this property is pseudo-random, and " +"changes when calling [method randomize]. The [code]0[/code] value documented " +"here is a placeholder, and not the actual default seed.\n" "[codeblock]\n" "var rng = RandomNumberGenerator.new()\n" "rng.seed = hash(\"Godot\")\n" @@ -88163,23 +89388,24 @@ msgid "" "print(rng.randf()) # Prints the same value as in previous.\n" "[/codeblock]\n" "[b]Note:[/b] Do not set state to arbitrary values, since the random number " -"generator requires the state to have certain qualities to behave properly. It " -"should only be set to values that came from the state property itself. To " +"generator requires the state to have certain qualities to behave properly. " +"It should only be set to values that came from the state property itself. To " "initialize the random number generator with arbitrary input, use [member " "seed] instead.\n" -"[b]Note:[/b] The default value of this property is pseudo-random, and changes " -"when calling [method randomize]. The [code]0[/code] value documented here is " -"a placeholder, and not the actual default seed." -msgstr "" - -#: doc/classes/Range.xml -msgid "Abstract base class for controls that represent a number within a range." +"[b]Note:[/b] The default value of this property is pseudo-random, and " +"changes when calling [method randomize]. The [code]0[/code] value documented " +"here is a placeholder, and not the actual default seed." msgstr "" #: doc/classes/Range.xml msgid "" -"Range is an abstract base class for controls that represent a number within a " -"range, using a configured [member step] and [member page] size. See e.g. " +"Abstract base class for controls that represent a number within a range." +msgstr "" + +#: doc/classes/Range.xml +msgid "" +"Range is an abstract base class for controls that represent a number within " +"a range, using a configured [member step] and [member page] size. See e.g. " "[ScrollBar] and [Slider] for examples of higher-level nodes using Range." msgstr "" @@ -88254,9 +89480,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "If greater than 0, [member value] will always be rounded to a multiple of " -"this property's value. If [member rounded] is also [code]true[/code], [member " -"value] will first be rounded to a multiple of this property's value, then " -"rounded to the nearest integer." +"this property's value. If [member rounded] is also [code]true[/code], " +"[member value] will first be rounded to a multiple of this property's value, " +"then rounded to the nearest integer." msgstr "" #: doc/classes/Range.xml @@ -88293,13 +89519,13 @@ msgid "" "that finds the closest [CollisionObject2D] along its path, if it intersects " "any.\n" "[RayCast2D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) " -"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" +"making its detection reporting ignore [Area2D]s ([member " +"collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or " +"by configuring physics layers.\n" "[RayCast2D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast2D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" +"result until the next physics frame. For an immediate raycast, or if you " +"want to configure a [RayCast2D] multiple times within the same physics " +"frame, use [method force_raycast_update].\n" "To sweep over a region of 2D space, you can approximate the region with " "multiple [RayCast2D]s or use [ShapeCast2D]." msgstr "" @@ -88345,30 +89571,31 @@ msgstr "" #: doc/classes/RayCast2D.xml doc/classes/RayCast3D.xml msgid "" -"Returns the shape ID of the first object that the ray intersects, or [code]0[/" -"code] if no object is intersecting the ray (i.e. [method is_colliding] " -"returns [code]false[/code])." +"Returns the shape ID of the first object that the ray intersects, or " +"[code]0[/code] if no object is intersecting the ray (i.e. [method " +"is_colliding] returns [code]false[/code])." msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Returns the normal of the intersecting object's shape at the collision point, " -"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member " -"hit_from_inside] is [code]true[/code]." +"Returns the normal of the intersecting object's shape at the collision " +"point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and " +"[member hit_from_inside] is [code]true[/code]." msgstr "" #: doc/classes/RayCast2D.xml doc/classes/RayCast3D.xml msgid "" "Returns the collision point at which the ray intersects the closest object. " -"If [member hit_from_inside] is [code]true[/code] and the ray starts inside of " -"a collision shape, this function will return the origin point of the ray.\n" +"If [member hit_from_inside] is [code]true[/code] and the ray starts inside " +"of a collision shape, this function will return the origin point of the " +"ray.\n" "[b]Note:[/b] This point is in the [b]global[/b] coordinate system." msgstr "" #: doc/classes/RayCast2D.xml doc/classes/RayCast3D.xml msgid "" -"Returns whether any object is intersecting with the ray's vector (considering " -"the vector length)." +"Returns whether any object is intersecting with the ray's vector " +"(considering the vector length)." msgstr "" #: doc/classes/RayCast2D.xml @@ -88388,7 +89615,8 @@ msgid "If [code]true[/code], collisions with [Area2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml doc/classes/ShapeCast2D.xml -msgid "If [code]true[/code], collisions with [PhysicsBody2D]s will be reported." +msgid "" +"If [code]true[/code], collisions with [PhysicsBody2D]s will be reported." msgstr "" #: doc/classes/RayCast2D.xml doc/classes/RayCast3D.xml @@ -88434,13 +89662,13 @@ msgid "" "that finds the closest [CollisionObject3D] along its path, if it intersects " "any.\n" "[RayCast3D] can ignore some objects by adding them to an exception list, by " -"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) " -"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics " -"layers.\n" +"making its detection reporting ignore [Area3D]s ([member " +"collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or " +"by configuring physics layers.\n" "[RayCast3D] calculates intersection every physics frame, and it holds the " -"result until the next physics frame. For an immediate raycast, or if you want " -"to configure a [RayCast3D] multiple times within the same physics frame, use " -"[method force_raycast_update].\n" +"result until the next physics frame. For an immediate raycast, or if you " +"want to configure a [RayCast3D] multiple times within the same physics " +"frame, use [method force_raycast_update].\n" "To sweep over a region of 3D space, you can approximate the region with " "multiple [RayCast3D]s or use [ShapeCast3D]." msgstr "" @@ -88460,9 +89688,9 @@ msgstr "" #: doc/classes/RayCast3D.xml msgid "" -"Returns the normal of the intersecting object's shape at the collision point, " -"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and " -"[member hit_from_inside] is [code]true[/code]." +"Returns the normal of the intersecting object's shape at the collision " +"point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape " +"and [member hit_from_inside] is [code]true[/code]." msgstr "" #: doc/classes/RayCast3D.xml @@ -88476,7 +89704,8 @@ msgid "If [code]true[/code], collisions with [Area3D]s will be reported." msgstr "" #: doc/classes/RayCast3D.xml doc/classes/ShapeCast3D.xml -msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported." +msgid "" +"If [code]true[/code], collisions with [PhysicsBody3D]s will be reported." msgstr "" #: doc/classes/RayCast3D.xml @@ -88505,15 +89734,15 @@ msgstr "" #: doc/classes/RayCast3D.xml msgid "" -"If [code]true[/code], the ray will hit back faces with concave polygon shapes " -"with back face enabled or heightmap shapes." +"If [code]true[/code], the ray will hit back faces with concave polygon " +"shapes with back face enabled or heightmap shapes." msgstr "" #: doc/classes/RayCast3D.xml msgid "" "If [code]true[/code], the ray will detect a hit when starting inside shapes. " -"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does " -"not affect shapes with no volume like concave polygon or heightmap." +"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. " +"Does not affect shapes with no volume like concave polygon or heightmap." msgstr "" #: doc/classes/RDAttachmentFormat.xml @@ -88555,8 +89784,8 @@ msgstr "" #: doc/classes/RDFramebufferPass.xml msgid "" -"Color attachments in order starting from 0. If this attachment is not used by " -"the shader, pass ATTACHMENT_UNUSED to skip." +"Color attachments in order starting from 0. If this attachment is not used " +"by the shader, pass ATTACHMENT_UNUSED to skip." msgstr "" #: doc/classes/RDFramebufferPass.xml @@ -88816,9 +90045,9 @@ msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml msgid "" -"If [code]true[/code], each depth value will be tested to see if it is between " -"[member depth_range_min] and [member depth_range_max]. If it is outside of " -"these values, it is discarded." +"If [code]true[/code], each depth value will be tested to see if it is " +"between [member depth_range_min] and [member depth_range_max]. If it is " +"outside of these values, it is discarded." msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml @@ -88855,20 +90084,20 @@ msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml msgid "" -"The operation to perform on the stencil buffer for front pixels that pass the " -"stencil test but fail the depth test." +"The operation to perform on the stencil buffer for front pixels that pass " +"the stencil test but fail the depth test." msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml msgid "" -"The operation to perform on the stencil buffer for front pixels that fail the " -"stencil test." +"The operation to perform on the stencil buffer for front pixels that fail " +"the stencil test." msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml msgid "" -"The operation to perform on the stencil buffer for front pixels that pass the " -"stencil test." +"The operation to perform on the stencil buffer for front pixels that pass " +"the stencil test." msgstr "" #: doc/classes/RDPipelineDepthStencilState.xml @@ -88893,9 +90122,9 @@ msgstr "" #: doc/classes/RDPipelineMultisampleState.xml msgid "" "If [code]true[/code], alpha to coverage is enabled. This generates a " -"temporary coverage value based on the alpha component of the fragment's first " -"color output. This allows alpha transparency to make use of multisample " -"antialiasing." +"temporary coverage value based on the alpha component of the fragment's " +"first color output. This allows alpha transparency to make use of " +"multisample antialiasing." msgstr "" #: doc/classes/RDPipelineMultisampleState.xml @@ -88908,12 +90137,12 @@ msgstr "" #: doc/classes/RDPipelineMultisampleState.xml msgid "" -"If [code]true[/code], enables per-sample shading which replaces MSAA by SSAA. " -"This provides higher quality antialiasing that works with transparent (alpha " -"scissor) edges. This has a very high performance cost. See also [member " -"min_sample_shading]. See the [url=https://registry.khronos.org/vulkan/" -"specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-sample " -"shading Vulkan documentation[/url] for more details." +"If [code]true[/code], enables per-sample shading which replaces MSAA by " +"SSAA. This provides higher quality antialiasing that works with transparent " +"(alpha scissor) edges. This has a very high performance cost. See also " +"[member min_sample_shading]. See the [url=https://registry.khronos.org/" +"vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-" +"sample shading Vulkan documentation[/url] for more details." msgstr "" #: doc/classes/RDPipelineMultisampleState.xml @@ -88922,16 +90151,16 @@ msgid "" "performed for each fragment. Must be between [code]0.0[/code] and [code]1.0[/" "code] (inclusive). Only effective if [member enable_sample_shading] is " "[code]true[/code]. If [member min_sample_shading] is [code]1.0[/code], " -"fragment invocation must only read from the coverage index sample. Tile image " -"access must not be used if [member enable_sample_shading] is [i]not[/i] " -"[code]1.0[/code]." +"fragment invocation must only read from the coverage index sample. Tile " +"image access must not be used if [member enable_sample_shading] is [i]not[/" +"i] [code]1.0[/code]." msgstr "" #: doc/classes/RDPipelineMultisampleState.xml msgid "" -"The number of MSAA samples (or SSAA samples if [member enable_sample_shading] " -"is [code]true[/code]) to perform. Higher values result in better " -"antialiasing, at the cost of performance." +"The number of MSAA samples (or SSAA samples if [member " +"enable_sample_shading] is [code]true[/code]) to perform. Higher values " +"result in better antialiasing, at the cost of performance." msgstr "" #: doc/classes/RDPipelineMultisampleState.xml @@ -88972,8 +90201,8 @@ msgstr "" #: doc/classes/RDPipelineRasterizationState.xml msgid "" -"A constant scale applied to the slope of each polygons' depth. Applied before " -"[member depth_bias_constant_factor]." +"A constant scale applied to the slope of each polygons' depth. Applied " +"before [member depth_bias_constant_factor]." msgstr "" #: doc/classes/RDPipelineRasterizationState.xml @@ -89021,8 +90250,8 @@ msgid "" "A [i]specialization constant[/i] is a way to create additional variants of " "shaders without actually increasing the number of shader versions that are " "compiled. This allows improving performance by reducing the number of shader " -"versions and reducing [code]if[/code] branching, while still allowing shaders " -"to be flexible for different use cases.\n" +"versions and reducing [code]if[/code] branching, while still allowing " +"shaders to be flexible for different use cases.\n" "This object is used by [RenderingDevice]." msgstr "" @@ -89035,8 +90264,8 @@ msgstr "" #: doc/classes/RDPipelineSpecializationConstant.xml msgid "" -"The specialization constant's value. Only [bool], [int] and [float] types are " -"valid for specialization constants." +"The specialization constant's value. Only [bool], [int] and [float] types " +"are valid for specialization constants." msgstr "" #: doc/classes/RDSamplerState.xml @@ -89078,11 +90307,11 @@ msgstr "" #: doc/classes/RDSamplerState.xml msgid "" -"The mipmap LOD bias to use. Positive values will make the sampler blurrier at " -"a given distance, while negative values will make the sampler sharper at a " -"given distance (at the risk of looking grainy). Recommended values are " -"between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the sampler " -"has mipmaps available." +"The mipmap LOD bias to use. Positive values will make the sampler blurrier " +"at a given distance, while negative values will make the sampler sharper at " +"a given distance (at the risk of looking grainy). Recommended values are " +"between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the " +"sampler has mipmaps available." msgstr "" #: doc/classes/RDSamplerState.xml @@ -89093,8 +90322,8 @@ msgstr "" #: doc/classes/RDSamplerState.xml msgid "" -"The maximum mipmap LOD bias to display (lowest resolution). Only effective if " -"the sampler has mipmaps available." +"The maximum mipmap LOD bias to display (lowest resolution). Only effective " +"if the sampler has mipmaps available." msgstr "" #: doc/classes/RDSamplerState.xml @@ -89247,10 +90476,10 @@ msgid "" "[RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/" "spir/]SPIR-V[/url] code for various shader stages, as well as possible " "compilation error messages. SPIR-V is a low-level intermediate shader " -"representation. This intermediate representation is not used directly by GPUs " -"for rendering, but it can be compiled into binary shaders that GPUs can " -"understand. Unlike compiled shaders, SPIR-V is portable across GPU models and " -"driver versions.\n" +"representation. This intermediate representation is not used directly by " +"GPUs for rendering, but it can be compiled into binary shaders that GPUs can " +"understand. Unlike compiled shaders, SPIR-V is portable across GPU models " +"and driver versions.\n" "This object is used by [RenderingDevice]." msgstr "" @@ -89308,8 +90537,8 @@ msgstr "" #: doc/classes/RDShaderSPIRV.xml msgid "" -"The compilation error message for the compute shader stage (set by the SPIR-V " -"compiler and Godot). If empty, shader compilation was successful." +"The compilation error message for the compute shader stage (set by the SPIR-" +"V compiler and Godot). If empty, shader compilation was successful." msgstr "" #: doc/classes/RDShaderSPIRV.xml @@ -89389,8 +90618,8 @@ msgstr "" #: doc/classes/RDTextureView.xml msgid "" "Optional override for the data format to return sampled values in. The " -"default value of [constant RenderingDevice.DATA_FORMAT_MAX] does not override " -"the format." +"default value of [constant RenderingDevice.DATA_FORMAT_MAX] does not " +"override the format." msgstr "" #: doc/classes/RDTextureView.xml @@ -89445,9 +90674,9 @@ msgstr "" #: doc/classes/Rect2.xml msgid "" -"The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a " -"2D space. It is defined by its [member position] and [member size], which are " -"[Vector2]. It is frequently used for fast overlap tests (see [method " +"The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in " +"a 2D space. It is defined by its [member position] and [member size], which " +"are [Vector2]. It is frequently used for fast overlap tests (see [method " "intersects]). Although [Rect2] itself is axis-aligned, it can be combined " "with [Transform2D] to represent a rotated or skewed rectangle.\n" "For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is " @@ -89500,8 +90729,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " -"the top-left corner, and the [member end] is the bottom-right corner." +"negative, as most other methods in Godot assume that the [member position] " +"is the top-left corner, and the [member end] is the bottom-right corner." msgstr "" #: doc/classes/Rect2.xml @@ -89538,8 +90767,8 @@ msgstr "" #: doc/classes/Rect2.xml msgid "" -"Returns the center point of the rectangle. This is the same as [code]position " -"+ (size / 2.0)[/code]." +"Returns the center point of the rectangle. This is the same as " +"[code]position + (size / 2.0)[/code]." msgstr "" #: doc/classes/Rect2.xml @@ -89570,8 +90799,9 @@ msgstr "" #: doc/classes/Rect2.xml doc/classes/Rect2i.xml msgid "" "Returns a copy of this rectangle with its [param side] extended by the given " -"[param amount] (see [enum Side] constants). A negative [param amount] shrinks " -"the rectangle, instead. See also [method grow] and [method grow_individual]." +"[param amount] (see [enum Side] constants). A negative [param amount] " +"shrinks the rectangle, instead. See also [method grow] and [method " +"grow_individual]." msgstr "" #: doc/classes/Rect2.xml doc/classes/Rect2i.xml @@ -89583,7 +90813,8 @@ msgstr "" #: doc/classes/Rect2.xml msgid "" "Returns [code]true[/code] if the rectangle contains the given [param point]. " -"By convention, points on the right and bottom edges are [b]not[/b] included.\n" +"By convention, points on the right and bottom edges are [b]not[/b] " +"included.\n" "[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid rectangle." msgstr "" @@ -89606,8 +90837,8 @@ msgid "" "var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, " -"use [method intersects], instead." +"[b]Note:[/b] If you only need to know whether two rectangles are " +"overlapping, use [method intersects], instead." msgstr "" #: doc/classes/Rect2.xml @@ -89639,8 +90870,8 @@ msgstr "" #: doc/classes/Rect2.xml doc/classes/Rect2i.xml msgid "" "The ending point. This is usually the bottom-right corner of the rectangle, " -"and is equivalent to [code]position + size[/code]. Setting this point affects " -"the [member size]." +"and is equivalent to [code]position + size[/code]. Setting this point " +"affects the [member size]." msgstr "" #: doc/classes/Rect2.xml doc/classes/Rect2i.xml @@ -89652,8 +90883,8 @@ msgid "" "The rectangle's width and height, starting from [member position]. Setting " "this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width and height to non-negative " -"values, as most methods in Godot assume that the [member position] is the top-" -"left corner, and the [member end] is the bottom-right corner. To get an " +"values, as most methods in Godot assume that the [member position] is the " +"top-left corner, and the [member end] is the bottom-right corner. To get an " "equivalent rectangle with non-negative size, use [method abs]." msgstr "" @@ -89692,16 +90923,18 @@ msgstr "" #: doc/classes/Rect2i.xml msgid "" "The [Rect2i] built-in [Variant] type represents an axis-aligned rectangle in " -"a 2D space, using integer coordinates. It is defined by its [member position] " -"and [member size], which are [Vector2i]. Because it does not rotate, it is " -"frequently used for fast overlap tests (see [method intersects]).\n" +"a 2D space, using integer coordinates. It is defined by its [member " +"position] and [member size], which are [Vector2i]. Because it does not " +"rotate, it is frequently used for fast overlap tests (see [method " +"intersects]).\n" "For floating-point coordinates, see [Rect2].\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [Rect2i] methods do not work correctly. Use [method abs] " "to get an equivalent [Rect2i] with a non-negative size.\n" -"[b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/code] " -"if both [member position] and [member size] are zero (equal to [constant " -"Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code]." +"[b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/" +"code] if both [member position] and [member size] are zero (equal to " +"[constant Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/" +"code]." msgstr "" #: doc/classes/Rect2i.xml @@ -89746,8 +90979,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member position] is " -"the top-left corner, and the [member end] is the bottom-right corner." +"negative, as most other methods in Godot assume that the [member position] " +"is the top-left corner, and the [member end] is the bottom-right corner." msgstr "" #: doc/classes/Rect2i.xml @@ -89777,8 +91010,8 @@ msgstr "" #: doc/classes/Rect2i.xml msgid "" -"Returns the center point of the rectangle. This is the same as [code]position " -"+ (size / 2)[/code].\n" +"Returns the center point of the rectangle. This is the same as " +"[code]position + (size / 2)[/code].\n" "[b]Note:[/b] If the [member size] is odd, the result will be rounded towards " "[member position]." msgstr "" @@ -89803,7 +91036,8 @@ msgstr "" #: doc/classes/Rect2i.xml msgid "" "Returns [code]true[/code] if the rectangle contains the given [param point]. " -"By convention, points on the right and bottom edges are [b]not[/b] included.\n" +"By convention, points on the right and bottom edges are [b]not[/b] " +"included.\n" "[b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid rectangle." msgstr "" @@ -89826,8 +91060,8 @@ msgid "" "var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, " -"use [method intersects], instead." +"[b]Note:[/b] If you only need to know whether two rectangles are " +"overlapping, use [method intersects], instead." msgstr "" #: doc/classes/Rect2i.xml @@ -89838,8 +91072,8 @@ msgstr "" #: doc/classes/Rect2i.xml msgid "" -"Returns a [Rect2i] that encloses both this rectangle and [param b] around the " -"edges. See also [method encloses]." +"Returns a [Rect2i] that encloses both this rectangle and [param b] around " +"the edges. See also [method encloses]." msgstr "" #: doc/classes/Rect2i.xml @@ -89878,25 +91112,25 @@ msgstr "" msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" -"Unlike other [Object] types, [RefCounted]s keep an internal reference counter " -"so that they are automatically released when no longer in use, and only then. " -"[RefCounted]s therefore do not need to be freed manually with [method Object." -"free].\n" +"Unlike other [Object] types, [RefCounted]s keep an internal reference " +"counter so that they are automatically released when no longer in use, and " +"only then. [RefCounted]s therefore do not need to be freed manually with " +"[method Object.free].\n" "[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed " "automatically. For example, if a node holds a reference to instance [code]A[/" -"code], which directly or indirectly holds a reference back to [code]A[/code], " -"[code]A[/code]'s reference count will be 2. Destruction of the node will " -"leave [code]A[/code] dangling with a reference count of 1, and there will be " -"a memory leak. To prevent this, one of the references in the cycle can be " -"made weak with [method @GlobalScope.weakref].\n" +"code], which directly or indirectly holds a reference back to [code]A[/" +"code], [code]A[/code]'s reference count will be 2. Destruction of the node " +"will leave [code]A[/code] dangling with a reference count of 1, and there " +"will be a memory leak. To prevent this, one of the references in the cycle " +"can be made weak with [method @GlobalScope.weakref].\n" "In the vast majority of use cases, instantiating and using [RefCounted]-" "derived types is all you need to do. The methods provided in this class are " "only for advanced users, and can cause issues if misused.\n" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -89914,8 +91148,8 @@ msgstr "" msgid "" "Increments the internal reference counter. Use this only if you really know " "what you are doing.\n" -"Returns [code]true[/code] if the increment was successful, [code]false[/code] " -"otherwise." +"Returns [code]true[/code] if the increment was successful, [code]false[/" +"code] otherwise." msgstr "" #: doc/classes/RefCounted.xml @@ -89967,20 +91201,21 @@ msgid "" "[ReflectionProbe]s can be blended together and with the rest of the scene " "smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI " "([member Environment.sdfgi_enabled]) and screen-space reflections ([member " -"Environment.ssr_enabled]) to get more accurate reflections in specific areas. " -"[ReflectionProbe]s render all objects within their [member cull_mask], so " -"updating them can be quite expensive. It is best to update them once with the " -"important static objects and then leave them as-is.\n" -"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their " -"environment from a [WorldEnvironment] node. If you specify an [Environment] " -"resource within a [Camera3D] node, it will be ignored by the " +"Environment.ssr_enabled]) to get more accurate reflections in specific " +"areas. [ReflectionProbe]s render all objects within their [member " +"cull_mask], so updating them can be quite expensive. It is best to update " +"them once with the important static objects and then leave them as-is.\n" +"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source " +"their environment from a [WorldEnvironment] node. If you specify an " +"[Environment] resource within a [Camera3D] node, it will be ignored by the " "[ReflectionProbe]. This can lead to incorrect lighting within the " "[ReflectionProbe].\n" "[b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile " -"rendering methods, not Compatibility. When using the Mobile rendering method, " -"only 8 reflection probes can be displayed on each mesh resource. Attempting " -"to display more than 8 reflection probes on a single mesh resource will " -"result in reflection probes flickering in and out as the camera moves.\n" +"rendering methods, not Compatibility. When using the Mobile rendering " +"method, only 8 reflection probes can be displayed on each mesh resource. " +"Attempting to display more than 8 reflection probes on a single mesh " +"resource will result in reflection probes flickering in and out as the " +"camera moves.\n" "[b]Note:[/b] When using the Mobile rendering method, reflection probes will " "only correctly affect meshes whose visibility AABB intersects with the " "reflection probe's AABB. If using a shader to deform the mesh in a way that " @@ -89995,8 +91230,8 @@ msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" -"The custom ambient color to use within the [ReflectionProbe]'s box defined by " -"its [member size]. Only effective if [member ambient_mode] is [constant " +"The custom ambient color to use within the [ReflectionProbe]'s box defined " +"by its [member size]. Only effective if [member ambient_mode] is [constant " "AMBIENT_COLOR]." msgstr "" @@ -90011,8 +91246,8 @@ msgstr "" msgid "" "The ambient color to use within the [ReflectionProbe]'s box defined by its " "[member size]. The ambient color will smoothly blend with other " -"[ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s " -"box defined by its [member size])." +"[ReflectionProbe]s and the rest of the scene (outside the " +"[ReflectionProbe]'s box defined by its [member size])." msgstr "" #: doc/classes/ReflectionProbe.xml @@ -90020,8 +91255,8 @@ msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location.\n" -"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the " -"grid, you can rotate the [ReflectionProbe] node." +"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " +"the grid, you can rotate the [ReflectionProbe] node." msgstr "" #: doc/classes/ReflectionProbe.xml @@ -90055,8 +91290,8 @@ msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "The maximum distance away from the [ReflectionProbe] an object can be before " -"it is culled. Decrease this to improve performance, especially when using the " -"[constant UPDATE_ALWAYS] [member update_mode].\n" +"it is culled. Decrease this to improve performance, especially when using " +"the [constant UPDATE_ALWAYS] [member update_mode].\n" "[b]Note:[/b] The maximum reflection distance is always at least equal to the " "probe's extents. This means that decreasing [member max_distance] will not " "always cull objects from reflections, especially if the reflection probe's " @@ -90072,16 +91307,17 @@ msgid "" "Increase [member mesh_lod_threshold] to improve performance at the cost of " "geometry detail, especially when using the [constant UPDATE_ALWAYS] [member " "update_mode].\n" -"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " -"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." +"[b]Note:[/b] [member mesh_lod_threshold] does not affect " +"[GeometryInstance3D] visibility ranges (also known as \"manual\" LOD or " +"hierarchical LOD)." msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" "Sets the origin offset to be used when this [ReflectionProbe] is in [member " "box_projection] mode. This can be set to a non-zero value to ensure a " -"reflection fits a rectangle-shaped room, while reducing the number of objects " -"that \"get in the way\" of the reflection." +"reflection fits a rectangle-shaped room, while reducing the number of " +"objects that \"get in the way\" of the reflection." msgstr "" #: doc/classes/ReflectionProbe.xml @@ -90095,9 +91331,9 @@ msgstr "" #: doc/classes/ReflectionProbe.xml msgid "" -"The size of the reflection probe. The larger the size, the more space covered " -"by the probe, which will lower the perceived resolution. It is best to keep " -"the size only as large as you need it.\n" +"The size of the reflection probe. The larger the size, the more space " +"covered by the probe, which will lower the perceived resolution. It is best " +"to keep the size only as large as you need it.\n" "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can " "rotate the [ReflectionProbe] node." msgstr "" @@ -90159,8 +91395,8 @@ msgid "" "code] would find any string that is [code]ab[/code] followed by any number " "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can " "easily find various tutorials and detailed explanations on the Internet.\n" -"To begin, the RegEx object needs to be compiled with the search pattern using " -"[method compile] before it can be used.\n" +"To begin, the RegEx object needs to be compiled with the search pattern " +"using [method compile] before it can be used.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"\\\\w-(\\\\d+)\")\n" @@ -90187,9 +91423,9 @@ msgid "" "the group number to the various methods in [RegExMatch]. Group 0 is the " "default and will always refer to the entire pattern. In the above example, " "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n" -"This version of RegEx also supports named capturing groups, and the names can " -"be used to retrieve the results. If two or more groups have the same name, " -"the name would only refer to the first one with a match.\n" +"This version of RegEx also supports named capturing groups, and the names " +"can be used to retrieve the results. If two or more groups have the same " +"name, the name would only refer to the first one with a match.\n" "[codeblock]\n" "var regex = RegEx.new()\n" "regex.compile(\"d(?[0-9]+)|x(?[0-9a-f]+)\")\n" @@ -90197,9 +91433,9 @@ msgid "" "if result:\n" " print(result.get_string(\"digit\")) # Would print 2f\n" "[/codeblock]\n" -"If you need to process multiple results, [method search_all] generates a list " -"of all non-overlapping results. This can be combined with a [code]for[/code] " -"loop for convenience.\n" +"If you need to process multiple results, [method search_all] generates a " +"list of all non-overlapping results. This can be combined with a [code]for[/" +"code] loop for convenience.\n" "[codeblock]\n" "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n" " print(result.get_string(\"digit\"))\n" @@ -90217,8 +91453,8 @@ msgid "" "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www." "pcre.org/]PCRE2[/url] library. You can view the full pattern reference " "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n" -"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular " -"expressions online." +"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test " +"regular expressions online." msgstr "" #: modules/regex/doc_classes/RegEx.xml @@ -90230,8 +91466,8 @@ msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" "Compiles and assign the search pattern to use. Returns [constant OK] if the " -"compilation is successful. If an error is encountered, details are printed to " -"standard output and an error is returned." +"compilation is successful. If an error is encountered, details are printed " +"to standard output and an error is returned." msgstr "" #: modules/regex/doc_classes/RegEx.xml @@ -90265,8 +91501,8 @@ msgid "" "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word boundary " -"[code]\\b[/code]." +"and the character before [param offset] will be checked for the word " +"boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml @@ -90279,23 +91515,24 @@ msgid "" "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word boundary " -"[code]\\b[/code]." +"and the character before [param offset] will be checked for the word " +"boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegEx.xml msgid "" -"Searches the text for the compiled pattern and replaces it with the specified " -"string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/" -"code] are expanded and resolved. By default, only the first instance is " -"replaced, but it can be changed for all instances (global replacement).\n" +"Searches the text for the compiled pattern and replaces it with the " +"specified string. Escapes and backreferences such as [code]$1[/code] and " +"[code]$name[/code] are expanded and resolved. By default, only the first " +"instance is replaced, but it can be changed for all instances (global " +"replacement).\n" "The region to search within can be specified with [param offset] and [param " "end]. This is useful when searching for another match in the same [param " "subject] by calling this method again after a previous success. Note that " "setting these parameters differs from passing over a shortened string. For " "example, the start anchor [code]^[/code] is not affected by [param offset], " -"and the character before [param offset] will be checked for the word boundary " -"[code]\\b[/code]." +"and the character before [param offset] will be checked for the word " +"boundary [code]\\b[/code]." msgstr "" #: modules/regex/doc_classes/RegExMatch.xml @@ -90326,9 +91563,9 @@ msgstr "" #: modules/regex/doc_classes/RegExMatch.xml msgid "" "Returns the starting position of the match within the source string. The " -"starting position of capturing groups can be retrieved by providing its group " -"number as an integer or its string name (if it's a named group). The default " -"value of 0 refers to the whole pattern.\n" +"starting position of capturing groups can be retrieved by providing its " +"group number as an integer or its string name (if it's a named group). The " +"default value of 0 refers to the whole pattern.\n" "Returns -1 if the group did not match or doesn't exist." msgstr "" @@ -90510,9 +91747,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "[RenderingDevice] is an abstraction for working with modern low-level " -"graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with " -"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and " -"allows working more directly with the underlying graphics APIs. " +"graphics APIs such as Vulkan. Compared to [RenderingServer] (which works " +"with Godot's own rendering subsystems), [RenderingDevice] is much lower-" +"level and allows working more directly with the underlying graphics APIs. " "[RenderingDevice] is used in Godot to provide support for several modern low-" "level graphics APIs while reducing the amount of code duplication required. " "[RenderingDevice] can also be used in your own projects to perform things " @@ -90533,8 +91770,8 @@ msgid "" "vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern " "OpenGL or Direct3D 11 knowledge before attempting to learn a low-level " "graphics API.\n" -"[b]Note:[/b] [RenderingDevice] is not available when running in headless mode " -"or when using the Compatibility rendering method." +"[b]Note:[/b] [RenderingDevice] is not available when running in headless " +"mode or when using the Compatibility rendering method." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90547,8 +91784,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, " -"starting at [param offset].\n" +"Clears the contents of the [param buffer], clearing [param size_bytes] " +"bytes, starting at [param offset].\n" "Prints an error if:\n" "- the size isn't a multiple of four\n" "- the region specified by [param offset] + [param size_bytes] exceeds the " @@ -90570,9 +91807,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Returns a copy of the data of the specified [param buffer], optionally [param " -"offset_bytes] and [param size_bytes] can be set to copy only a portion of the " -"buffer." +"Returns a copy of the data of the specified [param buffer], optionally " +"[param offset_bytes] and [param size_bytes] can be set to copy only a " +"portion of the buffer." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90630,17 +91867,17 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Tells the GPU what compute pipeline to use when processing the compute list. " -"If the shader has changed since the last time this function was called, Godot " -"will unbind all descriptor sets and will re-bind them inside [method " +"If the shader has changed since the last time this function was called, " +"Godot will unbind all descriptor sets and will re-bind them inside [method " "compute_list_dispatch]." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Binds the [param uniform_set] to this [param compute_list]. Godot ensures " -"that all textures in the uniform set have the correct Vulkan access masks. If " -"Godot had to change access masks of textures, it will raise a Vulkan image " -"memory barrier." +"that all textures in the uniform set have the correct Vulkan access masks. " +"If Godot had to change access masks of textures, it will raise a Vulkan " +"image memory barrier." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90659,9 +91896,9 @@ msgstr "" msgid "" "Sets the push constant data to [param buffer] for the specified [param " "compute_list]. The shader determines how this binary data is used. The " -"buffer's size in bytes must also be specified in [param size_bytes] (this can " -"be obtained by calling the [method PackedByteArray.size] method on the passed " -"[param buffer])." +"buffer's size in bytes must also be specified in [param size_bytes] (this " +"can be obtained by calling the [method PackedByteArray.size] method on the " +"passed [param buffer])." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90690,11 +91927,11 @@ msgid "" "party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions " "must be ended with a [method draw_command_end_label] call. When viewed from " "the linear series of submissions to a single queue, calls to [method " -"draw_command_begin_label] and [method draw_command_end_label] must be matched " -"and balanced.\n" +"draw_command_begin_label] and [method draw_command_end_label] must be " +"matched and balanced.\n" "The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be " -"available and enabled for command buffer debug label region to work. See also " -"[method draw_command_end_label]." +"available and enabled for command buffer debug label region to work. See " +"also [method draw_command_end_label]." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90709,9 +91946,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Starts a list of raster drawing commands created with the [code]draw_*[/code] " -"methods. The returned value should be passed to other [code]draw_list_*[/" -"code] functions.\n" +"Starts a list of raster drawing commands created with the [code]draw_*[/" +"code] methods. The returned value should be passed to other " +"[code]draw_list_*[/code] functions.\n" "Multiple draw lists cannot be created at the same time; you must finish the " "previous draw list first using [method draw_list_end].\n" "A simple drawing operation might look like this (code is not a complete " @@ -90756,7 +91993,8 @@ msgid "Split draw lists are used automatically by RenderingDevice." msgstr "" #: doc/classes/RenderingDevice.xml -msgid "This method does nothing and always returns an empty [PackedInt64Array]." +msgid "" +"This method does nothing and always returns an empty [PackedInt64Array]." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90796,8 +92034,9 @@ msgid "" "draw_list]. Scissor rectangles are used for clipping by discarding fragments " "that fall outside a specified rectangular portion of the screen. See also " "[method draw_list_disable_scissor].\n" -"[b]Note:[/b] The specified [param rect] is automatically intersected with the " -"screen's dimensions, which means it cannot exceed the screen's dimensions." +"[b]Note:[/b] The specified [param rect] is automatically intersected with " +"the screen's dimensions, which means it cannot exceed the screen's " +"dimensions." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90828,7 +92067,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Creates a new framebuffer. It can be accessed with the RID that is returned.\n" +"Creates a new framebuffer. It can be accessed with the RID that is " +"returned.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." msgstr "" @@ -90882,9 +92122,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Returns the format ID of the framebuffer specified by the [param framebuffer] " -"RID. This ID is guaranteed to be unique for the same formats and does not " -"need to be freed." +"Returns the format ID of the framebuffer specified by the [param " +"framebuffer] RID. This ID is guaranteed to be unique for the same formats " +"and does not need to be freed." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90944,8 +92184,8 @@ msgid "" "Returns the universally unique identifier for the pipeline cache. This is " "used to cache shader files on disk, which avoids shader recompilations on " "subsequent engine runs. This UUID varies depending on the graphics card " -"model, but also the driver version. Therefore, updating graphics drivers will " -"invalidate the shader cache." +"model, but also the driver version. Therefore, updating graphics drivers " +"will invalidate the shader cache." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90958,9 +92198,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Returns the unique identifier of the driver [param resource] for the " -"specified [param rid]. Some driver resource types ignore the specified [param " -"rid] (see [enum DriverResource] descriptions). [param index] is always " -"ignored but must be specified anyway." +"specified [param rid]. Some driver resource types ignore the specified " +"[param rid] (see [enum DriverResource] descriptions). [param index] is " +"always ignored but must be specified anyway." msgstr "" #: doc/classes/RenderingDevice.xml @@ -90974,13 +92214,15 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Returns the memory usage in bytes corresponding to the given [param type]. " -"When using Vulkan, these statistics are calculated by [url=https://github.com/" -"GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url]." +"When using Vulkan, these statistics are calculated by [url=https://github." +"com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/" +"url]." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Creates a new index array. It can be accessed with the RID that is returned.\n" +"Creates a new index array. It can be accessed with the RID that is " +"returned.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." msgstr "" @@ -90995,9 +92237,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Returns the value of the specified [param limit]. This limit varies depending " -"on the current graphics hardware (and sometimes the driver version). If the " -"given limit is exceeded, rendering errors will occur.\n" +"Returns the value of the specified [param limit]. This limit varies " +"depending on the current graphics hardware (and sometimes the driver " +"version). If the given limit is exceeded, rendering errors will occur.\n" "Limits for various graphics hardware can be found in the [url=https://vulkan." "gpuinfo.org/]Vulkan Hardware Database[/url]." msgstr "" @@ -91041,8 +92283,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Returns the window height matching the graphics API context for the given " -"window ID (in pixels). Despite the parameter being named [param screen], this " -"returns the [i]window[/i] size. See also [method screen_get_width].\n" +"window ID (in pixels). Despite the parameter being named [param screen], " +"this returns the [i]window[/i] size. See also [method screen_get_width].\n" "[b]Note:[/b] Only the main [RenderingDevice] returned by [method " "RenderingServer.get_rendering_device] has a height. If called on a local " "[RenderingDevice], this method prints an error and returns [constant " @@ -91052,8 +92294,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Returns the window width matching the graphics API context for the given " -"window ID (in pixels). Despite the parameter being named [param screen], this " -"returns the [i]window[/i] size. See also [method screen_get_height].\n" +"window ID (in pixels). Despite the parameter being named [param screen], " +"this returns the [i]window[/i] size. See also [method screen_get_height].\n" "[b]Note:[/b] Only the main [RenderingDevice] returned by [method " "RenderingServer.get_rendering_device] has a width. If called on a local " "[RenderingDevice], this method prints an error and returns [constant " @@ -91066,15 +92308,16 @@ msgid "" "debugging with third-party tools such as [url=https://renderdoc." "org/]RenderDoc[/url].\n" "The following types of resources can be named: texture, sampler, vertex " -"buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform " -"set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot " -"be named. Attempting to name an incompatible resource type will print an " -"error.\n" -"[b]Note:[/b] Resource names are only set when the engine runs in verbose mode " -"([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine " -"build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics " -"driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] " -"Vulkan extension for named resources to work." +"buffer, index buffer, uniform buffer, texture buffer, storage buffer, " +"uniform set buffer, shader, render pipeline and compute pipeline. " +"Framebuffers cannot be named. Attempting to name an incompatible resource " +"type will print an error.\n" +"[b]Note:[/b] Resource names are only set when the engine runs in verbose " +"mode ([method OS.is_stdout_verbose] = [code]true[/code]), or when using an " +"engine build compiled with the [code]dev_mode=yes[/code] SCons option. The " +"graphics driver must also support the " +"[code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension for named " +"resources to work." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91091,15 +92334,15 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Compiles a SPIR-V from the shader source code in [param shader_source] and " -"returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is " -"portable across different GPU models and driver versions, but cannot be run " -"directly by GPUs until compiled into a binary shader using [method " +"returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader " +"is portable across different GPU models and driver versions, but cannot be " +"run directly by GPUs until compiled into a binary shader using [method " "shader_compile_binary_from_spirv].\n" "If [param allow_cache] is [code]true[/code], make use of the shader cache " -"generated by Godot. This avoids a potentially lengthy shader compilation step " -"if the shader is already in cache. If [param allow_cache] is [code]false[/" -"code], Godot's shader cache is ignored and the shader will always be " -"recompiled." +"generated by Godot. This avoids a potentially lengthy shader compilation " +"step if the shader is already in cache. If [param allow_cache] is " +"[code]false[/code], Godot's shader cache is ignored and the shader will " +"always be recompiled." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91122,9 +92365,10 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Create a placeholder RID by allocating an RID without initializing it for use " -"in [method shader_create_from_bytecode]. This allows you to create an RID for " -"a shader and pass it around, but defer compiling the shader to a later time." +"Create a placeholder RID by allocating an RID without initializing it for " +"use in [method shader_create_from_bytecode]. This allows you to create an " +"RID for a shader and pass it around, but defer compiling the shader to a " +"later time." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91189,10 +92433,10 @@ msgid "" "[param from_pos], [param to_pos] and [param size] coordinates. The Z axis of " "the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] " "for 2-dimensional textures. Source and destination mipmaps/layers must also " -"be specified, with these parameters being [code]0[/code] for textures without " -"mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the " -"texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] " -"otherwise.\n" +"be specified, with these parameters being [code]0[/code] for textures " +"without mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] " +"if the texture copy was successful or [constant @GlobalScope." +"ERR_INVALID_PARAMETER] otherwise.\n" "[b]Note:[/b] [param from_texture] texture can't be copied while a draw list " "that uses it as part of a framebuffer is being created. Ensure the draw list " "is finalized (and that the color/depth texture using it is not set to " @@ -91223,8 +92467,8 @@ msgstr "" msgid "" "Returns an RID for an existing [param image] ([code]VkImage[/code]) with the " "given [param type], [param format], [param samples], [param usage_flags], " -"[param width], [param height], [param depth], and [param layers]. This can be " -"used to allow Godot to render onto foreign images." +"[param width], [param height], [param depth], and [param layers]. This can " +"be used to allow Godot to render onto foreign images." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91236,11 +92480,11 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Creates a shared texture using the specified [param view] and the texture " -"information from [param with_texture]'s [param layer] and [param mipmap]. The " -"number of included mipmaps from the original texture can be controlled using " -"the [param mipmaps] parameter. Only relevant for textures with multiple " -"layers, such as 3D textures, texture arrays and cubemaps. For single-layer " -"textures, use [method texture_create_shared]\n" +"information from [param with_texture]'s [param layer] and [param mipmap]. " +"The number of included mipmaps from the original texture can be controlled " +"using the [param mipmaps] parameter. Only relevant for textures with " +"multiple layers, such as 3D textures, texture arrays and cubemaps. For " +"single-layer textures, use [method texture_create_shared]\n" "For 2D textures (which only have one layer), [param layer] must be [code]0[/" "code].\n" "[b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D " @@ -91294,8 +92538,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] " -"otherwise." +"Returns [code]true[/code] if the [param texture] is valid, [code]false[/" +"code] otherwise." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91306,8 +92550,8 @@ msgid "" "successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n" "[b]Note:[/b] [param from_texture] and [param to_texture] textures must have " "the same dimension, format and type (color or depth).\n" -"[b]Note:[/b] [param from_texture] can't be copied while a draw list that uses " -"it as part of a framebuffer is being created. Ensure the draw list is " +"[b]Note:[/b] [param from_texture] can't be copied while a draw list that " +"uses it as part of a framebuffer is being created. Ensure the draw list is " "finalized (and that the color/depth texture using it is not set to [constant " "FINAL_ACTION_CONTINUE]) to resolve this texture.\n" "[b]Note:[/b] [param from_texture] requires the [constant " @@ -91326,8 +92570,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Updates texture data with new data, replacing the previous data in place. The " -"updated texture data must have the same dimensions and format. For 2D " +"Updates texture data with new data, replacing the previous data in place. " +"The updated texture data must have the same dimensions and format. For 2D " "textures (which only have one layer), [param layer] must be [code]0[/code]. " "Returns [constant @GlobalScope.OK] if the update was successful, [constant " "@GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n" @@ -91351,7 +92595,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Creates a new uniform set. It can be accessed with the RID that is returned.\n" +"Creates a new uniform set. It can be accessed with the RID that is " +"returned.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingDevice's [method free_rid] method." msgstr "" @@ -91403,8 +92648,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Rendering device is an emulated GPU in a virtual environment. This is " -"typically much slower than the host GPU, which means the expected performance " -"level on a dedicated GPU will be roughly equivalent to [constant " +"typically much slower than the host GPU, which means the expected " +"performance level on a dedicated GPU will be roughly equivalent to [constant " "DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) " "will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. " "Instead, the host GPU's device type will be reported as if the GPU was not " @@ -91451,8 +92696,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "The specific family the main queue belongs to.\n" -"- Vulkan: the queue family index, an [code]uint32_t[/code]. ([code]rid[/code] " -"argument doesn't apply.)" +"- Vulkan: the queue family index, an [code]uint32_t[/code]. ([code]rid[/" +"code] argument doesn't apply.)" msgstr "" #: doc/classes/RenderingDevice.xml @@ -91573,16 +92818,16 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 " -"bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] " -"range." +"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and " +"5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/" +"code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, " -"5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the " -"[code][0.0, 1.0][/code] range." +"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of " +"green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in " +"the [code][0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91613,9 +92858,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"8-bit-per-channel unsigned floating-point red channel data format with scaled " -"value (value is converted from integer to float). Values are in the [code]" -"[0.0, 255.0][/code] range." +"8-bit-per-channel unsigned floating-point red channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][0.0, 255.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91627,8 +92872,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"8-bit-per-channel unsigned integer red channel data format. Values are in the " -"[code][0, 255][/code] range." +"8-bit-per-channel unsigned integer red channel data format. Values are in " +"the [code][0, 255][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91678,8 +92923,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"8-bit-per-channel signed integer red/green channel data format. Values are in " -"the [code][-127, 127][/code] range." +"8-bit-per-channel signed integer red/green channel data format. Values are " +"in the [code][-127, 127][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91717,8 +92962,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"8-bit-per-channel unsigned integer red/green/blue channel data format. Values " -"are in the [code][0, 255][/code] range." +"8-bit-per-channel unsigned integer red/green/blue channel data format. " +"Values are in the [code][0, 255][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91762,8 +93007,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"8-bit-per-channel unsigned integer blue/green/red channel data format. Values " -"are in the [code][0, 255][/code] range." +"8-bit-per-channel unsigned integer blue/green/red channel data format. " +"Values are in the [code][0, 255][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91782,7 +93027,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91828,7 +93074,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -91914,39 +93161,40 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data " -"format with normalized value and non-linear sRGB encoding, packed in 32 bits. " -"Values are in the [code][0.0, 1.0][/code] range." +"format with normalized value and non-linear sRGB encoding, packed in 32 " +"bits. Values are in the [code][0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Unsigned floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, " -"1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Signed floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, " -"1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[-1.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Unsigned floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, " -"1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] " +"for alpha." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Signed floating-point alpha/red/green/blue channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" "[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] " "for alpha." msgstr "" @@ -91954,48 +93202,49 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Unsigned integer alpha/red/green/blue channel data format with normalized " -"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 " -"bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] " -"range for red/green/blue and [code][0, 3][/code] for alpha." +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " +"10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/" +"code] range for red/green/blue and [code][0, 3][/code] for alpha." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Signed integer alpha/red/green/blue channel data format with normalized " -"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 " -"bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] " -"range for red/green/blue and [code][-1, 1][/code] for alpha." +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " +"10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/" +"code] range for red/green/blue and [code][-1, 1][/code] for alpha." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Unsigned floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, " -"1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Signed floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, " -"1.0][/code] range." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[-1.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Unsigned floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, " -"1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha." +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] " +"for alpha." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Signed floating-point alpha/blue/green/red channel data format with " -"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits " -"of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" "[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] " "for alpha." msgstr "" @@ -92004,8 +93253,8 @@ msgstr "" msgid "" "Unsigned integer alpha/blue/green/red channel data format with normalized " "value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, " -"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] " -"range for blue/green/red and [code][0, 3][/code] for alpha." +"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/" +"code] range for blue/green/red and [code][0, 3][/code] for alpha." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92062,8 +93311,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point red/green channel data format with " -"normalized value. Values are in the [code][0.0, 1.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92074,9 +93323,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point red/green channel data format with " -"scaled value (value is converted from integer to float). Values are in the " -"[code][0.0, 65535.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][0.0, 65535.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92088,8 +93337,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned integer red/green channel data format. Values are " -"in the [code][0.0, 65535][/code] range." +"16-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0.0, 65535][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92106,8 +93355,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point red/green/blue channel data format " -"with normalized value. Values are in the [code][0.0, 1.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green/blue channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92118,9 +93368,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point red/green/blue channel data format " -"with scaled value (value is converted from integer to float). Values are in " -"the [code][0.0, 65535.0][/code] range." +"16-bit-per-channel unsigned floating-point red/green/blue channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][0.0, 65535.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92151,7 +93401,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " -"format with normalized value. Values are in the [code][0.0, 1.0][/code] range." +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92177,8 +93428,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " -"Values are in the [code][0.0, 65535][/code] range." +"16-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0.0, 65535][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92213,8 +93464,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"32-bit-per-channel unsigned integer red/green channel data format. Values are " -"in the [code][0, 2^32 - 1][/code] range." +"32-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0, 2^32 - 1][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92249,8 +93500,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " -"Values are in the [code][0, 2^32 - 1][/code] range." +"32-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0, 2^32 - 1][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92285,8 +93536,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"64-bit-per-channel unsigned integer red/green channel data format. Values are " -"in the [code][0, 2^64 - 1][/code] range." +"64-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0, 2^64 - 1][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92321,8 +93572,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " -"Values are in the [code][0, 2^64 - 1][/code] range." +"64-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0, 2^64 - 1][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92361,8 +93612,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "24-bit unsigned floating-point depth data format with normalized value, plus " -"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0]" -"[/code] range." +"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, " +"1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92408,10 +93659,10 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "VRAM-compressed unsigned red/green/blue channel data format with normalized " -"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] " -"range. The format's precision is 5 bits of red channel, 6 bits of green " -"channel and 5 bits of blue channel. Using BC1 texture compression (also known " -"as S3TC DXT1)." +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" +"code] range. The format's precision is 5 bits of red channel, 6 bits of " +"green channel and 5 bits of blue channel. Using BC1 texture compression " +"(also known as S3TC DXT1)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92427,9 +93678,9 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " -"green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 " -"texture compression (also known as S3TC DXT1)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using " +"BC1 texture compression (also known as S3TC DXT1)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92445,9 +93696,9 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " -"green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 " -"texture compression (also known as S3TC DXT3)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using " +"BC2 texture compression (also known as S3TC DXT3)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92463,9 +93714,9 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of " -"green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 " -"texture compression (also known as S3TC DXT5)." +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using " +"BC3 texture compression (also known as S3TC DXT5)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92484,26 +93735,26 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned red/green channel data format with normalized value. " -"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 " -"bits of red channel and 8 bits of green channel. Using BC5 texture " -"compression (also known as S3TC RGTC)." +"VRAM-compressed unsigned red/green channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. The format's " +"precision is 8 bits of red channel and 8 bits of green channel. Using BC5 " +"texture compression (also known as S3TC RGTC)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "VRAM-compressed signed red/green channel data format with normalized value. " -"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 " -"bits of red channel and 8 bits of green channel. Using BC5 texture " +"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is " +"8 bits of red channel and 8 bits of green channel. Using BC5 texture " "compression (also known as S3TC RGTC)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned red/green/blue channel data format with the floating-" -"point value stored as-is. The format's precision is 8 bits of red channel and " -"8 bits of green channel. Using BC6H texture compression (also known as BPTC " -"HDR)." +"VRAM-compressed unsigned red/green/blue channel data format with the " +"floating-point value stored as-is. The format's precision is 8 bits of red " +"channel and 8 bits of green channel. Using BC6H texture compression (also " +"known as BPTC HDR)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92526,8 +93777,8 @@ msgstr "" msgid "" "VRAM-compressed unsigned red/green/blue/alpha channel data format with " "normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " -"1.0][/code] range. The format's precision is between 4 and 7 bits for the red/" -"green/blue channels and between 0 and 8 bits for the alpha channel. Also " +"1.0][/code] range. The format's precision is between 4 and 7 bits for the " +"red/green/blue channels and between 0 and 8 bits for the alpha channel. Also " "known as BPTC LDR." msgstr "" @@ -92541,8 +93792,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "VRAM-compressed unsigned red/green/blue channel data format with normalized " -"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] " -"range. Using ETC2 texture compression." +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" +"code] range. Using ETC2 texture compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92593,9 +93844,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"11-bit VRAM-compressed unsigned red/green channel data format with normalized " -"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " -"compression." +"11-bit VRAM-compressed unsigned red/green channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. Using " +"ETC2 texture compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92614,9 +93865,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are " -"in the [code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values " +"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92628,9 +93879,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92642,9 +93893,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92656,9 +93907,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92670,9 +93921,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92684,9 +93935,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92698,9 +93949,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92712,50 +93963,50 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, " -"1.0][/code] range. Using ASTC compression." -msgstr "" - -#: doc/classes/RenderingDevice.xml -msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " -"ASTC compression." -msgstr "" - -#: doc/classes/RenderingDevice.xml -msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " -"ASTC compression." +"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "VRAM-compressed unsigned floating-point data format with normalized value, " -"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " -"ASTC compression." +"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" + +#: doc/classes/RenderingDevice.xml +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" + +#: doc/classes/RenderingDevice.xml +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]" "[0.0, 1.0][/code] range. Using ASTC compression." msgstr "" @@ -92768,9 +94019,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the " +"[code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92782,9 +94033,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code]" -"[0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the " +"[code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92796,9 +94047,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"VRAM-compressed unsigned floating-point data format with normalized value and " -"non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in " -"the [code][0.0, 1.0][/code] range. Using ASTC compression." +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values " +"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92823,36 +94074,36 @@ msgstr "" msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 3 separate planes (green + blue + red). " -"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " -"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels " -"will share the same value for the blue/red channel)." +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " +"is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " +"pixels will share the same value for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue/red). Values " -"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored " -"at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will " -"share the same value for the blue/red channel)." +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " +"pixels will share the same value for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue + red). " -"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " -"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels " -"will share the same value for the blue/red channel)." +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " +"is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "8-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, stored across 2 separate planes (green + blue/red). Values " -"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored " -"at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will " -"share the same value for the blue/red channel)." +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels " +"will share the same value for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92872,8 +94123,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "10-bit-per-channel unsigned floating-point red/green channel data with " -"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. " -"Values are in the [code][0.0, 1.0][/code] range." +"normalized value, plus 6 unused bits after each channel, packed in 2×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92889,9 +94140,9 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green channel " -"is listed twice, but contains different values to allow it to be represented " -"at full resolution." +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92900,9 +94151,9 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green channel " -"is listed twice, but contains different values to allow it to be represented " -"at full resolution." +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92963,8 +94214,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "12-bit-per-channel unsigned floating-point red/green channel data with " -"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. " -"Values are in the [code][0.0, 1.0][/code] range." +"normalized value, plus 6 unused bits after each channel, packed in 2×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92980,9 +94231,9 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green channel " -"is listed twice, but contains different values to allow it to be represented " -"at full resolution." +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." msgstr "" #: doc/classes/RenderingDevice.xml @@ -92991,9 +94242,9 @@ msgid "" "with normalized value, plus 6 unused bits after each channel, packed in 4×16 " "bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " "data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " -"pixels will share the same value for the blue/red channel). The green channel " -"is listed twice, but contains different values to allow it to be represented " -"at full resolution." +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93046,20 +94297,20 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point green/blue/red channel data format " -"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " -"and red channel data is stored at halved horizontal resolution (i.e. 2 " -"horizontally adjacent pixels will share the same value for the blue/red " -"channel)." +"16-bit-per-channel unsigned floating-point green/blue/red channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal resolution " +"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" +"red channel)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"16-bit-per-channel unsigned floating-point blue/green/red channel data format " -"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " -"and red channel data is stored at halved horizontal resolution (i.e. 2 " -"horizontally adjacent pixels will share the same value for the blue/red " -"channel)." +"16-bit-per-channel unsigned floating-point blue/green/red channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal resolution " +"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" +"red channel)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93076,10 +94327,10 @@ msgstr "" msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, plus 6 unused bits after each channel. Stored across 2 " -"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] " -"range. Blue and red channel data is stored at halved horizontal and vertical " -"resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/" -"red channel)." +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal and " +"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for " +"the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93088,18 +94339,18 @@ msgid "" "normalized value, plus 6 unused bits after each channel. Stored across 3 " "separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/" "code] range. Blue and red channel data is stored at halved horizontal " -"resolution (i.e. 2 horizontally adjacent pixels will share the same value for " -"the blue/red channel)." +"resolution (i.e. 2 horizontally adjacent pixels will share the same value " +"for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "16-bit-per-channel unsigned floating-point green/blue/red channel data with " "normalized value, plus 6 unused bits after each channel. Stored across 3 " -"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] " -"range. Blue and red channel data is stored at halved horizontal resolution (i." -"e. 2 horizontally adjacent pixels will share the same value for the blue/red " -"channel)." +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal " +"resolution (i.e. 2 horizontally adjacent pixels will share the same value " +"for the blue/red channel)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93330,10 +94581,10 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Sample with mirrored repeating enabled. When sampling outside the [code][0.0, " -"1.0][/code] range, return a mirrored version of the sampler. This mirrored " -"version is mirrored again if sampling further away, with the pattern " -"repeating indefinitely." +"Sample with mirrored repeating enabled. When sampling outside the [code]" +"[0.0, 1.0][/code] range, return a mirrored version of the sampler. This " +"mirrored version is mirrored again if sampling further away, with the " +"pattern repeating indefinitely." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93352,8 +94603,8 @@ msgstr "" msgid "" "Sample with mirrored repeating enabled, but only once. When sampling in the " "[code][-1.0, 0.0][/code] range, return a mirrored version of the sampler. " -"When sampling outside the [code][-1.0, 1.0][/code] range, return the color of " -"the last pixel on the edge." +"When sampling outside the [code][-1.0, 1.0][/code] range, return the color " +"of the last pixel on the edge." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93383,8 +94634,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Return a integer opaque black color when sampling outside the [code][0.0, 1.0]" -"[/code] range. Only effective if the sampler repeat mode is [constant " +"Return a integer opaque black color when sampling outside the [code][0.0, " +"1.0][/code] range. Only effective if the sampler repeat mode is [constant " "SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]." msgstr "" @@ -93397,8 +94648,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Return a integer opaque white color when sampling outside the [code][0.0, 1.0]" -"[/code] range. Only effective if the sampler repeat mode is [constant " +"Return a integer opaque white color when sampling outside the [code][0.0, " +"1.0][/code] range. Only effective if the sampler repeat mode is [constant " "SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]." msgstr "" @@ -93414,20 +94665,20 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Vertex attribute addressing is a function of the instance index. This is used " -"to specify the rate at which vertex attributes are pulled from buffers." +"Vertex attribute addressing is a function of the instance index. This is " +"used to specify the rate at which vertex attributes are pulled from buffers." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Index buffer in 16-bit unsigned integer format. This limits the maximum index " -"that can be specified to [code]65535[/code]." +"Index buffer in 16-bit unsigned integer format. This limits the maximum " +"index that can be specified to [code]65535[/code]." msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Index buffer in 32-bit unsigned integer format. This limits the maximum index " -"that can be specified to [code]4294967295[/code]." +"Index buffer in 32-bit unsigned integer format. This limits the maximum " +"index that can be specified to [code]4294967295[/code]." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93464,8 +94715,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] " -"uniform." +"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/" +"url] uniform." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93492,8 +94743,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-lists-with-adjacency]Line list rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " -"not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +"does not expose." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93507,8 +94758,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-line-strips-with-adjacency]Line strip rendering primitive with " "adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " -"not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +"does not expose." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93537,8 +94788,8 @@ msgid "" "[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec." "html#drawing-triangle-strips-with-adjacency]Triangle strip rendering " "primitive with adjacency.[/url]\n" -"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does " -"not expose." +"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot " +"does not expose." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93571,7 +94822,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Use polygon backface culling (faces pointing away from the camera are hidden)." +"Use polygon backface culling (faces pointing away from the camera are " +"hidden)." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93601,7 +94853,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Increment the existing stencil value and clamp to the maximum representable " -"unsigned value if reached. Stencil bits are considered as an unsigned integer." +"unsigned value if reached. Stencil bits are considered as an unsigned " +"integer." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93616,9 +94869,9 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Increment the stencil value and wrap around to [code]0[/code] if reaching the " -"maximum representable unsigned. Stencil bits are considered as an unsigned " -"integer." +"Increment the stencil value and wrap around to [code]0[/code] if reaching " +"the maximum representable unsigned. Stencil bits are considered as an " +"unsigned integer." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93835,8 +95088,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Color blend factor is [code]second source color[/code]. Alpha blend factor is " -"[code]second source alpha[/code]. Only relevant for dual-source blending." +"Color blend factor is [code]second source color[/code]. Alpha blend factor " +"is [code]second source alpha[/code]. Only relevant for dual-source blending." msgstr "" #: doc/classes/RenderingDevice.xml @@ -93945,8 +95198,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" -"Fragment shader stage (called \"pixel shader\" in Direct3D). This can be used " -"to manipulate pixels from a shader." +"Fragment shader stage (called \"pixel shader\" in Direct3D). This can be " +"used to manipulate pixels from a shader." msgstr "" #: doc/classes/RenderingDevice.xml @@ -94109,8 +95362,8 @@ msgstr "" #: doc/classes/RenderingDevice.xml msgid "" "Maximum size of a push constant. A lot of devices are limited to 128 bytes, " -"so try to avoid exceeding 128 bytes in push constants to ensure compatibility " -"even if your GPU is reporting a higher value." +"so try to avoid exceeding 128 bytes in push constants to ensure " +"compatibility even if your GPU is reporting a higher value." msgstr "" #: doc/classes/RenderingDevice.xml @@ -94212,16 +95465,16 @@ msgid "" "accessed.\n" "The rendering server can be used to bypass the scene/[Node] system entirely. " "This can improve performance in cases where the scene system is the " -"bottleneck, but won't improve performance otherwise (for instance, if the GPU " -"is already fully utilized).\n" +"bottleneck, but won't improve performance otherwise (for instance, if the " +"GPU is already fully utilized).\n" "Resources are created using the [code]*_create[/code] functions. These " "functions return [RID]s which are not references to the objects themselves, " "but opaque [i]pointers[/i] towards these objects.\n" "All objects are drawn to a viewport. You can use the [Viewport] attached to " -"the [SceneTree] or you can create one yourself with [method viewport_create]. " -"When using a custom scenario or canvas, the scenario or canvas needs to be " -"attached to the viewport using [method viewport_set_scenario] or [method " -"viewport_attach_canvas].\n" +"the [SceneTree] or you can create one yourself with [method " +"viewport_create]. When using a custom scenario or canvas, the scenario or " +"canvas needs to be attached to the viewport using [method " +"viewport_set_scenario] or [method viewport_attach_canvas].\n" "[b]Scenarios:[/b] In 3D, all visual objects must be associated with a " "scenario. The scenario is a visual representation of the world. If accessing " "the rendering server from a running game, the scenario can be accessed from " @@ -94233,8 +95486,8 @@ msgid "" "3D object. In order to be visible resources must be attached to an instance " "using [method instance_set_base]. The instance must also be attached to the " "scenario using [method instance_set_scenario] in order to be visible. " -"RenderingServer methods that don't have a prefix are usually 3D-specific (but " -"not always).\n" +"RenderingServer methods that don't have a prefix are usually 3D-specific " +"(but not always).\n" "[b]2D:[/b] In 2D, all visible objects are some form of canvas item. In order " "to be visible, a canvas item needs to be the child of a canvas attached to a " "viewport, or it needs to be the child of another canvas item that is " @@ -94252,8 +95505,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Bakes the material data of the Mesh passed in the [param base] parameter with " -"optional [param material_overrides] to a set of [Image]s of size [param " +"Bakes the material data of the Mesh passed in the [param base] parameter " +"with optional [param material_overrides] to a set of [Image]s of size [param " "image_size]. Returns an array of [Image]s containing material properties as " "specified in [enum BakeChannels]." msgstr "" @@ -94269,8 +95522,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Creates a camera attributes object and adds it to the RenderingServer. It can " -"be accessed with the RID that is returned. This RID will be used in all " +"Creates a camera attributes object and adds it to the RenderingServer. It " +"can be accessed with the RID that is returned. This RID will be used in all " "[code]camera_attributes_[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" @@ -94286,8 +95539,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the parameters to use with the DOF blur effect. These parameters take on " -"the same meaning as their counterparts in [CameraAttributesPractical]." +"Sets the parameters to use with the DOF blur effect. These parameters take " +"on the same meaning as their counterparts in [CameraAttributesPractical]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94348,8 +95601,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the cull mask associated with this camera. The cull mask describes which " -"3D layers are rendered by this camera. Equivalent to [member Camera3D." +"Sets the cull mask associated with this camera. The cull mask describes " +"which 3D layers are rendered by this camera. Equivalent to [member Camera3D." "cull_mask]." msgstr "" @@ -94368,8 +95621,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets camera to use orthogonal projection, also known as orthographic " -"projection. Objects remain the same size on the screen no matter how far away " -"they are." +"projection. Objects remain the same size on the screen no matter how far " +"away they are." msgstr "" #: doc/classes/RenderingServer.xml @@ -94386,8 +95639,8 @@ msgstr "" msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], " -"preserves the vertical aspect ratio which is equivalent to [constant Camera3D." -"KEEP_HEIGHT]." +"preserves the vertical aspect ratio which is equivalent to [constant " +"Camera3D.KEEP_HEIGHT]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94467,8 +95720,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. " -"See also [method CanvasItem.draw_polyline] and [method CanvasItem." +"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] " +"[RID]. See also [method CanvasItem.draw_polyline] and [method CanvasItem." "draw_polyline_colors]." msgstr "" @@ -94554,8 +95807,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "If [param use_custom_rect] is [code]true[/code], sets the custom visibility " -"rectangle (used for culling) to [param rect] for the canvas item specified by " -"[param item]. Setting a custom visibility rect can reduce CPU load when " +"rectangle (used for culling) to [param rect] for the canvas item specified " +"by [param item]. Setting a custom visibility rect can reduce CPU load when " "drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/" "code], automatically computes a visibility rectangle based on the canvas " "item's draw commands." @@ -94575,10 +95828,11 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [param enabled] is [code]true[/code], enables multichannel signed distance " -"field rendering mode for the canvas item specified by the [param item] RID. " -"This is meant to be used for font rendering, or with specially generated " -"images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]." +"If [param enabled] is [code]true[/code], enables multichannel signed " +"distance field rendering mode for the canvas item specified by the [param " +"item] RID. This is meant to be used for font rendering, or with specially " +"generated images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/" +"url]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94594,8 +95848,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the light [param mask] for the canvas item specified by the [param item] " -"RID. Equivalent to [member CanvasItem.light_mask]." +"Sets the light [param mask] for the canvas item specified by the [param " +"item] RID. Equivalent to [member CanvasItem.light_mask]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94614,8 +95868,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit " -"transform, modulation and visibility from its parent, like [CanvasItem] nodes " -"in the scene tree." +"transform, modulation and visibility from its parent, like [CanvasItem] " +"nodes in the scene tree." msgstr "" #: doc/classes/RenderingServer.xml @@ -94649,7 +95903,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the rendering visibility layer associated with this [CanvasItem]. Only " -"[Viewport] nodes with a matching rendering mask will render this [CanvasItem]." +"[Viewport] nodes with a matching rendering mask will render this " +"[CanvasItem]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94668,14 +95923,14 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If this is enabled, the Z index of the parent will be added to the children's " -"Z index." +"If this is enabled, the Z index of the parent will be added to the " +"children's Z index." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn " -"first)." +"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are " +"drawn first)." msgstr "" #: doc/classes/RenderingServer.xml @@ -94685,8 +95940,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Creates a canvas light and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " +"Creates a canvas light and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " "[code]canvas_light_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" @@ -94819,8 +96074,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] " -"constants." +"Sets an occluder polygons cull mode. See [enum " +"CanvasOccluderPolygonCullMode] constants." msgstr "" #: doc/classes/RenderingServer.xml @@ -94833,6 +96088,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -94917,8 +96180,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the compositor effects for the specified compositor RID. [param effects] " -"should be an array containing RIDs created with [method " +"Sets the compositor effects for the specified compositor RID. [param " +"effects] should be an array containing RIDs created with [method " "compositor_effect_create]." msgstr "" @@ -94965,9 +96228,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the distance fade parameters in the decal specified by the [param decal] " -"RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal." -"distance_fade_begin] and [member Decal.distance_fade_length]." +"Sets the distance fade parameters in the decal specified by the [param " +"decal] RID. Equivalent to [member Decal.distance_fade_enabled], [member " +"Decal.distance_fade_begin] and [member Decal.distance_fade_length]." msgstr "" #: doc/classes/RenderingServer.xml @@ -94991,8 +96254,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the normal [param fade] in the decal specified by the [param decal] RID. " -"Equivalent to [member Decal.normal_fade]." +"Sets the normal [param fade] in the decal specified by the [param decal] " +"RID. Equivalent to [member Decal.normal_fade]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95034,8 +96297,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the filter [param quality] for directional light shadows in 3D. See also " -"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/" +"Sets the filter [param quality] for directional light shadows in 3D. See " +"also [member ProjectSettings.rendering/lights_and_shadows/directional_shadow/" "soft_shadow_filter_quality]. This parameter is global and cannot be set on a " "per-viewport basis." msgstr "" @@ -95045,23 +96308,23 @@ msgid "" "Generates and returns an [Image] containing the radiance map for the " "specified [param environment] RID's sky. This supports built-in sky material " "and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the " -"irradiance map is saved instead of the radiance map. The radiance map is used " -"to render reflected light, while the irradiance map is used to render ambient " -"light. See also [method sky_bake_panorama].\n" -"[b]Note:[/b] The image is saved in linear color space without any tonemapping " -"performed, which means it will look too dark if viewed directly in an image " -"editor.\n" +"irradiance map is saved instead of the radiance map. The radiance map is " +"used to render reflected light, while the irradiance map is used to render " +"ambient light. See also [method sky_bake_panorama].\n" +"[b]Note:[/b] The image is saved in linear color space without any " +"tonemapping performed, which means it will look too dark if viewed directly " +"in an image editor.\n" "[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated " -"panorama to have square pixels. For radiance maps, there is no point in using " -"a height greater than [member Sky.radiance_size], as it won't increase " +"panorama to have square pixels. For radiance maps, there is no point in " +"using a height greater than [member Sky.radiance_size], as it won't increase " "detail. Irradiance maps only contain low-frequency data, so there is usually " "no point in going past a size of 128×64 pixels when saving an irradiance map." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Creates an environment and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " +"Creates an environment and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " "[code]environment_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" @@ -95083,8 +96346,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the values to be used for ambient light rendering. See [Environment] for " -"more details." +"Sets the values to be used for ambient light rendering. See [Environment] " +"for more details." msgstr "" #: doc/classes/RenderingServer.xml @@ -95236,9 +96499,9 @@ msgstr "" msgid "" "Sets the shape of the fog volume to either [constant RenderingServer." "FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer." -"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], " -"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer." -"FOG_VOLUME_SHAPE_WORLD]." +"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer." +"FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] " +"or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95271,8 +96534,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the default clear color which is used when a specific clear color has " -"not been selected. See also [method set_default_clear_color]." +"Returns the default clear color which is used when a specific clear color " +"has not been selected. See also [method set_default_clear_color]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95293,9 +96556,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Returns a statistic about the rendering engine which can be used for " -"performance profiling. See [enum RenderingServer.RenderingInfo] for a list of " -"values that can be queried. See also [method viewport_get_render_info], which " -"returns information specific to a viewport.\n" +"performance profiling. See [enum RenderingServer.RenderingInfo] for a list " +"of values that can be queried. See also [method viewport_get_render_info], " +"which returns information specific to a viewport.\n" "[b]Note:[/b] Only 3D rendering is currently taken into account by some of " "these values, such as the number of draw calls.\n" "[b]Note:[/b] Rendering information is not available until at least 2 frames " @@ -95351,7 +96614,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n" +"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" +"SSE2\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " "an empty string.\n" "[b]Note:[/b] On the web platform, some browsers such as Firefox may report a " @@ -95364,8 +96628,8 @@ msgid "" "Returns the type of the video adapter. Since dedicated graphics cards from a " "given generation will [i]usually[/i] be significantly faster than integrated " "graphics made in the same generation, the device type can be used as a basis " -"for automatic graphics settings adjustment. However, this is not always true, " -"so make sure to provide users with a way to manually override graphics " +"for automatic graphics settings adjustment. However, this is not always " +"true, so make sure to provide users with a way to manually override graphics " "settings.\n" "[b]Note:[/b] When using the OpenGL backend or when running in headless mode, " "this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER]." @@ -95415,22 +96679,22 @@ msgstr "" msgid "" "Returns the value of the global shader uniform specified by [param name].\n" "[b]Note:[/b] [method global_shader_parameter_get] has a large performance " -"penalty as the rendering thread needs to synchronize with the calling thread, " -"which is slow. Do not use this method during gameplay to avoid stuttering. If " -"you need to read values in a script after setting them, consider creating an " -"autoload where you store the values you need to query at the same time you're " -"setting them as global parameters." +"penalty as the rendering thread needs to synchronize with the calling " +"thread, which is slow. Do not use this method during gameplay to avoid " +"stuttering. If you need to read values in a script after setting them, " +"consider creating an autoload where you store the values you need to query " +"at the same time you're setting them as global parameters." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Returns the list of global shader uniform names.\n" "[b]Note:[/b] [method global_shader_parameter_get] has a large performance " -"penalty as the rendering thread needs to synchronize with the calling thread, " -"which is slow. Do not use this method during gameplay to avoid stuttering. If " -"you need to read values in a script after setting them, consider creating an " -"autoload where you store the values you need to query at the same time you're " -"setting them as global parameters." +"penalty as the rendering thread needs to synchronize with the calling " +"thread, which is slow. Do not use this method during gameplay to avoid " +"stuttering. If you need to read values in a script after setting them, " +"consider creating an autoload where you store the values you need to query " +"at the same time you're setting them as global parameters." msgstr "" #: doc/classes/RenderingServer.xml @@ -95438,11 +96702,11 @@ msgid "" "Returns the type associated to the global shader uniform specified by [param " "name].\n" "[b]Note:[/b] [method global_shader_parameter_get] has a large performance " -"penalty as the rendering thread needs to synchronize with the calling thread, " -"which is slow. Do not use this method during gameplay to avoid stuttering. If " -"you need to read values in a script after setting them, consider creating an " -"autoload where you store the values you need to query at the same time you're " -"setting them as global parameters." +"penalty as the rendering thread needs to synchronize with the calling " +"thread, which is slow. Do not use this method during gameplay to avoid " +"stuttering. If you need to read values in a script after setting them, " +"consider creating an autoload where you store the values you need to query " +"at the same time you're setting them as global parameters." msgstr "" #: doc/classes/RenderingServer.xml @@ -95500,16 +96764,16 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" "An instance is a way of placing a 3D object in the scenario. Objects like " -"particles, meshes, reflection probes and decals need to be associated with an " -"instance to be visible in the scenario using [method instance_set_base].\n" +"particles, meshes, reflection probes and decals need to be associated with " +"an instance to be visible in the scenario using [method instance_set_base].\n" "[b]Note:[/b] The equivalent node is [VisualInstance3D]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Creates a visual instance, adds it to the RenderingServer, and sets both base " -"and scenario. It can be accessed with the RID that is returned. This RID will " -"be used in all [code]instance_*[/code] RenderingServer functions.\n" +"Creates a visual instance, adds it to the RenderingServer, and sets both " +"base and scenario. It can be accessed with the RID that is returned. This " +"RID will be used in all [code]instance_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method. This is a shorthand for using " "[method instance_create] and setting the base and scenario manually." @@ -95532,10 +96796,10 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns a dictionary of per-instance shader uniform names of the per-instance " -"shader uniform from the specified 3D geometry instance. The returned " -"dictionary is in PropertyInfo format, with the keys [code]name[/code], " -"[code]class_name[/code], [code]type[/code], [code]hint[/code], " +"Returns a dictionary of per-instance shader uniform names of the per-" +"instance shader uniform from the specified 3D geometry instance. The " +"returned dictionary is in PropertyInfo format, with the keys [code]name[/" +"code], [code]class_name[/code], [code]type[/code], [code]hint[/code], " "[code]hint_string[/code] and [code]usage[/code]. Equivalent to [method " "GeometryInstance3D.get_instance_shader_parameter]." msgstr "" @@ -95562,9 +96826,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the level of detail bias to use when rendering the specified 3D geometry " -"instance. Higher values result in higher detail from further away. Equivalent " -"to [member GeometryInstance3D.lod_bias]." +"Sets the level of detail bias to use when rendering the specified 3D " +"geometry instance. Higher values result in higher detail from further away. " +"Equivalent to [member GeometryInstance3D.lod_bias]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95591,8 +96855,8 @@ msgstr "" msgid "" "Sets the transparency for the given geometry instance. Equivalent to [member " "GeometryInstance3D.transparency].\n" -"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is " -"fully transparent. Values greater than [code]0.0[/code] (exclusive) will " +"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] " +"is fully transparent. Values greater than [code]0.0[/code] (exclusive) will " "force the geometry's materials to go through the transparent pipeline, which " "is slower to render and can exhibit rendering issues due to incorrect " "transparency sorting. However, unlike using a transparent material, setting " @@ -95614,8 +96878,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " -"created in the RenderingServer that can be displayed. For example, any of the " -"light types, mesh, multimesh, particle system, reflection probe, decal, " +"created in the RenderingServer that can be displayed. For example, any of " +"the light types, mesh, multimesh, particle system, reflection probe, decal, " "lightmap, voxel GI and visibility notifiers are all types that can be set as " "the base of an instance in order to be displayed in the scenario." msgstr "" @@ -95713,8 +96977,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns an array of object IDs intersecting with the provided 3D ray. Only 3D " -"nodes that inherit from [VisualInstance3D] are considered, such as " +"Returns an array of object IDs intersecting with the provided 3D ray. Only " +"3D nodes that inherit from [VisualInstance3D] are considered, such as " "[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope." "instance_from_id] to obtain the actual nodes. A scenario RID must be " "provided, which is available in the [World3D] you want to query. This forces " @@ -95726,8 +96990,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "If [code]true[/code], this directional light will blend between shadow map " -"splits resulting in a smoother transition between them. Equivalent to [member " -"DirectionalLight3D.directional_shadow_blend_splits]." +"splits resulting in a smoother transition between them. Equivalent to " +"[member DirectionalLight3D.directional_shadow_blend_splits]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95740,8 +97004,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "If [code]true[/code], this light will not be used for anything except sky " -"shaders. Use this for lights that impact your sky shader that you may want to " -"hide from affecting the rest of the scene. For example, you may want to " +"shaders. Use this for lights that impact your sky shader that you may want " +"to hide from affecting the rest of the scene. For example, you may want to " "enable this when the sun in your sky shader falls below the horizon." msgstr "" @@ -95765,7 +97029,8 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml -msgid "Sets the color of the light. Equivalent to [member Light3D.light_color]." +msgid "" +"Sets the color of the light. Equivalent to [member Light3D.light_color]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95778,8 +97043,9 @@ msgstr "" msgid "" "Sets the distance fade for this 3D light. This acts as a form of level of " "detail (LOD) and can be used to improve performance. Equivalent to [member " -"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member " -"Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length]." +"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], " +"[member Light3D.distance_fade_shadow], and [member Light3D." +"distance_fade_length]." msgstr "" #: doc/classes/RenderingServer.xml @@ -95836,8 +97102,8 @@ msgstr "" msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the lightmap. This value will be used and modulated at run time to " -"ensure that the lightmap maintains a consistent level of exposure even if the " -"scene-wide exposure normalization is changed at run time. For more " +"ensure that the lightmap maintains a consistent level of exposure even if " +"the scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" @@ -95941,10 +97207,10 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the stride of the combined normals and tangents for a mesh with given " -"[param format]. Note importantly that, while normals and tangents are in the " -"vertex buffer with vertices, they are only interleaved with each other and so " -"have a different stride than vertex positions." +"Returns the stride of the combined normals and tangents for a mesh with " +"given [param format]. Note importantly that, while normals and tangents are " +"in the vertex buffer with vertices, they are only interleaved with each " +"other and so have a different stride than vertex positions." msgstr "" #: doc/classes/RenderingServer.xml @@ -95994,10 +97260,10 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" -"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to " -"be fetched from GPU memory and possibly decompressed. This means [method " +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" +"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " +"to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " "whenever possible." msgstr "" @@ -96011,7 +97277,8 @@ msgid "Returns the number of instances allocated for this multimesh." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Returns the RID of the mesh that will be used in drawing this multimesh." +msgid "" +"Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "" #: doc/classes/RenderingServer.xml @@ -96083,8 +97350,8 @@ msgid "" " - Position: 12 floats (12 floats for Transform3D)\n" " - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats " "for Color)\n" -" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of " -"custom data)\n" +" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats " +"of custom data)\n" " - Position + Vertex color + Custom data: 20 floats (12 floats for " "Transform3D, 4 floats for Color, 4 floats of custom data)\n" "[/codeblock]" @@ -96114,8 +97381,8 @@ msgid "" "[code]occluder_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" -"[b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with " -"the [OccluderInstance3D] node)." +"[b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused " +"with the [OccluderInstance3D] node)." msgstr "" #: doc/classes/RenderingServer.xml @@ -96148,9 +97415,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Requests an update for the 3D GPU particle collision heightfield. This may be " -"automatically called by the 3D GPU particle collision heightfield depending " -"on its [member GPUParticlesCollisionHeightField3D.update_mode]." +"Requests an update for the 3D GPU particle collision heightfield. This may " +"be automatically called by the 3D GPU particle collision heightfield " +"depending on its [member GPUParticlesCollisionHeightField3D.update_mode]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96169,9 +97436,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the [param strength] for the 3D GPU particles attractor specified by the " -"[param particles_collision] RID. Only used for attractors, not colliders. " -"Equivalent to [member GPUParticlesAttractor3D.strength]." +"Sets the [param strength] for the 3D GPU particles attractor specified by " +"the [param particles_collision] RID. Only used for attractors, not " +"colliders. Equivalent to [member GPUParticlesAttractor3D.strength]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96232,7 +97499,8 @@ msgid "" "RenderingServer's [method free_rid] method.\n" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID.\n" -"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D].\n" +"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and " +"[GPUParticles3D].\n" "[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based " "particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do " "not have equivalent RenderingServer functions available, as these use " @@ -96256,8 +97524,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns [code]true[/code] if particles are not emitting and particles are set " -"to inactive." +"Returns [code]true[/code] if particles are not emitting and particles are " +"set to inactive." msgstr "" #: doc/classes/RenderingServer.xml @@ -96295,8 +97563,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the draw order of the particles to one of the named enums from [enum " -"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to " -"[member GPUParticles3D.draw_order]." +"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " +"to [member GPUParticles3D.draw_order]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96327,8 +97595,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " -"not reset the particles, but only stops their emission. Equivalent to [member " -"GPUParticles3D.emitting]." +"not reset the particles, but only stops their emission. Equivalent to " +"[member GPUParticles3D.emitting]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96345,14 +97613,14 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], uses fractional delta which smooths the movement of the " -"particles. Equivalent to [member GPUParticles3D.fract_delta]." +"If [code]true[/code], uses fractional delta which smooths the movement of " +"the particles. Equivalent to [member GPUParticles3D.fract_delta]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the value that informs a [ParticleProcessMaterial] to rush all particles " -"towards the end of their lifetime." +"Sets the value that informs a [ParticleProcessMaterial] to rush all " +"particles towards the end of their lifetime." msgstr "" #: doc/classes/RenderingServer.xml @@ -96389,8 +97657,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the emission randomness ratio. This randomizes the emission of particles " -"within their phase. Equivalent to [member GPUParticles3D.randomness]." +"Sets the emission randomness ratio. This randomizes the emission of " +"particles within their phase. Equivalent to [member GPUParticles3D." +"randomness]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96436,8 +97705,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the reflection probe's custom ambient light color. Equivalent to [member " -"ReflectionProbe.ambient_color]." +"Sets the reflection probe's custom ambient light color. Equivalent to " +"[member ReflectionProbe.ambient_color]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96454,8 +97723,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], reflections will ignore sky contribution. Equivalent to " -"[member ReflectionProbe.interior]." +"If [code]true[/code], reflections will ignore sky contribution. Equivalent " +"to [member ReflectionProbe.interior]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96514,8 +97783,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the resolution to use when rendering the specified reflection probe. The " -"[param resolution] is specified for each cubemap face: for instance, " +"Sets the resolution to use when rendering the specified reflection probe. " +"The [param resolution] is specified for each cubemap face: for instance, " "specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus " "mipmaps for roughness levels)." msgstr "" @@ -96533,14 +97802,15 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml -msgid "Schedules a callback to the given callable after a frame has been drawn." +msgid "" +"Schedules a callback to the given callable after a frame has been drawn." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Creates a scenario and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all [code]scenario_*[/" -"code] RenderingServer functions.\n" +"with the RID that is returned. This RID will be used in all " +"[code]scenario_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" "The scenario is the 3D world that all the visual instances exist in." @@ -96567,14 +97837,14 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the fallback environment to be used by this scenario. The fallback " -"environment is used if no environment is set. Internally, this is used by the " -"editor to provide a default environment." +"environment is used if no environment is set. Internally, this is used by " +"the editor to provide a default environment." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the screen-space roughness limiter parameters, such as whether it should " -"be enabled and its thresholds. Equivalent to [member ProjectSettings." +"Sets the screen-space roughness limiter parameters, such as whether it " +"should be enabled and its thresholds. Equivalent to [member ProjectSettings." "rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member " "ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/" "amount] and [member ProjectSettings.rendering/anti_aliasing/" @@ -96585,15 +97855,15 @@ msgstr "" msgid "" "Sets a boot image. The color defines the background color. If [param scale] " "is [code]true[/code], the image will be scaled to fit the screen size. If " -"[param use_filter] is [code]true[/code], the image will be scaled with linear " -"interpolation. If [param use_filter] is [code]false[/code], the image will be " -"scaled with nearest-neighbor interpolation." +"[param use_filter] is [code]true[/code], the image will be scaled with " +"linear interpolation. If [param use_filter] is [code]false[/code], the image " +"will be scaled with nearest-neighbor interpolation." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"This method is currently unimplemented and does nothing if called with [param " -"generate] set to [code]true[/code]." +"This method is currently unimplemented and does nothing if called with " +"[param generate] set to [code]true[/code]." msgstr "" #: doc/classes/RenderingServer.xml @@ -96667,8 +97937,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Creates a skeleton and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all [code]skeleton_*[/" -"code] RenderingServer functions.\n" +"with the RID that is returned. This RID will be used in all " +"[code]skeleton_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method." msgstr "" @@ -96680,18 +97950,18 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Generates and returns an [Image] containing the radiance map for the " -"specified [param sky] RID. This supports built-in sky material and custom sky " -"shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map " -"is saved instead of the radiance map. The radiance map is used to render " +"specified [param sky] RID. This supports built-in sky material and custom " +"sky shaders. If [param bake_irradiance] is [code]true[/code], the irradiance " +"map is saved instead of the radiance map. The radiance map is used to render " "reflected light, while the irradiance map is used to render ambient light. " "See also [method environment_bake_panorama].\n" -"[b]Note:[/b] The image is saved in linear color space without any tonemapping " -"performed, which means it will look too dark if viewed directly in an image " -"editor. [param energy] values above [code]1.0[/code] can be used to brighten " -"the resulting image.\n" +"[b]Note:[/b] The image is saved in linear color space without any " +"tonemapping performed, which means it will look too dark if viewed directly " +"in an image editor. [param energy] values above [code]1.0[/code] can be used " +"to brighten the resulting image.\n" "[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated " -"panorama to have square pixels. For radiance maps, there is no point in using " -"a height greater than [member Sky.radiance_size], as it won't increase " +"panorama to have square pixels. For radiance maps, there is no point in " +"using a height greater than [member Sky.radiance_size], as it won't increase " "detail. Irradiance maps only contain low-frequency data, so there is usually " "no point in going past a size of 128×64 pixels when saving an irradiance map." msgstr "" @@ -96751,15 +98021,15 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Creates a 2-dimensional texture and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " +"Creates a 2-dimensional texture and adds it to the RenderingServer. It can " +"be accessed with the RID that is returned. This RID will be used in all " "[code]texture_2d_*[/code] RenderingServer functions.\n" "Once finished with your RID, you will want to free the RID using the " "RenderingServer's [method free_rid] method.\n" "[b]Note:[/b] The equivalent resource is [Texture2D].\n" -"[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], " -"which creates the graphics API's own texture type as opposed to the Godot-" -"specific [Texture2D] resource." +"[b]Note:[/b] Not to be confused with [method RenderingDevice." +"texture_create], which creates the graphics API's own texture type as " +"opposed to the Godot-specific [Texture2D] resource." msgstr "" #: doc/classes/RenderingServer.xml @@ -96818,9 +98088,9 @@ msgid "" "Updates the texture specified by the [param texture] [RID] with the data in " "[param image]. A [param layer] must also be specified, which should be " "[code]0[/code] when updating a single-layer texture ([Texture2D]).\n" -"[b]Note:[/b] The [param image] must have the same width, height and format as " -"the current [param texture] data. Otherwise, an error will be printed and the " -"original texture won't be modified. If you need to use different width, " +"[b]Note:[/b] The [param image] must have the same width, height and format " +"as the current [param texture] data. Otherwise, an error will be printed and " +"the original texture won't be modified. If you need to use different width, " "height or format, use [method texture_replace] instead." msgstr "" @@ -96874,8 +98144,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Creates a new texture object based on a texture created directly on the " -"[RenderingDevice]. If the texture contains layers, [param layer_type] is used " -"to define the layer type." +"[RenderingDevice]. If the texture contains layers, [param layer_type] is " +"used to define the layer type." msgstr "" #: doc/classes/RenderingServer.xml @@ -96945,9 +98215,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the GPU time taken to render the last frame in milliseconds. To get a " -"complete readout of GPU time spent to render the scene, sum the render times " -"of all viewports that are drawn every frame. Unlike [method Engine." +"Returns the GPU time taken to render the last frame in milliseconds. To get " +"a complete readout of GPU time spent to render the scene, sum the render " +"times of all viewports that are drawn every frame. Unlike [method Engine." "get_frames_per_second], this method accurately reflects GPU utilization even " "if framerate is capped via V-Sync or [member Engine.max_fps]. See also " "[method viewport_get_measured_render_time_gpu].\n" @@ -96956,27 +98226,29 @@ msgid "" "method returns [code]0.0[/code].\n" "[b]Note:[/b] When GPU utilization is low enough during a certain period of " "time, GPUs will decrease their power state (which in turn decreases core and " -"memory clock speeds). This can cause the reported GPU time to increase if GPU " -"utilization is kept low enough by a framerate cap (compared to what it would " -"be at the GPU's highest power state). Keep this in mind when benchmarking " -"using [method viewport_get_measured_render_time_gpu]. This behavior can be " -"overridden in the graphics driver settings at the cost of higher power usage." +"memory clock speeds). This can cause the reported GPU time to increase if " +"GPU utilization is kept low enough by a framerate cap (compared to what it " +"would be at the GPU's highest power state). Keep this in mind when " +"benchmarking using [method viewport_get_measured_render_time_gpu]. This " +"behavior can be overridden in the graphics driver settings at the cost of " +"higher power usage." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Returns a statistic about the rendering engine which can be used for " -"performance profiling. This is separated into render pass [param type]s, each " -"of them having the same [param info]s you can query (different passes will " -"return different values). See [enum RenderingServer.ViewportRenderInfoType] " -"for a list of render pass types and [enum RenderingServer.ViewportRenderInfo] " -"for a list of information that can be queried.\n" -"See also [method get_rendering_info], which returns global information across " -"all viewports.\n" -"[b]Note:[/b] Viewport rendering information is not available until at least 2 " -"frames have been rendered by the engine. If rendering information is not " -"available, [method viewport_get_render_info] returns [code]0[/code]. To print " -"rendering information in [code]_ready()[/code] successfully, use the " +"performance profiling. This is separated into render pass [param type]s, " +"each of them having the same [param info]s you can query (different passes " +"will return different values). See [enum RenderingServer." +"ViewportRenderInfoType] for a list of render pass types and [enum " +"RenderingServer.ViewportRenderInfo] for a list of information that can be " +"queried.\n" +"See also [method get_rendering_info], which returns global information " +"across all viewports.\n" +"[b]Note:[/b] Viewport rendering information is not available until at least " +"2 frames have been rendered by the engine. If rendering information is not " +"available, [method viewport_get_render_info] returns [code]0[/code]. To " +"print rendering information in [code]_ready()[/code] successfully, use the " "following:\n" "[codeblock]\n" "func _ready():\n" @@ -97001,7 +98273,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -97051,8 +98323,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not " -"rendered." +"If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is " +"not rendered." msgstr "" #: doc/classes/RenderingServer.xml @@ -97065,10 +98337,10 @@ msgid "" "rendering of 3D environment over 2D canvas. When disabled, 2D will not be " "affected by the environment. When enabled, 2D will be affected by the " "environment if the environment background mode is [constant ENV_BG_CANVAS]. " -"The default behavior is to inherit the setting from the viewport's parent. If " -"the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], " -"then the behavior will be the same as if it was set to [constant " -"VIEWPORT_ENVIRONMENT_ENABLED]." +"The default behavior is to inherit the setting from the viewport's parent. " +"If the topmost parent is also set to [constant " +"VIEWPORT_ENVIRONMENT_INHERIT], then the behavior will be the same as if it " +"was set to [constant VIEWPORT_ENVIRONMENT_ENABLED]." msgstr "" #: doc/classes/RenderingServer.xml @@ -97086,8 +98358,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param " -"viewport] RID. See [enum ViewportMSAA] for options." +"Sets the multisample anti-aliasing mode for 2D/Canvas on the specified " +"[param viewport] RID. See [enum ViewportMSAA] for options." msgstr "" #: doc/classes/RenderingServer.xml @@ -97099,8 +98371,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Sets the [member ProjectSettings.rendering/occlusion_culling/" -"bvh_build_quality] to use for occlusion culling. This parameter is global and " -"cannot be set on a per-viewport basis." +"bvh_build_quality] to use for occlusion culling. This parameter is global " +"and cannot be set on a per-viewport basis." msgstr "" #: doc/classes/RenderingServer.xml @@ -97132,25 +98404,25 @@ msgid "" "in shadows having less precision and may result in shadow acne, but can lead " "to performance improvements on some devices.\n" "[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be " -"visible at all. This can improve performance significantly on low-end systems " -"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw " -"the scene without shadows)." +"visible at all. This can improve performance significantly on low-end " +"systems by reducing both the CPU and GPU load (as fewer draw calls are " +"needed to draw the scene without shadows)." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], render the contents of the viewport directly to screen. " -"This allows a low-level optimization where you can skip drawing a viewport to " -"the root viewport. While this optimization can result in a significant " -"increase in speed (especially on older devices), it comes at a cost of " -"usability. When this is enabled, you cannot read from the viewport or from " -"the screen_texture. You also lose the benefit of certain window settings, " -"such as the various stretch modes. Another consequence to be aware of is that " -"in 2D the rendering happens in window coordinates, so if you have a viewport " -"that is double the size of the window, and you set this, then only the " -"portion that fits within the window will be drawn, no automatic scaling is " -"possible, even if your game scene is significantly larger than the window " -"size." +"If [code]true[/code], render the contents of the viewport directly to " +"screen. This allows a low-level optimization where you can skip drawing a " +"viewport to the root viewport. While this optimization can result in a " +"significant increase in speed (especially on older devices), it comes at a " +"cost of usability. When this is enabled, you cannot read from the viewport " +"or from the screen_texture. You also lose the benefit of certain window " +"settings, such as the various stretch modes. Another consequence to be aware " +"of is that in 2D the rendering happens in window coordinates, so if you have " +"a viewport that is double the size of the window, and you set this, then " +"only the portion that fits within the window will be drawn, no automatic " +"scaling is possible, even if your game scene is significantly larger than " +"the window size." msgstr "" #: doc/classes/RenderingServer.xml @@ -97176,7 +98448,8 @@ msgid "" "cheaper but only smoothens the edges of polygons.\n" "When using FSR upscaling, AMD recommends exposing the following values as " "preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", " -"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale." +"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire " +"scale." msgstr "" #: doc/classes/RenderingServer.xml @@ -97207,15 +98480,15 @@ msgid "" "If [code]true[/code], canvas item transforms (i.e. origin position) are " "snapped to the nearest pixel when rendering. This can lead to a crisper " "appearance at the cost of less smooth movement, especially when [Camera2D] " -"smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" -"snap_2d_transforms_to_pixel]." +"smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/" +"snap/snap_2d_transforms_to_pixel]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" "If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped " -"to the nearest pixel when rendering. This can lead to a crisper appearance at " -"the cost of less smooth movement, especially when [Camera2D] smoothing is " +"to the nearest pixel when rendering. This can lead to a crisper appearance " +"at the cost of less smooth movement, especially when [Camera2D] smoothing is " "enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/" "snap_2d_vertices_to_pixel]." msgstr "" @@ -97249,28 +98522,29 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], enables debanding on the specified viewport. Equivalent " -"to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]." +"If [code]true[/code], enables debanding on the specified viewport. " +"Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/" +"use_debanding]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format " -"framebuffer matching the bit depth of the 3D framebuffer. When using the " -"Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when " -"using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. " -"Additionally, 2D rendering will take place in linear color space and will be " -"converted to sRGB space immediately before blitting to the screen (if the " -"Viewport is attached to the screen). Practically speaking, this means that " -"the end result of the Viewport will not be clamped into the [code]0-1[/code] " -"range and can be used in 3D rendering without color space adjustments. This " -"allows 2D rendering to take advantage of effects requiring high dynamic range " -"(e.g. 2D glow) as well as substantially improves the appearance of effects " -"requiring highly detailed gradients. This setting has the same effect as " -"[member Viewport.use_hdr_2d].\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." +"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) " +"format framebuffer matching the bit depth of the 3D framebuffer. When using " +"the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while " +"when using the Mobile renderer it will be a [code]RGB10_A2[/code] " +"framebuffer. Additionally, 2D rendering will take place in linear color " +"space and will be converted to sRGB space immediately before blitting to the " +"screen (if the Viewport is attached to the screen). Practically speaking, " +"this means that the end result of the Viewport will not be clamped into the " +"[code]0-1[/code] range and can be used in 3D rendering without color space " +"adjustments. This allows 2D rendering to take advantage of effects requiring " +"high dynamic range (e.g. 2D glow) as well as substantially improves the " +"appearance of effects requiring highly detailed gradients. This setting has " +"the same effect as [member Viewport.use_hdr_2d].\n" +"[b]Note:[/b] This setting will have no effect when using the GL " +"Compatibility renderer as the GL Compatibility renderer always renders in " +"low dynamic range for performance reasons." msgstr "" #: doc/classes/RenderingServer.xml @@ -97333,8 +98607,8 @@ msgstr "" msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the voxel gi. This value will be used and modulated at run time to " -"ensure that the voxel gi maintains a consistent level of exposure even if the " -"scene-wide exposure normalization is changed at run time. For more " +"ensure that the voxel gi maintains a consistent level of exposure even if " +"the scene-wide exposure normalization is changed at run time. For more " "information see [method camera_attributes_set_exposure]." msgstr "" @@ -97389,9 +98663,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"If [code]false[/code], disables rendering completely, but the engine logic is " -"still being processed. You can call [method force_draw] to draw a frame even " -"with rendering disabled." +"If [code]false[/code], disables rendering completely, but the engine logic " +"is still being processed. You can call [method force_draw] to draw a frame " +"even with rendering disabled." msgstr "" #: doc/classes/RenderingServer.xml @@ -97402,8 +98676,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Emitted at the beginning of the frame, before the RenderingServer updates all " -"the Viewports." +"Emitted at the beginning of the frame, before the RenderingServer updates " +"all the Viewports." msgstr "" #: doc/classes/RenderingServer.xml @@ -97434,8 +98708,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"The maximum number of directional lights that can be rendered at a given time " -"in 2D." +"The maximum number of directional lights that can be rendered at a given " +"time in 2D." msgstr "" #: doc/classes/RenderingServer.xml @@ -97561,21 +98835,22 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "The number of custom data arrays available ([constant ARRAY_CUSTOM0], " -"[constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant ARRAY_CUSTOM3])." +"[constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant " +"ARRAY_CUSTOM3])." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. " -"Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] " -"range." +"Custom data array contains 8-bit-per-channel red/green/blue/alpha color " +"data. Values are normalized, unsigned floating-point in the [code][0.0, 1.0]" +"[/code] range." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. " -"Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] " -"range." +"Custom data array contains 8-bit-per-channel red/green/blue/alpha color " +"data. Values are normalized, signed floating-point in the [code][-1.0, 1.0][/" +"code] range." msgstr "" #: doc/classes/RenderingServer.xml @@ -97680,8 +98955,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Flag used to mark that the mesh does not have a vertex array and instead will " -"infer vertex positions in the shader using indices and other information." +"Flag used to mark that the mesh does not have a vertex array and instead " +"will infer vertex positions in the shader using indices and other " +"information." msgstr "" #: doc/classes/RenderingServer.xml @@ -97703,9 +98979,10 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Flag used to record the second iteration of the mesh version flag. The " -"primary difference between this and [constant ARRAY_FLAG_FORMAT_VERSION_1] is " -"that this version supports [constant ARRAY_FLAG_COMPRESS_ATTRIBUTES] and in " -"this version vertex positions are de-interleaved from normals and tangents." +"primary difference between this and [constant ARRAY_FLAG_FORMAT_VERSION_1] " +"is that this version supports [constant ARRAY_FLAG_COMPRESS_ATTRIBUTES] and " +"in this version vertex positions are de-interleaved from normals and " +"tangents." msgstr "" #: doc/classes/RenderingServer.xml @@ -97765,9 +99042,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Linear filter for light projectors (use for non-pixel art light projectors). " -"No mipmaps are used for rendering, which means light projectors at a distance " -"will look smooth but blurry. This has roughly the same performance cost as " -"using mipmaps." +"No mipmaps are used for rendering, which means light projectors at a " +"distance will look smooth but blurry. This has roughly the same performance " +"cost as using mipmaps." msgstr "" #: doc/classes/RenderingServer.xml @@ -97799,8 +99076,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Linear filter for light projectors (use for non-pixel art light projectors). " -"Anisotropic mipmaps are used for rendering, which means light projectors at a " -"distance will look smooth and sharp when viewed from oblique angles. This " +"Anisotropic mipmaps are used for rendering, which means light projectors at " +"a distance will look smooth and sharp when viewed from oblique angles. This " "looks better compared to isotropic mipmaps, but is slower. The level of " "anisotropic filtering is defined by [member ProjectSettings.rendering/" "textures/default_filters/anisotropic_filtering_level]." @@ -97831,7 +99108,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "The light's volumetric fog energy multiplier (final volumetric fog energy is " -"[constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])." +"[constant LIGHT_PARAM_ENERGY] * [constant " +"LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])." msgstr "" #: doc/classes/RenderingServer.xml @@ -97881,8 +99159,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Normal bias used to offset shadow lookup by object normal. Can be used to fix " -"self-shadowing artifacts." +"Normal bias used to offset shadow lookup by object normal. Can be used to " +"fix self-shadowing artifacts." msgstr "" #: doc/classes/RenderingServer.xml @@ -97891,9 +99169,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"The light's shadow opacity. Values lower than [code]1.0[/code] make the light " -"appear through shadows. This can be used to fake global illumination at a low " -"performance cost." +"The light's shadow opacity. Values lower than [code]1.0[/code] make the " +"light appear through shadows. This can be used to fake global illumination " +"at a low performance cost." msgstr "" #: doc/classes/RenderingServer.xml @@ -97917,8 +99195,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Light is ignored when baking. This is the fastest mode, but the light will be " -"taken into account when baking global illumination. This mode should " +"Light is ignored when baking. This is the fastest mode, but the light will " +"be taken into account when baking global illumination. This mode should " "generally be used for dynamic lights that change quickly, as the effect of " "global illumination is less noticeable on those lights." msgstr "" @@ -97938,10 +99216,10 @@ msgid "" "Environment.sdfgi_enabled]) only). The light can be moved around or modified " "with global illumination updating in real-time. The light's global " "illumination appearance will be slightly different compared to [constant " -"LIGHT_BAKE_STATIC]. This has a greater performance cost compared to [constant " -"LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is " -"affected by [member ProjectSettings.rendering/global_illumination/sdfgi/" -"frames_to_update_lights]." +"LIGHT_BAKE_STATIC]. This has a greater performance cost compared to " +"[constant LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic " +"lights is affected by [member ProjectSettings.rendering/global_illumination/" +"sdfgi/frames_to_update_lights]." msgstr "" #: doc/classes/RenderingServer.xml @@ -97950,8 +99228,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Use a cubemap shadow map for omni lights. Slower but better quality than dual " -"paraboloid." +"Use a cubemap shadow map for omni lights. Slower but better quality than " +"dual paraboloid." msgstr "" #: doc/classes/RenderingServer.xml @@ -98085,8 +99363,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are " -"used for rendering, which means decals at a distance will look sharp but " +"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps " +"are used for rendering, which means decals at a distance will look sharp but " "grainy. This has roughly the same performance cost as using mipmaps." msgstr "" @@ -98108,8 +99386,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps " -"are used for rendering, which means decals at a distance will look smooth but " -"blurry. This has roughly the same performance cost as not using mipmaps." +"are used for rendering, which means decals at a distance will look smooth " +"but blurry. This has roughly the same performance cost as not using mipmaps." msgstr "" #: doc/classes/RenderingServer.xml @@ -98125,8 +99403,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps " -"are used for rendering, which means decals at a distance will look smooth and " -"sharp when viewed from oblique angles. This looks better compared to " +"are used for rendering, which means decals at a distance will look smooth " +"and sharp when viewed from oblique angles. This looks better compared to " "isotropic mipmaps, but is slower. The level of anisotropic filtering is " "defined by [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." @@ -98154,8 +99432,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Sort particles based on their lifetime. In other words, the particle with the " -"highest lifetime is drawn at the front." +"Sort particles based on their lifetime. In other words, the particle with " +"the highest lifetime is drawn at the front." msgstr "" #: doc/classes/RenderingServer.xml @@ -98213,8 +99491,9 @@ msgstr "" msgid "" "Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " "be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/" -"code] will result in undersampling while values greater than [code]1.0[/code] " -"will result in supersampling. A value of [code]1.0[/code] disables scaling." +"code] will result in undersampling while values greater than [code]1.0[/" +"code] will result in supersampling. A value of [code]1.0[/code] disables " +"scaling." msgstr "" #: doc/classes/RenderingServer.xml @@ -98358,8 +99637,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate " -"impact on performance." +"Multisample antialiasing uses 2 samples per pixel for 3D. This has a " +"moderate impact on performance." msgstr "" #: doc/classes/RenderingServer.xml @@ -98433,8 +99712,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Shadow render pass. Objects will be rendered several times depending on the " -"number of amounts of lights with shadows and the number of directional shadow " -"splits." +"number of amounts of lights with shadows and the number of directional " +"shadow splits." msgstr "" #: doc/classes/RenderingServer.xml @@ -98461,10 +99740,10 @@ msgstr "" msgid "" "Objects are displayed semi-transparent with additive blending so you can see " "where they are drawing over top of one another. A higher overdraw " -"(represented by brighter colors) means you are wasting performance on drawing " -"pixels that are being hidden behind others.\n" -"[b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. " -"This means vertex displacement won't be visible anymore." +"(represented by brighter colors) means you are wasting performance on " +"drawing pixels that are being hidden behind others.\n" +"[b]Note:[/b] When using this debug draw mode, custom shaders will be " +"ignored. This means vertex displacement won't be visible anymore." msgstr "" #: doc/classes/RenderingServer.xml @@ -98516,25 +99795,25 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Draws the screen space ambient occlusion texture instead of the scene so that " -"you can clearly see how it is affecting objects. In order for this display " -"mode to work, you must have [member Environment.ssao_enabled] set in your " -"[WorldEnvironment]." +"Draws the screen space ambient occlusion texture instead of the scene so " +"that you can clearly see how it is affecting objects. In order for this " +"display mode to work, you must have [member Environment.ssao_enabled] set in " +"your [WorldEnvironment]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Draws the screen space indirect lighting texture instead of the scene so that " -"you can clearly see how it is affecting objects. In order for this display " -"mode to work, you must have [member Environment.ssil_enabled] set in your " -"[WorldEnvironment]." +"Draws the screen space indirect lighting texture instead of the scene so " +"that you can clearly see how it is affecting objects. In order for this " +"display mode to work, you must have [member Environment.ssil_enabled] set in " +"your [WorldEnvironment]." msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different " -"color so you can see where the splits are. In order they will be colored red, " -"green, blue, yellow." +"Colors each PSSM split for the [DirectionalLight3D]s in the scene a " +"different color so you can see where the splits are. In order they will be " +"colored red, green, blue, yellow." msgstr "" #: doc/classes/RenderingServer.xml @@ -98559,8 +99838,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Disable mesh LOD. All meshes are drawn with full detail, which can be used to " -"compare performance." +"Disable mesh LOD. All meshes are drawn with full detail, which can be used " +"to compare performance." msgstr "" #: doc/classes/RenderingServer.xml @@ -98631,9 +99910,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Automatically selects the appropriate process mode based on your sky shader. " -"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use " -"[constant SKY_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/" -"code] variables or any custom uniforms, this uses [constant " +"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will " +"use [constant SKY_MODE_REALTIME]. If your shader uses any of the " +"[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant " "SKY_MODE_INCREMENTAL]. Otherwise, this defaults to [constant " "SKY_MODE_QUALITY]." msgstr "" @@ -98642,8 +99921,8 @@ msgstr "" msgid "" "Uses high quality importance sampling to process the radiance map. In " "general, this results in much higher quality than [constant " -"SKY_MODE_REALTIME] but takes much longer to generate. This should not be used " -"if you plan on changing the sky at runtime. If you are finding that the " +"SKY_MODE_REALTIME] but takes much longer to generate. This should not be " +"used if you plan on changing the sky at runtime. If you are finding that the " "reflection is not blurry enough and is showing sparkles or fireflies, try " "increasing [member ProjectSettings.rendering/reflections/sky_reflections/" "ggx_samples]." @@ -98651,9 +99930,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Uses the same high quality importance sampling to process the radiance map as " -"[constant SKY_MODE_QUALITY], but updates over several frames. The number of " -"frames is determined by [member ProjectSettings.rendering/reflections/" +"Uses the same high quality importance sampling to process the radiance map " +"as [constant SKY_MODE_QUALITY], but updates over several frames. The number " +"of frames is determined by [member ProjectSettings.rendering/reflections/" "sky_reflections/roughness_layers]. Use this when you need highest quality " "radiance maps, but have a sky that updates slowly." msgstr "" @@ -98765,7 +100044,8 @@ msgid "" "realistic fashion by desaturating it as it becomes brighter. ACES typically " "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] " "and [constant ENV_TONE_MAPPER_FILMIC].\n" -"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x." +"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3." +"x." msgstr "" #: doc/classes/RenderingServer.xml @@ -98808,8 +100088,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Highest quality screen-space ambient occlusion. Uses the adaptive target " -"setting which can be dynamically adjusted to smoothly balance performance and " -"visual quality." +"setting which can be dynamically adjusted to smoothly balance performance " +"and visual quality." msgstr "" #: doc/classes/RenderingServer.xml @@ -98827,8 +100107,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Highest quality screen-space indirect lighting. Uses the adaptive target " -"setting which can be dynamically adjusted to smoothly balance performance and " -"visual quality." +"setting which can be dynamically adjusted to smoothly balance performance " +"and visual quality." msgstr "" #: doc/classes/RenderingServer.xml @@ -98855,7 +100135,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Throw 96 rays per frame when converging SDFGI. This has high GPU requirements." +"Throw 96 rays per frame when converging SDFGI. This has high GPU " +"requirements." msgstr "" #: doc/classes/RenderingServer.xml @@ -98897,7 +100178,8 @@ msgid "" msgstr "" #: doc/classes/RenderingServer.xml -msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum." +msgid "" +"Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum." msgstr "" #: doc/classes/RenderingServer.xml @@ -98951,8 +100233,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Calculate the DOF blur using a box filter. The fastest option, but results in " -"obvious lines in blur pattern." +"Calculate the DOF blur using a box filter. The fastest option, but results " +"in obvious lines in blur pattern." msgstr "" #: doc/classes/RenderingServer.xml @@ -98982,8 +100264,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Highest quality DOF blur. Results in the smoothest looking blur by taking the " -"most samples, but is also significantly slower." +"Highest quality DOF blur. Results in the smoothest looking blur by taking " +"the most samples, but is also significantly slower." msgstr "" #: doc/classes/RenderingServer.xml @@ -99114,8 +100396,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. " -"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of " -"the object in the [code].rgb[/code] channels and nothing in the [code].a[/" +"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal " +"of the object in the [code].rgb[/code] channels and nothing in the [code].a[/" "code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/" "code]." msgstr "" @@ -99123,9 +100405,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" "Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. " -"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from " -"material and decals only) in the [code].r[/code] channel, roughness in the " -"[code].g[/code] channel, metallic in the [code].b[/code] channel and sub " +"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion " +"(from material and decals only) in the [code].r[/code] channel, roughness in " +"the [code].g[/code] channel, metallic in the [code].b[/code] channel and sub " "surface scattering amount in the [code].a[/code] channel." msgstr "" @@ -99170,13 +100452,13 @@ msgstr "" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" -"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " -"angle between the surface and the camera view. This makes the texture look " -"pixelated from up close, and smooth from a distance. Anisotropic filtering " -"improves texture quality on surfaces that are almost in line with the camera, " -"but is slightly slower. The anisotropic filtering level can be changed by " -"adjusting [member ProjectSettings.rendering/textures/default_filters/" -"anisotropic_filtering_level].\n" +"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " +"the angle between the surface and the camera view. This makes the texture " +"look pixelated from up close, and smooth from a distance. Anisotropic " +"filtering improves texture quality on surfaces that are almost in line with " +"the camera, but is slightly slower. The anisotropic filtering level can be " +"changed by adjusting [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate " "in this case." @@ -99208,15 +100490,15 @@ msgstr "" #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml msgid "" -"Disables textures repeating. Instead, when reading UVs outside the 0-1 range, " -"the value will be clamped to the edge of the texture, resulting in a " +"Disables textures repeating. Instead, when reading UVs outside the 0-1 " +"range, the value will be clamped to the edge of the texture, resulting in a " "stretched out look at the borders of the texture." msgstr "" #: doc/classes/RenderingServer.xml doc/classes/Viewport.xml msgid "" -"Flip the texture when repeating so that the edge lines up instead of abruptly " -"changing." +"Flip the texture when repeating so that the edge lines up instead of " +"abruptly changing." msgstr "" #: doc/classes/RenderingServer.xml @@ -99317,9 +100599,9 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"2-dimensional integer rectangle global shader parameter ([code]global uniform " -"ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader " -"code, but exposed as a [Rect2i] in the editor UI." +"2-dimensional integer rectangle global shader parameter ([code]global " +"uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in " +"shader code, but exposed as a [Rect2i] in the editor UI." msgstr "" #: doc/classes/RenderingServer.xml @@ -99348,8 +100630,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Single-precision floating-point global shader parameter ([code]global uniform " -"float ...[/code])." +"Single-precision floating-point global shader parameter ([code]global " +"uniform float ...[/code])." msgstr "" #: doc/classes/RenderingServer.xml @@ -99456,8 +100738,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Number of draw calls performed to render in the current 3D scene. This varies " -"depending on camera position and rotation." +"Number of draw calls performed to render in the current 3D scene. This " +"varies depending on camera position and rotation." msgstr "" #: doc/classes/RenderingServer.xml @@ -99602,14 +100884,14 @@ msgstr "" #: doc/classes/RenderSceneBuffersRD.xml msgid "" -"Create a new texture with the given definition and cache this under the given " -"name. Will return the existing texture if it already exists." +"Create a new texture with the given definition and cache this under the " +"given name. Will return the existing texture if it already exists." msgstr "" #: doc/classes/RenderSceneBuffersRD.xml msgid "" -"Create a new texture using the given format and view and cache this under the " -"given name. Will return the existing texture if it already exists." +"Create a new texture using the given format and view and cache this under " +"the given name. Will return the existing texture if it already exists." msgstr "" #: doc/classes/RenderSceneBuffersRD.xml @@ -99753,8 +101035,8 @@ msgstr "" #: doc/classes/RenderSceneData.xml msgid "" -"Returns the eye offset per view used to render this frame. This is the offset " -"between our camera transform and the eye transform." +"Returns the eye offset per view used to render this frame. This is the " +"offset between our camera transform and the eye transform." msgstr "" #: doc/classes/RenderSceneData.xml @@ -99820,12 +101102,12 @@ msgstr "" #: doc/classes/Resource.xml msgid "" "Resource is the base class for all Godot-specific resource types, serving " -"primarily as data containers. Since they inherit from [RefCounted], resources " -"are reference-counted and freed when no longer in use. They can also be " -"nested within other resources, and saved on disk. [PackedScene], one of the " -"most common [Object]s in a Godot project, is also a resource, uniquely " -"capable of storing and instantiating the [Node]s it contains as many times as " -"desired.\n" +"primarily as data containers. Since they inherit from [RefCounted], " +"resources are reference-counted and freed when no longer in use. They can " +"also be nested within other resources, and saved on disk. [PackedScene], one " +"of the most common [Object]s in a Godot project, is also a resource, " +"uniquely capable of storing and instantiating the [Node]s it contains as " +"many times as desired.\n" "In GDScript, resources can loaded from disk by their [member resource_path] " "using [method @GDScript.load] or [method @GDScript.preload].\n" "The engine keeps a global cache of all loaded resources, referenced by paths " @@ -99836,12 +101118,13 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml msgid "" -"Override this method to return a custom [RID] when [method get_rid] is called." +"Override this method to return a custom [RID] when [method get_rid] is " +"called." msgstr "" #: doc/classes/Resource.xml @@ -99869,12 +101152,13 @@ msgid "" "If [param subresources] is [code]false[/code], a shallow copy is returned; " "nested resources within subresources are not duplicated and are shared from " "the original resource. If [param subresources] is [code]true[/code], a deep " -"copy is returned; nested subresources will be duplicated and are not shared.\n" +"copy is returned; nested subresources will be duplicated and are not " +"shared.\n" "Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] " -"flag are always duplicated even with [param subresources] set to [code]false[/" -"code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag " -"are never duplicated even with [param subresources] set to [code]true[/" -"code].\n" +"flag are always duplicated even with [param subresources] set to " +"[code]false[/code], and properties with the [constant " +"PROPERTY_USAGE_NEVER_DUPLICATE] flag are never duplicated even with [param " +"subresources] set to [code]true[/code].\n" "[b]Note:[/b] For custom resources, this method will fail if [method Object." "_init] has been defined with required parameters." msgstr "" @@ -99899,17 +101183,17 @@ msgstr "" #: doc/classes/Resource.xml msgid "" "If [member resource_local_to_scene] is set to [code]true[/code] and the " -"resource has been loaded from a [PackedScene] instantiation, returns the root " -"[Node] of the scene where this resource is used. Otherwise, returns " +"resource has been loaded from a [PackedScene] instantiation, returns the " +"root [Node] of the scene where this resource is used. Otherwise, returns " "[code]null[/code]." msgstr "" #: doc/classes/Resource.xml msgid "" -"Returns the [RID] of this resource (or an empty RID). Many resources (such as " -"[Texture2D], [Mesh], and so on) are high-level abstractions of resources " -"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so " -"this function will return the original [RID]." +"Returns the [RID] of this resource (or an empty RID). Many resources (such " +"as [Texture2D], [Mesh], and so on) are high-level abstractions of resources " +"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), " +"so this function will return the original [RID]." msgstr "" #: doc/classes/Resource.xml doc/classes/Skeleton3D.xml @@ -99994,17 +101278,18 @@ msgid "" "[ResourceLoader] singleton, or when a resource with internal dependencies is " "loaded. Each file type may load as a different resource type, so multiple " "ResourceFormatLoaders are registered in the engine.\n" -"Extending this class allows you to define your own loader. Be sure to respect " -"the documented return types and values. You should give it a global class " -"name with [code]class_name[/code] for it to be registered. Like built-in " -"ResourceFormatLoaders, it will be called automatically when loading resources " -"of its handled type(s). You may also implement a [ResourceFormatSaver].\n" +"Extending this class allows you to define your own loader. Be sure to " +"respect the documented return types and values. You should give it a global " +"class name with [code]class_name[/code] for it to be registered. Like built-" +"in ResourceFormatLoaders, it will be called automatically when loading " +"resources of its handled type(s). You may also implement a " +"[ResourceFormatSaver].\n" "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type " -"you need exists but Godot is unable to load its format. Choosing one way over " -"another depends on if the format is suitable or not for the final exported " -"game. For example, it's better to import [code].png[/code] textures as [code]." -"ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better " -"efficiency on the graphics card." +"you need exists but Godot is unable to load its format. Choosing one way " +"over another depends on if the format is suitable or not for the final " +"exported game. For example, it's better to import [code].png[/code] textures " +"as [code].ctex[/code] ([CompressedTexture2D]) first, so they can be loaded " +"with better efficiency on the graphics card." msgstr "" #: doc/classes/ResourceFormatLoader.xml @@ -100045,9 +101330,9 @@ msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "Loads a resource when the engine finds this loader to be compatible. If the " -"loaded resource is the result of an import, [param original_path] will target " -"the source file. Returns a [Resource] object on success, or an [enum Error] " -"constant in case of failure.\n" +"loaded resource is the result of an import, [param original_path] will " +"target the source file. Returns a [Resource] object on success, or an [enum " +"Error] constant in case of failure.\n" "The [param cache_mode] property defines whether and how the cache should be " "used or updated when loading the resource. See [enum CacheMode] for details." msgstr "" @@ -100057,29 +101342,67 @@ msgid "" "Tells whether or not this loader should load a resource from its resource " "path for a given type.\n" "If it is not implemented, the default behavior returns whether the path's " -"extension is within the ones provided by [method _get_recognized_extensions], " -"and if the type is within the ones provided by [method _get_resource_type]." +"extension is within the ones provided by [method " +"_get_recognized_extensions], and if the type is within the ones provided by " +"[method _get_resource_type]." msgstr "" #: doc/classes/ResourceFormatLoader.xml msgid "" "If implemented, renames dependencies within the given resource and saves it. " -"[param renames] is a dictionary [code]{ String => String }[/code] mapping old " -"dependency paths to new paths.\n" +"[param renames] is a dictionary [code]{ String => String }[/code] mapping " +"old dependency paths to new paths.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "" -"The engine can save resources when you do it from the editor, or when you use " -"the [ResourceSaver] singleton. This is accomplished thanks to multiple " -"[ResourceFormatSaver]s, each handling its own format and called automatically " -"by the engine.\n" +"The engine can save resources when you do it from the editor, or when you " +"use the [ResourceSaver] singleton. This is accomplished thanks to multiple " +"[ResourceFormatSaver]s, each handling its own format and called " +"automatically by the engine.\n" "By default, Godot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " @@ -100111,7 +101434,8 @@ msgstr "" #: doc/classes/ResourceFormatSaver.xml msgid "" "Saves the given resource object to a file at the target [param path]. [param " -"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.\n" +"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] " +"constants.\n" "Returns [constant OK] on success, or an [enum Error] constant in case of " "failure." msgstr "" @@ -100161,9 +101485,9 @@ msgid "" "threshold] will be considered as \"enabled\" (bit is [code]true[/code]). If " "the pixel is lower than or equal to the threshold, it will be considered as " "\"disabled\" (bit is [code]false[/code]).\n" -"[b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] " -"will be considered as \"enabled\" (bit is [code]true[/code]). If the pixel is " -"lower than or equal to the threshold, it will be considered as " +"[b]Alpha:[/b] Pixels whose alpha value is greater than the [member " +"threshold] will be considered as \"enabled\" (bit is [code]true[/code]). If " +"the pixel is lower than or equal to the threshold, it will be considered as " "\"disabled\" (bit is [code]false[/code])." msgstr "" @@ -100249,8 +101573,8 @@ msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that " -"adapts to any size." +"Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering " +"that adapts to any size." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml @@ -100271,10 +101595,10 @@ msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"If [code]true[/code], automatically use system fonts as a fallback if a glyph " -"isn't found in this dynamic font. This makes supporting CJK characters or " -"emoji more straightforward, as you don't need to include a CJK/emoji font in " -"your project. See also [member fallbacks].\n" +"If [code]true[/code], automatically use system fonts as a fallback if a " +"glyph isn't found in this dynamic font. This makes supporting CJK characters " +"or emoji more straightforward, as you don't need to include a CJK/emoji font " +"in your project. See also [member fallbacks].\n" "[b]Note:[/b] The appearance of system fonts varies across platforms. Loading " "system fonts is only supported on Windows, macOS, Linux, Android and iOS." msgstr "" @@ -100284,17 +101608,18 @@ msgid "" "The font antialiasing method to use.\n" "[b]Disabled:[/b] Most suited for pixel art fonts, although you do not " "[i]have[/i] to change the antialiasing from the default [b]Grayscale[/b] if " -"the font file was well-created and the font is used at an integer multiple of " -"its intended size. If pixel art fonts have a bad appearance at their intended " -"size, try setting [member subpixel_positioning] to [b]Disabled[/b] instead.\n" +"the font file was well-created and the font is used at an integer multiple " +"of its intended size. If pixel art fonts have a bad appearance at their " +"intended size, try setting [member subpixel_positioning] to [b]Disabled[/b] " +"instead.\n" "[b]Grayscale:[/b] Use grayscale antialiasing. This is the approach used by " "the operating system on macOS, Android and iOS.\n" "[b]LCD Subpixel:[/b] Use antialiasing with subpixel patterns to make fonts " -"sharper on LCD displays. This is the approach used by the operating system on " -"Windows and most Linux distributions. The downside is that this can introduce " -"\"fringing\" on edges, especially on display technologies that don't use " -"standard RGB subpixels (such as OLED displays). The LCD subpixel layout is " -"globally controlled by [member ProjectSettings.gui/theme/" +"sharper on LCD displays. This is the approach used by the operating system " +"on Windows and most Linux distributions. The downside is that this can " +"introduce \"fringing\" on edges, especially on display technologies that " +"don't use standard RGB subpixels (such as OLED displays). The LCD subpixel " +"layout is globally controlled by [member ProjectSettings.gui/theme/" "lcd_subpixel_layout], which also allows falling back to grayscale " "antialiasing." msgstr "" @@ -100318,17 +101643,17 @@ msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" "If [code]true[/code], this font will have mipmaps generated. This prevents " -"text from looking grainy when a [Control] is scaled down, or when a [Label3D] " -"is viewed from a long distance (if [member Label3D.texture_filter] is set to " -"a mode that displays mipmaps).\n" +"text from looking grainy when a [Control] is scaled down, or when a " +"[Label3D] is viewed from a long distance (if [member Label3D.texture_filter] " +"is set to a mode that displays mipmaps).\n" "Enabling [member generate_mipmaps] increases font generation time and memory " "usage. Only enable this setting if you actually need it." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"The hinting mode to use. This controls how aggressively glyph edges should be " -"snapped to pixels when rasterizing the font. Depending on personal " +"The hinting mode to use. This controls how aggressively glyph edges should " +"be snapped to pixels when rasterizing the font. Depending on personal " "preference, you may prefer using one hinting mode over the other. Hinting " "modes other than [b]None[/b] are only effective if the font contains hinting " "data (see [member force_autohinter]).\n" @@ -100341,9 +101666,9 @@ msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"Override the list of languages supported by this font. If left empty, this is " -"supplied by the font metadata. There is usually no need to change this. See " -"also [member script_support]." +"Override the list of languages supported by this font. If left empty, this " +"is supplied by the font metadata. There is usually no need to change this. " +"See also [member script_support]." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml @@ -100351,16 +101676,17 @@ msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance. If using font outlines, [member " "msdf_pixel_range] must be set to at least [i]twice[/i] the size of the " -"largest font outline. The default [member msdf_pixel_range] value of [code]8[/" -"code] allows outline sizes up to [code]4[/code] to look correct." +"largest font outline. The default [member msdf_pixel_range] value of " +"[code]8[/code] allows outline sizes up to [code]4[/code] to look correct." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"Source font size used to generate MSDF textures. Higher values allow for more " -"precision, but are slower to render and require more memory. Only increase " -"this value if you notice a visible lack of precision in glyph rendering. Only " -"effective if [member multichannel_signed_distance_field] is [code]true[/code]." +"Source font size used to generate MSDF textures. Higher values allow for " +"more precision, but are slower to render and require more memory. Only " +"increase this value if you notice a visible lack of precision in glyph " +"rendering. Only effective if [member multichannel_signed_distance_field] is " +"[code]true[/code]." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml @@ -100371,8 +101697,8 @@ msgid "" "allows for resizing the font in real-time without any performance penalty. " "Text will also not look grainy for [Control]s that are scaled down (or for " "[Label3D]s viewed from a long distance).\n" -"MSDF font rendering can be combined with [member generate_mipmaps] to further " -"improve font rendering quality when scaled down." +"MSDF font rendering can be combined with [member generate_mipmaps] to " +"further improve font rendering quality when scaled down." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml @@ -100386,15 +101712,15 @@ msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" "If set to a value greater than [code]0.0[/code], overrides the oversampling " -"factor for the font. This can be used to render the font at a higher or lower " -"resolution than intended without affecting its physical size. In most cases, " -"this should be left at [code]0.0[/code]." +"factor for the font. This can be used to render the font at a higher or " +"lower resolution than intended without affecting its physical size. In most " +"cases, this should be left at [code]0.0[/code]." msgstr "" #: doc/classes/ResourceImporterDynamicFont.xml msgid "" -"The glyph ranges to prerender. This can avoid stuttering during gameplay when " -"new characters need to be rendered, especially if [member " +"The glyph ranges to prerender. This can avoid stuttering during gameplay " +"when new characters need to be rendered, especially if [member " "subpixel_positioning] is enabled. The downside of using preloading is that " "initial project load times will increase, as well as memory usage." msgstr "" @@ -100413,9 +101739,10 @@ msgid "" "render the font, which can cause stuttering during gameplay, especially if " "used with large font sizes. This should be set to [b]Disabled[/b] for fonts " "with a pixel art appearance.\n" -"[b]Disabled:[/b] No subpixel positioning. Lowest quality, fastest rendering.\n" -"[b]Auto:[/b] Use subpixel positioning at small font sizes (the chosen quality " -"varies depending on font size). Large fonts will not use subpixel " +"[b]Disabled:[/b] No subpixel positioning. Lowest quality, fastest " +"rendering.\n" +"[b]Auto:[/b] Use subpixel positioning at small font sizes (the chosen " +"quality varies depending on font size). Large fonts will not use subpixel " "positioning. This is a good tradeoff between performance and quality.\n" "[b]One Half of a Pixel:[/b] Always perform intermediate subpixel positioning " "regardless of font size. High quality, slow rendering.\n" @@ -100429,9 +101756,9 @@ msgstr "" #: doc/classes/ResourceImporterImage.xml msgid "" -"This importer imports [Image] resources, as opposed to [CompressedTexture2D]. " -"If you need to render the image in 2D or 3D, use [ResourceImporterTexture] " -"instead." +"This importer imports [Image] resources, as opposed to " +"[CompressedTexture2D]. If you need to render the image in 2D or 3D, use " +"[ResourceImporterTexture] instead." msgstr "" #: doc/classes/ResourceImporterImageFont.xml @@ -100442,9 +101769,10 @@ msgstr "" #: doc/classes/ResourceImporterImageFont.xml msgid "" -"This image-based workflow can be easier to use than [ResourceImporterBMFont], " -"but it requires all glyphs to have the same width and height. This makes " -"[ResourceImporterImageFont] most suited to fixed-width fonts.\n" +"This image-based workflow can be easier to use than " +"[ResourceImporterBMFont], but it requires all glyphs to have the same width " +"and height. This makes [ResourceImporterImageFont] most suited to fixed-" +"width fonts.\n" "See also [ResourceImporterDynamicFont]." msgstr "" @@ -100457,8 +101785,8 @@ msgstr "" #: doc/classes/ResourceImporterImageFont.xml msgid "" "Margin applied around every imported glyph. If your font image contains " -"guides (in the form of lines between glyphs) or if spacing between characters " -"appears incorrect, try adjusting [member character_margin]." +"guides (in the form of lines between glyphs) or if spacing between " +"characters appears incorrect, try adjusting [member character_margin]." msgstr "" #: doc/classes/ResourceImporterImageFont.xml @@ -100474,10 +101802,10 @@ msgid "" "another example, [code]' '-'~'[/code] is equivalent to [code]32-127[/code] " "and represents the range of printable (visible) ASCII characters.\n" "For any range, the character advance and offset can be customized by " -"appending three space-separated integer values (additional advance, x offset, " -"y offset) to the end. For example [code]'a'-'b' 4 5 2[/code] sets the advance " -"to [code]char_width + 4[/code] and offset to [code]Vector2(5, 2)[/code] for " -"both `a` and `b` characters.\n" +"appending three space-separated integer values (additional advance, x " +"offset, y offset) to the end. For example [code]'a'-'b' 4 5 2[/code] sets " +"the advance to [code]char_width + 4[/code] and offset to [code]Vector2(5, 2)" +"[/code] for both `a` and `b` characters.\n" "Make sure [member character_ranges] doesn't exceed the number of [member " "columns] * [member rows] defined. Otherwise, the font will fail to import." msgstr "" @@ -100488,14 +101816,14 @@ msgstr "" #: doc/classes/ResourceImporterImageFont.xml msgid "" -"Font descent (number of pixels below the baseline). If set to [code]0[/code], " -"half of the character height is used." +"Font descent (number of pixels below the baseline). If set to [code]0[/" +"code], half of the character height is used." msgstr "" #: doc/classes/ResourceImporterImageFont.xml msgid "" -"Margin to cut on the sides of the entire image. This can be used to cut parts " -"of the image that contain attribution information or similar." +"Margin to cut on the sides of the entire image. This can be used to cut " +"parts of the image that contain attribution information or similar." msgstr "" #: doc/classes/ResourceImporterImageFont.xml @@ -100503,10 +101831,10 @@ msgid "" "Kerning pairs for the font. Kerning pair adjust the spacing between two " "characters.\n" "Each string consist of three space separated values: \"from\" string, \"to\" " -"string and integer offset. Each combination form the two string for a kerning " -"pair, e.g, [code]ab cd -3[/code] will create kerning pairs [code]ac[/code], " -"[code]ad[/code], [code]bc[/code], and [code]bd[/code] with offset [code]-3[/" -"code]." +"string and integer offset. Each combination form the two string for a " +"kerning pair, e.g, [code]ab cd -3[/code] will create kerning pairs [code]ac[/" +"code], [code]ad[/code], [code]bc[/code], and [code]bd[/code] with offset " +"[code]-3[/code]." msgstr "" #: doc/classes/ResourceImporterImageFont.xml @@ -100572,8 +101900,8 @@ msgid "" "desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 " "(BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or " "normal map (RGTC) textures.\n" -"BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do " -"not (see [member compress/hdr_compression])." +"BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 " +"do not (see [member compress/hdr_compression])." msgstr "" #: doc/classes/ResourceImporterLayeredTexture.xml @@ -100590,8 +101918,8 @@ msgstr "" msgid "" "The compression mode to use. Each compression mode provides a different " "tradeoff:\n" -"[b]Lossless[/b]: Original quality, high memory usage, high size on disk, fast " -"import.\n" +"[b]Lossless[/b]: Original quality, high memory usage, high size on disk, " +"fast import.\n" "[b]Lossy:[/b] Reduced quality, high memory usage, low size on disk, fast " "import.\n" "[b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, " @@ -100611,16 +101939,16 @@ msgid "" "8×8, 4×4, 2×2, 1×1). This has several benefits:\n" "- Textures will not become grainy in the distance (in 3D), or if scaled down " "due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n" -"- Performance will improve if the texture is displayed in the distance, since " -"sampling smaller versions of the original texture is faster and requires less " -"memory bandwidth.\n" +"- Performance will improve if the texture is displayed in the distance, " +"since sampling smaller versions of the original texture is faster and " +"requires less memory bandwidth.\n" "The downside of mipmaps is that they increase memory usage by roughly 33% " "(for [Texture2DArray], [Cubemap] and [CubemapArray]) or 14% (for " "[Texture3D]).\n" -"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be " -"enabled if your project visibly benefits from having mipmaps enabled. If the " -"camera never zooms out significantly, there won't be a benefit to enabling " -"mipmaps but memory usage will increase." +"It's recommended to enable mipmaps in 3D. However, in 2D, this should only " +"be enabled if your project visibly benefits from having mipmaps enabled. If " +"the camera never zooms out significantly, there won't be a benefit to " +"enabling mipmaps but memory usage will increase." msgstr "" #: doc/classes/ResourceImporterLayeredTexture.xml @@ -100644,8 +101972,8 @@ msgid "" "MP3 is a lossy audio format, with worse audio quality compared to " "[ResourceImporterOggVorbis] at a given bitrate.\n" "In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " +"you're using a MP3 sound source with no higher quality source available, " +"then it's recommended to use the MP3 file directly to avoid double lossy " "compression.\n" "MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to " "play a lot of simultaneous sounds, it's recommended to use WAV for those " @@ -100662,8 +101990,8 @@ msgstr "" #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" "The number of bars within a single beat in the audio track. This is only " -"relevant for music that wishes to make use of interactive music functionality " -"(not implemented yet), not sound effects.\n" +"relevant for music that wishes to make use of interactive music " +"functionality (not implemented yet), not sound effects.\n" "A more convenient editor for [member bar_beats] is provided in the " "[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes " "without having to reimport the audio." @@ -100695,8 +102023,8 @@ msgstr "" #: modules/minimp3/doc_classes/ResourceImporterMP3.xml #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" -"If enabled, the audio will begin playing at the beginning after playback ends " -"by reaching the end of the audio.\n" +"If enabled, the audio will begin playing at the beginning after playback " +"ends by reaching the end of the audio.\n" "[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] " "signal won't be emitted for looping audio when it reaches the end of the " "audio file, as the audio will keep playing indefinitely." @@ -100708,8 +102036,8 @@ msgid "" "Determines where audio will start to loop after playback reaches the end of " "the audio. This can be used to only loop a part of the audio file, which is " "useful for some ambient sounds or music. The value is determined in seconds " -"relative to the beginning of the audio. A value of [code]0.0[/code] will loop " -"the entire audio file.\n" +"relative to the beginning of the audio. A value of [code]0.0[/code] will " +"loop the entire audio file.\n" "Only has an effect if [member loop] is [code]true[/code].\n" "A more convenient editor for [member loop_offset] is provided in the " "[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes " @@ -100725,8 +102053,8 @@ msgid "" "Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single " "[Mesh] resource by default instead of importing a [PackedScene]. This makes " "it easier to use the [Mesh] resource in nodes that expect direct [Mesh] " -"resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note that " -"it is still possible to save mesh resources from 3D scenes using the " +"resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note " +"that it is still possible to save mesh resources from 3D scenes using the " "[b]Advanced Import Settings[/b] dialog, regardless of the source format.\n" "See also [ResourceImporterScene], which is used for more advanced 3D formats " "such as glTF." @@ -100738,8 +102066,8 @@ msgstr "" #: doc/classes/ResourceImporterOBJ.xml doc/classes/ResourceImporterScene.xml msgid "" -"If [code]true[/code], mesh compression will not be used. Consider enabling if " -"you notice blocky artifacts in your mesh normals or UVs, or if you have " +"If [code]true[/code], mesh compression will not be used. Consider enabling " +"if you notice blocky artifacts in your mesh normals or UVs, or if you have " "meshes that are larger than a few thousand meters in each direction." msgstr "" @@ -100751,9 +102079,9 @@ msgid "" "generate tangents on export instead on relying on this option. Tangents are " "required for correct display of normal and height maps, along with any " "material/shader features that require tangents.\n" -"If you don't need material features that require tangents, disabling this can " -"reduce output file size and speed up importing if the source 3D file doesn't " -"contain tangents." +"If you don't need material features that require tangents, disabling this " +"can reduce output file size and speed up importing if the source 3D file " +"doesn't contain tangents." msgstr "" #: doc/classes/ResourceImporterOBJ.xml @@ -100781,8 +102109,8 @@ msgid "" "Ogg Vorbis is a lossy audio format, with better audio quality compared to " "[ResourceImporterMP3] at a given bitrate.\n" "In most cases, it's recommended to use Ogg Vorbis over MP3. However, if " -"you're using a MP3 sound source with no higher quality source available, then " -"it's recommended to use the MP3 file directly to avoid double lossy " +"you're using a MP3 sound source with no higher quality source available, " +"then it's recommended to use the MP3 file directly to avoid double lossy " "compression.\n" "Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you " "need to play a lot of simultaneous sounds, it's recommended to use WAV for " @@ -100797,8 +102125,8 @@ msgstr "" #: modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml msgid "" -"This method loads audio data from a file into an AudioStreamOggVorbis object. " -"The file path is provided as a string." +"This method loads audio data from a file into an AudioStreamOggVorbis " +"object. The file path is provided as a string." msgstr "" #: doc/classes/ResourceImporterScene.xml @@ -100856,17 +102184,18 @@ msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" "Path to an import script, which can run code after the import process has " -"completed for custom processing. See [url=$DOCS_URL/tutorials/assets_pipeline/" -"importing_3d_scenes/import_configuration.html#using-import-scripts-for-" -"automation]Using import scripts for automation[/url] for more information." +"completed for custom processing. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_3d_scenes/import_configuration.html#using-import-" +"scripts-for-automation]Using import scripts for automation[/url] for more " +"information." msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" -"If [code]true[/code], enables the generation of shadow meshes on import. This " -"optimizes shadow rendering without reducing quality by welding vertices " -"together when possible. This in turn reduces the memory bandwidth required to " -"render shadows. Shadow mesh generation currently doesn't support using a " +"If [code]true[/code], enables the generation of shadow meshes on import. " +"This optimizes shadow rendering without reducing quality by welding vertices " +"together when possible. This in turn reduces the memory bandwidth required " +"to render shadows. Shadow mesh generation currently doesn't support using a " "lower detail level than the source mesh (but shadow rendering will make use " "of LODs when relevant)." msgstr "" @@ -100874,22 +102203,22 @@ msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" "If [code]true[/code], generate vertex tangents using [url=http://www." -"mikktspace.com/]Mikktspace[/url] if the input meshes don't have tangent data. " -"When possible, it's recommended to let the 3D modeling software generate " -"tangents on export instead on relying on this option. Tangents are required " -"for correct display of normal and height maps, along with any material/shader " -"features that require tangents.\n" -"If you don't need material features that require tangents, disabling this can " -"reduce output file size and speed up importing if the source 3D file doesn't " -"contain tangents." +"mikktspace.com/]Mikktspace[/url] if the input meshes don't have tangent " +"data. When possible, it's recommended to let the 3D modeling software " +"generate tangents on export instead on relying on this option. Tangents are " +"required for correct display of normal and height maps, along with any " +"material/shader features that require tangents.\n" +"If you don't need material features that require tangents, disabling this " +"can reduce output file size and speed up importing if the source 3D file " +"doesn't contain tangents." msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" "If [code]true[/code], generates lower detail variants of the mesh which will " -"be displayed in the distance to improve rendering performance. Not all meshes " -"benefit from LOD, especially if they are never rendered from far away. " -"Disabling this can reduce output file size and speed up importing. See " +"be displayed in the distance to improve rendering performance. Not all " +"meshes benefit from LOD, especially if they are never rendered from far " +"away. Disabling this can reduce output file size and speed up importing. See " "[url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail " "(LOD)[/url] for more information." msgstr "" @@ -100919,6 +102248,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -100928,16 +102267,16 @@ msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" "The uniform scale to use for the scene root. The default value of [code]1.0[/" -"code] will not perform any rescaling. See [member nodes/apply_root_scale] for " -"details of how this scale is applied." +"code] will not perform any rescaling. See [member nodes/apply_root_scale] " +"for details of how this scale is applied." msgstr "" #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node type. If empty, the root node will use what the " -"scene specifies, or [Node3D] if the scene does not specify a root type. Using " -"a node type that inherits from [Node3D] is recommended. Otherwise, you'll " -"lose the ability to position the node directly in the 3D editor." +"scene specifies, or [Node3D] if the scene does not specify a root type. " +"Using a node type that inherits from [Node3D] is recommended. Otherwise, " +"you'll lose the ability to position the node directly in the 3D editor." msgstr "" #: doc/classes/ResourceImporterScene.xml @@ -100954,8 +102293,8 @@ msgid "" "Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling " "software, it contains two things. Firstly, a matrix known as the Bind Pose " "Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains " -"each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or " -"the bone's index within the [Skeleton3D] list (if [member skins/" +"each bone's name (if [member skins/use_named_skins] is [code]true[/code]), " +"or the bone's index within the [Skeleton3D] list (if [member skins/" "use_named_skins] is [code]false[/code]).\n" "Together, this information is enough to tell Godot how to use the bone poses " "in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note " @@ -100981,9 +102320,9 @@ msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" -"This importer imports [CompressedTexture2D] resources. If you need to process " -"the image in scripts in a more convenient way, use [ResourceImporterImage] " -"instead. See also [ResourceImporterLayeredTexture]." +"This importer imports [CompressedTexture2D] resources. If you need to " +"process the image in scripts in a more convenient way, use " +"[ResourceImporterImage] instead. See also [ResourceImporterLayeredTexture]." msgstr "" #: doc/classes/ResourceImporterTexture.xml @@ -101000,12 +102339,12 @@ msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" "When using a texture as normal map, only the red and green channels are " -"required. Given regular texture compression algorithms produce artifacts that " -"don't look that nice in normal maps, the RGTC compression format is the best " -"fit for this data. Forcing this option to Enable will make Godot import the " -"image as RGTC compressed. By default, it's set to Detect. This means that if " -"the texture is ever detected to be used as a normal map, it will be changed " -"to Enable and reimported automatically.\n" +"required. Given regular texture compression algorithms produce artifacts " +"that don't look that nice in normal maps, the RGTC compression format is the " +"best fit for this data. Forcing this option to Enable will make Godot import " +"the image as RGTC compressed. By default, it's set to Detect. This means " +"that if the texture is ever detected to be used as a normal map, it will be " +"changed to Enable and reimported automatically.\n" "Note that RGTC compression affects the resulting normal map image. You will " "have to adjust custom shaders that use the normal map's blue channel to take " "this into account. Built-in material shaders already ignore the blue channel " @@ -101014,8 +102353,8 @@ msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" -"This changes the [member compress/mode] option that is used when a texture is " -"detected as being used in 3D.\n" +"This changes the [member compress/mode] option that is used when a texture " +"is detected as being used in 3D.\n" "Changing this import option only has an effect if a texture is detected as " "being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not " "change the existing compress mode on a texture (if it's detected to be used " @@ -101037,9 +102376,9 @@ msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" "If [code]true[/code], scales the imported image to match [member " -"EditorSettings.interface/editor/custom_display_scale]. This should be enabled " -"for editor plugin icons and custom class icons, but should be left disabled " -"otherwise.\n" +"EditorSettings.interface/editor/custom_display_scale]. This should be " +"enabled for editor plugin icons and custom class icons, but should be left " +"disabled otherwise.\n" "[b]Note:[/b] Only available for SVG images." msgstr "" @@ -101050,32 +102389,32 @@ msgid "" "8×8, 4×4, 2×2, 1×1). This has several benefits:\n" "- Textures will not become grainy in the distance (in 3D), or if scaled down " "due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n" -"- Performance will improve if the texture is displayed in the distance, since " -"sampling smaller versions of the original texture is faster and requires less " -"memory bandwidth.\n" +"- Performance will improve if the texture is displayed in the distance, " +"since sampling smaller versions of the original texture is faster and " +"requires less memory bandwidth.\n" "The downside of mipmaps is that they increase memory usage by roughly 33%.\n" -"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be " -"enabled if your project visibly benefits from having mipmaps enabled. If the " -"camera never zooms out significantly, there won't be a benefit to enabling " -"mipmaps but memory usage will increase." +"It's recommended to enable mipmaps in 3D. However, in 2D, this should only " +"be enabled if your project visibly benefits from having mipmaps enabled. If " +"the camera never zooms out significantly, there won't be a benefit to " +"enabling mipmaps but memory usage will increase." msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" -"If [code]true[/code], puts pixels of the same surrounding color in transition " -"from transparent to opaque areas. For textures displayed with bilinear " -"filtering, this helps mitigate the outline effect when exporting images from " -"an image editor.\n" +"If [code]true[/code], puts pixels of the same surrounding color in " +"transition from transparent to opaque areas. For textures displayed with " +"bilinear filtering, this helps to reduce the outline effect when exporting " +"images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" -"Some HDR images you can find online may be broken and contain sRGB color data " -"(instead of linear color data). It is advised not to use those files. If you " -"absolutely have to, enabling [member process/hdr_as_srgb] will make them look " -"correct.\n" +"Some HDR images you can find online may be broken and contain sRGB color " +"data (instead of linear color data). It is advised not to use those files. " +"If you absolutely have to, enabling [member process/hdr_as_srgb] will make " +"them look correct.\n" "[b]Warning:[/b] Enabling [member process/hdr_as_srgb] on well-formatted HDR " "images will cause the resulting image to look too dark, so leave this on " "[code]false[/code] if unsure." @@ -101088,10 +102427,11 @@ msgid "" "clipping).\n" "Some HDR panorama images you can find online may contain extremely bright " "pixels, due to being taken from real life sources without any clipping.\n" -"While these HDR panorama images are accurate to real life, this can cause the " -"radiance map generated by Godot to contain sparkles when used as a background " -"sky. This can be seen in material reflections (even on rough materials in " -"extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this." +"While these HDR panorama images are accurate to real life, this can cause " +"the radiance map generated by Godot to contain sparkles when used as a " +"background sky. This can be seen in material reflections (even on rough " +"materials in extreme cases). Enabling [member process/hdr_clamp_exposure] " +"can resolve this." msgstr "" #: doc/classes/ResourceImporterTexture.xml @@ -101107,11 +102447,11 @@ msgstr "" #: doc/classes/ResourceImporterTexture.xml msgid "" "An alternative to fixing darkened borders with [member process/" -"fix_alpha_border] is to use premultiplied alpha. By enabling this option, the " -"texture will be converted to this format. A premultiplied alpha texture " +"fix_alpha_border] is to use premultiplied alpha. By enabling this option, " +"the texture will be converted to this format. A premultiplied alpha texture " "requires specific materials to be displayed correctly:\n" -"- In 2D, a [CanvasItemMaterial] will need to be created and configured to use " -"the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on " +"- In 2D, a [CanvasItemMaterial] will need to be created and configured to " +"use the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on " "[CanvasItem]s that use this texture.\n" "- In 3D, there is no support for premultiplied alpha blend mode yet, so this " "option is only suited for 2D." @@ -101147,8 +102487,8 @@ msgstr "" msgid "" "The scale the SVG should be rendered at, with [code]1.0[/code] being the " "original design size. Higher values result in a larger image. Note that " -"unlike font oversampling, this affects the size the SVG is rendered at in 2D. " -"See also [member editor/scale_with_editor_scale].\n" +"unlike font oversampling, this affects the size the SVG is rendered at in " +"2D. See also [member editor/scale_with_editor_scale].\n" "[b]Note:[/b] Only available for SVG images." msgstr "" @@ -101160,10 +102500,10 @@ msgstr "" #: doc/classes/ResourceImporterTextureAtlas.xml msgid "" -"This imports a collection of textures from a PNG image into an [AtlasTexture] " -"or 2D [ArrayMesh]. This can be used to save memory when importing 2D " -"animations from spritesheets. Texture atlases are only supported in 2D " -"rendering, not 3D. See also [ResourceImporterTexture] and " +"This imports a collection of textures from a PNG image into an " +"[AtlasTexture] or 2D [ArrayMesh]. This can be used to save memory when " +"importing 2D animations from spritesheets. Texture atlases are only " +"supported in 2D rendering, not 3D. See also [ResourceImporterTexture] and " "[ResourceImporterLayeredTexture].\n" "[b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing " "[TileSetAtlasSource], which is created using the [TileSet] editor instead." @@ -101171,8 +102511,8 @@ msgstr "" #: doc/classes/ResourceImporterTextureAtlas.xml msgid "" -"Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG " -"image. Otherwise, the atlas will fail to import." +"Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a " +"PNG image. Otherwise, the atlas will fail to import." msgstr "" #: doc/classes/ResourceImporterTextureAtlas.xml @@ -101199,8 +102539,8 @@ msgstr "" #: doc/classes/ResourceImporterTextureAtlas.xml msgid "" "If [code]true[/code], trims the region to exclude fully transparent pixels " -"using a clipping rectangle (which is never rotated). This can be used to save " -"memory. See also [member crop_to_region].\n" +"using a clipping rectangle (which is never rotated). This can be used to " +"save memory. See also [member crop_to_region].\n" "[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b]." msgstr "" @@ -101244,8 +102584,8 @@ msgstr "" msgid "" "Controls how audio should loop. This is automatically read from the WAV " "metadata on import.\n" -"[b]Disabled:[/b] Don't loop audio, even if metadata indicates the file should " -"be played back looping.\n" +"[b]Disabled:[/b] Don't loop audio, even if metadata indicates the file " +"should be played back looping.\n" "[b]Forward:[/b] Standard audio looping.\n" "[b]Ping-Pong:[/b] Play audio forward until it's done playing, then play it " "backward and repeat. This is similar to mirrored texture repeat, but for " @@ -101285,8 +102625,8 @@ msgstr "" #: doc/classes/ResourceImporterWAV.xml msgid "" -"If set to a value greater than [code]0[/code], forces the audio's sample rate " -"to be reduced to a value lower than or equal to the value specified in " +"If set to a value greater than [code]0[/code], forces the audio's sample " +"rate to be reduced to a value lower than or equal to the value specified in " "[member force/max_rate_hz].\n" "This can decrease file size noticeably on certain sounds, without impacting " "quality depending on the actual sound's contents. See [url=$DOCS_URL/" @@ -101302,9 +102642,9 @@ msgstr "" #: doc/classes/ResourceImporterWAV.xml msgid "" -"If [code]true[/code], forces the imported audio to be mono if the source file " -"is stereo. This decreases the file size by 50% by merging the two channels " -"into one." +"If [code]true[/code], forces the imported audio to be mono if the source " +"file is stereo. This decreases the file size by 50% by merging the two " +"channels into one." msgstr "" #: doc/classes/ResourceLoader.xml @@ -101315,8 +102655,8 @@ msgstr "" msgid "" "A singleton used to load resource files from the filesystem.\n" "It uses the many [ResourceFormatLoader] classes registered in the engine " -"(either built-in or from a plugin) to load files into memory and convert them " -"to a format that can be used by the engine.\n" +"(either built-in or from a plugin) to load files into memory and convert " +"them to a format that can be used by the engine.\n" "[b]Note:[/b] You have to import the files into the engine first to load them " "using [method load]. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " @@ -101338,15 +102678,15 @@ msgid "" "type that should be handled by the [ResourceFormatLoader]. Anything that " "inherits from [Resource] can be used as a type hint, for example [Image].\n" "[b]Note:[/b] If you use [method Resource.take_over_path], this method will " -"return [code]true[/code] for the taken path even if the resource wasn't saved " -"(i.e. exists only in resource cache)." +"return [code]true[/code] for the taken path even if the resource wasn't " +"saved (i.e. exists only in resource cache)." msgstr "" #: doc/classes/ResourceLoader.xml msgid "" "Returns the dependencies for the resource at the given [param path].\n" -"[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/" -"code]. You can use [method String.get_slice] to get their components.\n" +"[b]Note:[/b] The dependencies are returned with slices separated by [code]::" +"[/code]. You can use [method String.get_slice] to get their components.\n" "[codeblock]\n" "for dep in ResourceLoader.get_dependencies(path):\n" " print(dep.get_slice(\"::\", 0)) # Prints UID.\n" @@ -101360,8 +102700,8 @@ msgstr "" #: doc/classes/ResourceLoader.xml msgid "" -"Returns the ID associated with a given resource path, or [code]-1[/code] when " -"no such ID exists." +"Returns the ID associated with a given resource path, or [code]-1[/code] " +"when no such ID exists." msgstr "" #: doc/classes/ResourceLoader.xml @@ -101378,13 +102718,14 @@ msgid "" "Loads a resource at the given [param path], caching the result for further " "access.\n" "The registered [ResourceFormatLoader]s are queried sequentially to find the " -"first one which can handle the file's extension, and then attempt loading. If " -"loading fails, the remaining ResourceFormatLoaders are also attempted.\n" +"first one which can handle the file's extension, and then attempt loading. " +"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" "An optional [param type_hint] can be used to further specify the [Resource] " "type that should be handled by the [ResourceFormatLoader]. Anything that " "inherits from [Resource] can be used as a type hint, for example [Image].\n" "The [param cache_mode] property defines whether and how the cache should be " -"used or updated when loading the resource. See [enum CacheMode] for details.\n" +"used or updated when loading the resource. See [enum CacheMode] for " +"details.\n" "Returns an empty resource if no [ResourceFormatLoader] could handle the " "file.\n" "GDScript has a simplified [method @GDScript.load] built-in method which can " @@ -101392,8 +102733,8 @@ msgid "" "advanced scenarios.\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." -"load] will not be able to read converted files in an exported project. If you " -"rely on run-time loading of files present within the PCK, set [member " +"load] will not be able to read converted files in an exported project. If " +"you rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" @@ -101456,25 +102797,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for its " -"path, and the newly loaded copy will not be cached. Instances loaded with " -"this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for its " -"path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -101483,8 +102805,8 @@ msgstr "" msgid "" "This node is used to preload sub-resources inside a scene, so when the scene " "is loaded, all the resources are ready to use and can be retrieved from the " -"preloader. You can add the resources using the ResourcePreloader tab when the " -"node is selected.\n" +"preloader. You can add the resources using the ResourcePreloader tab when " +"the node is selected.\n" "GDScript has a simplified [method @GDScript.preload] built-in method which " "can be used in most situations, leaving the use of [ResourcePreloader] for " "more advanced scenarios." @@ -101670,13 +102992,14 @@ msgstr "" #: doc/classes/ResourceUID.xml msgid "" -"The value to use for an invalid UID, for example if the resource could not be " -"loaded.\n" +"The value to use for an invalid UID, for example if the resource could not " +"be loaded.\n" "Its text representation is [code]uid://[/code]." msgstr "" #: doc/classes/RibbonTrailMesh.xml -msgid "Represents a straight ribbon-shaped [PrimitiveMesh] with variable width." +msgid "" +"Represents a straight ribbon-shaped [PrimitiveMesh] with variable width." msgstr "" #: doc/classes/RibbonTrailMesh.xml @@ -101709,8 +103032,8 @@ msgstr "" #: doc/classes/RibbonTrailMesh.xml msgid "" "The number of segments in a section. The [member curve] is sampled on each " -"segment to determine its size. Higher values result in a more detailed ribbon " -"at the cost of performance." +"segment to determine its size. Higher values result in a more detailed " +"ribbon at the cost of performance." msgstr "" #: doc/classes/RibbonTrailMesh.xml @@ -101765,16 +103088,16 @@ msgstr "" #: doc/classes/RichTextEffect.xml msgid "" -"Override this method to modify properties in [param char_fx]. The method must " -"return [code]true[/code] if the character could be transformed successfully. " -"If the method returns [code]false[/code], it will skip transformation to " -"avoid displaying broken text." +"Override this method to modify properties in [param char_fx]. The method " +"must return [code]true[/code] if the character could be transformed " +"successfully. If the method returns [code]false[/code], it will skip " +"transformation to avoid displaying broken text." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"A control for displaying text that can contain different font styles, images, " -"and basic formatting." +"A control for displaying text that can contain different font styles, " +"images, and basic formatting." msgstr "" #: doc/classes/RichTextLabel.xml @@ -101782,10 +103105,10 @@ msgid "" "A control for displaying text that can contain custom fonts, images, and " "basic formatting. [RichTextLabel] manages these as an internal tag stack. It " "also adapts itself to given width/heights.\n" -"[b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct " -"it from the property's contents. Any edits made to [member text] will erase " -"previous edits made from other manual sources such as [method append_text] " -"and the [code]push_*[/code] / [method pop] methods.\n" +"[b]Note:[/b] Assignments to [member text] clear the tag stack and " +"reconstruct it from the property's contents. Any edits made to [member text] " +"will erase previous edits made from other manual sources such as [method " +"append_text] and the [code]push_*[/code] / [method pop] methods.\n" "[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For " "example, instead of using [code skip-lint][b]bold[i]bold italic[/b]italic[/i]" "[/code], use [code skip-lint][b]bold[i]bold italic[/i][/b][i]italic[/i][/" @@ -101833,65 +103156,68 @@ msgid "" "[b]Note:[/b] Using this method, you can't close a tag that was opened in a " "previous [method append_text] call. This is done to improve performance, " "especially when updating large RichTextLabels since rebuilding the whole " -"BBCode every time would be slower. If you absolutely need to close a tag in a " -"future method call, append the [member text] instead of using [method " +"BBCode every time would be slower. If you absolutely need to close a tag in " +"a future method call, append the [member text] instead of using [method " "append_text]." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the height of the content.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the width of the content.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the total number of lines in the text. Wrapped text is counted as " "multiple lines.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the vertical offset of the line found at the provided index.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml @@ -101938,8 +103264,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -101952,9 +103278,9 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the vertical offset of the paragraph found at the provided index.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml @@ -101967,8 +103293,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the current selection first character index if a selection is active, " -"[code]-1[/code] otherwise. Does not include BBCodes." +"Returns the current selection first character index if a selection is " +"active, [code]-1[/code] otherwise. Does not include BBCodes." msgstr "" #: doc/classes/RichTextLabel.xml @@ -101986,18 +103312,18 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the number of visible lines.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Returns the number of visible paragraphs. A paragraph is considered visible " "if at least one of its lines is visible.\n" -"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for " -"the loaded part of the document. Use [method is_ready] or [signal finished] " -"to determine whether document is fully loaded." +"[b]Note:[/b] If [member threaded] is enabled, this method returns a value " +"for the loaded part of the document. Use [method is_ready] or [signal " +"finished] to determine whether document is fully loaded." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102156,14 +103482,20 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds [code skip-lint][ol][/code] or [code skip-lint][ul][/code] tag to the " -"tag stack. Multiplies [param level] by current [member tab_size] to determine " -"new margin length." +"tag stack. Multiplies [param level] by current [member tab_size] to " +"determine new margin length." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102179,8 +103511,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Adds a [code skip-lint][outline_color][/code] tag to the tag stack. Adds text " -"outline for its duration." +"Adds a [code skip-lint][outline_color][/code] tag to the tag stack. Adds " +"text outline for its duration." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102277,7 +103609,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -102306,13 +103641,14 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"The delay after which the loading progress bar is displayed, in milliseconds. " -"Set to [code]-1[/code] to disable progress bar entirely.\n" +"The delay after which the loading progress bar is displayed, in " +"milliseconds. Set to [code]-1[/code] to disable progress bar entirely.\n" "[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled." msgstr "" @@ -102347,12 +103683,12 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "The label's text in BBCode format. Is not representative of manual " -"modifications to the internal tag stack. Erases changes made by other methods " -"when edited.\n" -"[b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is unadvised " -"to use the [code]+=[/code] operator with [member text] (e.g. [code]text += " -"\"some string\"[/code]) as it replaces the whole text and can cause " -"slowdowns. It will also erase all BBCode that was added to stack using " +"modifications to the internal tag stack. Erases changes made by other " +"methods when edited.\n" +"[b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is " +"unadvised to use the [code]+=[/code] operator with [member text] (e.g. " +"[code]text += \"some string\"[/code]) as it replaces the whole text and can " +"cause slowdowns. It will also erase all BBCode that was added to stack using " "[code]push_*[/code] methods. Use [method append_text] for adding text " "instead, unless you absolutely need to close a tag that was opened in an " "earlier method call." @@ -102368,11 +103704,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/code], " -"then the parameter for this signal will be a [String] type. If a particular " -"type or an object is desired, the [method push_meta] method must be used to " -"manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -102403,6 +103753,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -102551,12 +103919,12 @@ msgstr "" msgid "" "The background used when the [RichTextLabel] is focused. The [theme_item " "focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a " -"partially transparent [StyleBox] should be used to ensure the base [StyleBox] " -"remains visible. A [StyleBox] that represents an outline or an underline " -"works well for this purpose. To disable the focus visual effect, assign a " -"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " -"harm keyboard/controller navigation usability, so this is not recommended for " -"accessibility reasons." +"partially transparent [StyleBox] should be used to ensure the base " +"[StyleBox] remains visible. A [StyleBox] that represents an outline or an " +"underline works well for this purpose. To disable the focus visual effect, " +"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual " +"effect will harm keyboard/controller navigation usability, so this is not " +"recommended for accessibility reasons." msgstr "" #: doc/classes/RichTextLabel.xml @@ -102662,10 +104030,10 @@ msgstr "" #: doc/classes/RigidBody2D.xml msgid "" -"Allows you to read and safely modify the simulation state for the object. Use " -"this instead of [method Node._physics_process] if you need to directly change " -"the body's [code]position[/code] or other physics properties. By default, it " -"works in addition to the usual physics behavior, but [member " +"Allows you to read and safely modify the simulation state for the object. " +"Use this instead of [method Node._physics_process] if you need to directly " +"change the body's [code]position[/code] or other physics properties. By " +"default, it works in addition to the usual physics behavior, but [member " "custom_integrator] allows you to disable the default behavior and write " "custom force integration for a body." msgstr "" @@ -102723,8 +104091,8 @@ msgid "" "value override set by an [Area2D] the body is in. Depending on [member " "angular_damp_mode], you can set [member angular_damp] to be added to or to " "replace the body's damping value.\n" -"See [member ProjectSettings.physics/2d/default_angular_damp] for more details " -"about damping." +"See [member ProjectSettings.physics/2d/default_angular_damp] for more " +"details about damping." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -102738,8 +104106,8 @@ msgid "" "The body's custom center of mass, relative to the body's origin position, " "when [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where " -"applied forces only cause linear acceleration. Applying forces outside of the " -"center of mass causes angular acceleration.\n" +"applied forces only cause linear acceleration. Applying forces outside of " +"the center of mass causes angular acceleration.\n" "When [member center_of_mass_mode] is set to [constant " "CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is " "automatically computed." @@ -102747,8 +104115,8 @@ msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml msgid "" -"Defines the way the body's center of mass is set. See [enum CenterOfMassMode] " -"for possible values." +"Defines the way the body's center of mass is set. See [enum " +"CenterOfMassMode] for possible values." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -102767,8 +104135,8 @@ msgstr "" #: doc/classes/RigidBody2D.xml msgid "" -"If [code]true[/code], the RigidBody2D will emit signals when it collides with " -"another body.\n" +"If [code]true[/code], the RigidBody2D will emit signals when it collides " +"with another body.\n" "[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning " "nothing will be recorded, see [member max_contacts_reported]." msgstr "" @@ -102817,10 +104185,11 @@ msgstr "" #: doc/classes/RigidBody2D.xml msgid "" "The body's moment of inertia. This is like mass, but for rotation: it " -"determines how much torque it takes to rotate the body. The moment of inertia " -"is usually computed automatically from the mass and the shapes, but this " -"property allows you to set a custom value.\n" -"If set to [code]0[/code], inertia is automatically computed (default value).\n" +"determines how much torque it takes to rotate the body. The moment of " +"inertia is usually computed automatically from the mass and the shapes, but " +"this property allows you to set a custom value.\n" +"If set to [code]0[/code], inertia is automatically computed (default " +"value).\n" "[b]Note:[/b] This value does not change when inertia is automatically " "computed. Use [PhysicsServer2D] to get the computed inertia.\n" "[codeblocks]\n" @@ -102863,8 +104232,8 @@ msgstr "" msgid "" "The body's linear velocity in pixels per second. Can be used sporadically, " "but [b]don't set this every frame[/b], because physics may run in another " -"thread and runs at a different granularity. Use [method _integrate_forces] as " -"your process loop for precise control of the body state." +"thread and runs at a different granularity. Use [method _integrate_forces] " +"as your process loop for precise control of the body state." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -102876,9 +104245,9 @@ msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml msgid "" "The maximum number of contacts that will be recorded. Requires a value " -"greater than 0 and [member contact_monitor] to be set to [code]true[/code] to " -"start to register contacts. Use [method get_contact_count] to retrieve the " -"count or [method get_colliding_bodies] to retrieve bodies that have been " +"greater than 0 and [member contact_monitor] to be set to [code]true[/code] " +"to start to register contacts. Use [method get_contact_count] to retrieve " +"the count or [method get_colliding_bodies] to retrieve bodies that have been " "collided with.\n" "[b]Note:[/b] The number of contacts is different from the number of " "collisions. Collisions between parallel edges will result in two contacts " @@ -102897,8 +104266,8 @@ msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml msgid "" "If [code]true[/code], the body will not move and will not calculate forces " -"until woken up by another body through, for example, a collision, or by using " -"the [method apply_impulse] or [method apply_force] methods." +"until woken up by another body through, for example, a collision, or by " +"using the [method apply_impulse] or [method apply_force] methods." msgstr "" #: doc/classes/RigidBody2D.xml @@ -102936,9 +104305,10 @@ msgid "" "[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the " "[CollisionShape2D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used " -"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self." -"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." +"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D " +"used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" +"code]." msgstr "" #: doc/classes/RigidBody2D.xml @@ -102956,9 +104326,10 @@ msgid "" "[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the " "[CollisionShape2D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used " -"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self." -"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." +"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D " +"used by the [PhysicsServer2D]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" +"code]." msgstr "" #: doc/classes/RigidBody2D.xml doc/classes/RigidBody3D.xml @@ -103072,8 +104443,8 @@ msgstr "" #: doc/classes/RigidBody3D.xml msgid "" -"If [code]true[/code], the RigidBody3D will emit signals when it collides with " -"another body.\n" +"If [code]true[/code], the RigidBody3D will emit signals when it collides " +"with another body.\n" "[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning " "nothing will be recorded, see [member max_contacts_reported]." msgstr "" @@ -103119,8 +104490,8 @@ msgid "" "determines how much torque it takes to rotate the body on each axis. The " "moment of inertia is usually computed automatically from the mass and the " "shapes, but this property allows you to set a custom value.\n" -"If set to [constant Vector3.ZERO], inertia is automatically computed (default " -"value).\n" +"If set to [constant Vector3.ZERO], inertia is automatically computed " +"(default value).\n" "[b]Note:[/b] This value does not change when inertia is automatically " "computed. Use [PhysicsServer3D] to get the computed inertia.\n" "[codeblocks]\n" @@ -103183,9 +104554,10 @@ msgid "" "[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the " "[CollisionShape3D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used " -"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self." -"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." +"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D " +"used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with " +"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" +"code]." msgstr "" #: doc/classes/RigidBody3D.xml @@ -103196,17 +104568,18 @@ msgid "" "max_contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n" "[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s " -"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if " -"the Meshes have [Shape3D]s.\n" +"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected " +"if the Meshes have [Shape3D]s.\n" "[param body] the [Node], if it exists in the tree, of the other " "[PhysicsBody3D] or [GridMap].\n" "[param body_shape_index] the index of the [Shape3D] of the other " "[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the " "[CollisionShape3D] node with [code]body.shape_owner_get_owner(body." "shape_find_owner(body_shape_index))[/code].\n" -"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used " -"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self." -"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]." +"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D " +"used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with " +"[code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/" +"code]." msgstr "" #: doc/classes/RootMotionView.xml @@ -103218,8 +104591,8 @@ msgid "" "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton " "is used to give impulse to a character. When working with 3D animations, a " "popular technique is for animators to use the root skeleton bone to give " -"motion to the rest of the skeleton. This allows animating characters in a way " -"where steps actually match the floor below. It also allows precise " +"motion to the rest of the skeleton. This allows animating characters in a " +"way where steps actually match the floor below. It also allows precise " "interaction with objects during cinematics. See also [AnimationMixer].\n" "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be " "hidden automatically in the running project." @@ -103260,8 +104633,8 @@ msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" -"This class is the default implementation of [MultiplayerAPI], used to provide " -"multiplayer functionalities in Godot Engine.\n" +"This class is the default implementation of [MultiplayerAPI], used to " +"provide multiplayer functionalities in Godot Engine.\n" "This implementation supports RPCs via [method Node.rpc] and [method Node." "rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " "will fail for other object types).\n" @@ -103269,8 +104642,8 @@ msgid "" "[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " "[SceneReplicationConfig] resource.\n" "[b]Note:[/b] The high-level multiplayer API protocol is an implementation " -"detail and isn't meant to be used by non-Godot servers. It may change without " -"notice.\n" +"detail and isn't meant to be used by non-Godot servers. It may change " +"without notice.\n" "[b]Note:[/b] When exporting to Android, make sure to enable the " "[code]INTERNET[/code] permission in the Android export preset before " "exporting the project or using one-click deploy. Otherwise, network " @@ -103286,13 +104659,14 @@ msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" "Mark the authentication step as completed for the remote peer identified by " -"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted " -"for this peer once the remote side also completes the authentication. No " -"further authentication messages are expected to be received from this peer.\n" +"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be " +"emitted for this peer once the remote side also completes the " +"authentication. No further authentication messages are expected to be " +"received from this peer.\n" "If a peer disconnects before completing authentication, either due to a " "network issue, the [member auth_timeout] expiring, or manually calling " -"[method disconnect_peer], the [signal peer_authentication_failed] signal will " -"be emitted instead of [signal MultiplayerAPI.peer_disconnected]." +"[method disconnect_peer], the [signal peer_authentication_failed] signal " +"will be emitted instead of [signal MultiplayerAPI.peer_disconnected]." msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml @@ -103310,25 +104684,25 @@ msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" "Sends the specified [param data] to the remote peer identified by [param id] " -"as part of an authentication message. This can be used to authenticate peers, " -"and control when [signal MultiplayerAPI.peer_connected] is emitted (and the " -"remote peer accepted as one of the connected peers)." +"as part of an authentication message. This can be used to authenticate " +"peers, and control when [signal MultiplayerAPI.peer_connected] is emitted " +"(and the remote peer accepted as one of the connected peers)." msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" -"Sends the given raw [param bytes] to a specific peer identified by [param id] " -"(see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], " -"i.e. broadcast to all peers." +"Sends the given raw [param bytes] to a specific peer identified by [param " +"id] (see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/" +"code], i.e. broadcast to all peers." msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" "If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of " "object during RPCs.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " -"not use this option if the serialized object comes from untrusted sources to " -"avoid potential security threat such as remote code execution." +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threat such as remote code execution." msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml @@ -103369,8 +104743,8 @@ msgstr "" #: modules/multiplayer/doc_classes/SceneMultiplayer.xml msgid "" -"The root path to use for RPCs and replication. Instead of an absolute path, a " -"relative path will be used to find the node upon which the RPC should be " +"The root path to use for RPCs and replication. Instead of an absolute path, " +"a relative path will be used to find the node upon which the RPC should be " "executed.\n" "This effectively allows to have different branches of the scene tree to be " "managed by different MultiplayerAPI, allowing for example to run both client " @@ -103381,10 +104755,10 @@ msgstr "" msgid "" "Enable or disable the server feature that notifies clients of other peers' " "connection/disconnection, and relays messages between them. When this option " -"is [code]false[/code], clients won't be automatically notified of other peers " -"and won't be able to send them packets through the server.\n" -"[b]Note:[/b] Changing this option while other peers are connected may lead to " -"unexpected behaviors.\n" +"is [code]false[/code], clients won't be automatically notified of other " +"peers and won't be able to send them packets through the server.\n" +"[b]Note:[/b] Changing this option while other peers are connected may lead " +"to unexpected behaviors.\n" "[b]Note:[/b] Support for this feature may depend on the current " "[MultiplayerPeer] configuration. See [method MultiplayerPeer." "is_server_relay_supported]." @@ -103474,8 +104848,8 @@ msgstr "" #: modules/multiplayer/doc_classes/SceneReplicationConfig.xml msgid "" -"Sets the synchronization mode for the property identified by the given [param " -"path]. See [enum ReplicationMode]." +"Sets the synchronization mode for the property identified by the given " +"[param path]. See [enum ReplicationMode]." msgstr "" #: modules/multiplayer/doc_classes/SceneReplicationConfig.xml @@ -103536,12 +104910,12 @@ msgstr "" #: doc/classes/SceneState.xml msgid "" -"Maintains a list of resources, nodes, exported and overridden properties, and " -"built-in scripts associated with a scene. They cannot be modified from a " +"Maintains a list of resources, nodes, exported and overridden properties, " +"and built-in scripts associated with a scene. They cannot be modified from a " "[SceneState], only accessed. Useful for peeking into what a [PackedScene] " "contains without instantiating it.\n" -"This class cannot be instantiated directly, it is retrieved for a given scene " -"as the result of [method PackedScene.get_state]." +"This class cannot be instantiated directly, it is retrieved for a given " +"scene as the result of [method PackedScene.get_state]." msgstr "" #: doc/classes/SceneState.xml @@ -103572,8 +104946,8 @@ msgstr "" #: doc/classes/SceneState.xml msgid "" -"Returns the path to the node that owns the signal at [param idx], relative to " -"the root node." +"Returns the path to the node that owns the signal at [param idx], relative " +"to the root node." msgstr "" #: doc/classes/SceneState.xml @@ -103595,16 +104969,17 @@ msgid "" msgstr "" #: doc/classes/SceneState.xml -msgid "Returns the list of group names associated with the node at [param idx]." +msgid "" +"Returns the list of group names associated with the node at [param idx]." msgstr "" #: doc/classes/SceneState.xml msgid "" "Returns the node's index, which is its position relative to its siblings. " -"This is only relevant and saved in scenes for cases where new nodes are added " -"to an instantiated or inherited scene among siblings from the base scene. " -"Despite the name, this index is not related to the [param idx] argument used " -"here and in other methods." +"This is only relevant and saved in scenes for cases where new nodes are " +"added to an instantiated or inherited scene among siblings from the base " +"scene. Despite the name, this index is not related to the [param idx] " +"argument used here and in other methods." msgstr "" #: doc/classes/SceneState.xml @@ -103683,8 +105058,9 @@ msgstr "" #: doc/classes/SceneState.xml msgid "" -"If passed to [method PackedScene.instantiate], provides local scene resources " -"to the local scene. Only the main scene should receive the main edit state.\n" +"If passed to [method PackedScene.instantiate], provides local scene " +"resources to the local scene. Only the main scene should receive the main " +"edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" @@ -103703,15 +105079,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -103720,49 +105096,55 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method call. " -"If a node doesn't have the given method or the argument list does not match " -"(either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all members " -"at once, which can cause stuttering if an expensive method is called on lots " -"of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying " -"them at the end of the method call. If a node doesn't have the given method " -"or the argument list does not match (either in count or in types), it will be " -"skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Changes the running scene to the one at the given [param path], after loading " -"it into a [PackedScene] and creating a new instance.\n" +"Changes the running scene to the one at the given [param path], after " +"loading it into a [PackedScene] and creating a new instance.\n" "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param " -"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if " -"that scene cannot be instantiated.\n" +"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] " +"if that scene cannot be instantiated.\n" "[b]Note:[/b] See [method change_scene_to_packed] for details on the order of " "operations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Changes the running scene to a new instance of the given [PackedScene] (which " -"must be valid).\n" +"Changes the running scene to a new instance of the given [PackedScene] " +"(which must be valid).\n" "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene " "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is " "invalid.\n" @@ -103782,17 +105164,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame (fixed " -"framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member " -"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame " -"delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -103810,35 +105192,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is set " -"to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if the " -"[Node] is freed, but it will automatically finish if there's nothing left to " -"animate. If you want the [Tween] to be automatically killed when the [Node] " -"is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -103850,7 +105231,7 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +msgid "Returns the number of nodes inside this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -103858,96 +105239,100 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a result " -"of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way similar " -"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag " -"is present in the [param call_flags] argument, notifications will be sent at " -"the end of the current frame in a way similar to using [code]Object." -"call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a non-" -"zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the end " -"of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling " -"also the relative subpaths), or override the default one if [param root_path] " -"is empty.\n" +"also the relative subpaths), or override the default one if [param " +"root_path] is empty.\n" "[b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath " "containing [param root_path], nested custom multiplayers are not allowed. I." "e. if one is configured for [code]\"/root/Foo\"[/code] setting one for " @@ -103967,11 +105352,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -103994,35 +105379,39 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible " -"when running the game from the editor for debugging purposes.\n" +"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be " +"visible when running the game from the editor for debugging purposes.\n" "[b]Note:[/b] This property is not designed to be changed at run-time. " "Changing the value of [member debug_paths_hint] while the project is running " "will not have the desired effect." msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal process_frame].\n" -"If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] " -"to process network packets and deliver RPCs. This allows running RPCs in a " -"different loop (e.g. physics, thread, specific time step) and for manual " -"[Mutex] protection when accessing the [MultiplayerAPI] from threads." +"If [code]false[/code], you need to manually call [method MultiplayerAPI." +"poll] to process network packets and deliver RPCs. This allows running RPCs " +"in a different loop (e.g. physics, thread, specific time step) and for " +"manual [Mutex] protection when accessing the [MultiplayerAPI] from threads." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -104034,70 +105423,83 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +msgid "Emitted when the [param node] enters this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +msgid "Emitted when the [param node] exits this tree." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update the " -"visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -104127,8 +105529,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be dereferenced after its time elapses. To preserve the timer, " -"you can keep a reference to it. See [RefCounted].\n" +"The timer will be dereferenced after its time elapses. To preserve the " +"timer, you can keep a reference to it. See [RefCounted].\n" "[b]Note:[/b] The timer is processed after all of the nodes in the current " "frame, i.e. node's [method Node._process] method would be called before the " "timer (or [method Node._physics_process] if [code]process_in_physics[/code] " @@ -104154,8 +105556,8 @@ msgid "" "This is the base class for all scripts and should not be used directly. " "Trying to create a new script with this class will result in an error.\n" "The [code]new[/code] method of a script subclass creates a new instance. " -"[method Object.set_script] extends an existing object, if that object's class " -"matches one of the script's base classes." +"[method Object.set_script] extends an existing object, if that object's " +"class matches one of the script's base classes." msgstr "" #: doc/classes/Script.xml @@ -104315,13 +105717,14 @@ msgstr "" #: doc/classes/ScriptEditor.xml msgid "" -"Returns an array with all [ScriptEditorBase] objects which are currently open " -"in editor." +"Returns an array with all [ScriptEditorBase] objects which are currently " +"open in editor." msgstr "" #: doc/classes/ScriptEditor.xml msgid "" -"Returns an array with all [Script] objects which are currently open in editor." +"Returns an array with all [Script] objects which are currently open in " +"editor." msgstr "" #: doc/classes/ScriptEditor.xml @@ -104330,9 +105733,9 @@ msgstr "" #: doc/classes/ScriptEditor.xml msgid "" -"Opens the script create dialog. The script will extend [param base_name]. The " -"file extension can be omitted from [param base_path]. It will be added based " -"on the selected scripting language." +"Opens the script create dialog. The script will extend [param base_name]. " +"The file extension can be omitted from [param base_path]. It will be added " +"based on the selected scripting language." msgstr "" #: doc/classes/ScriptEditor.xml @@ -104391,12 +105794,13 @@ msgstr "" #: doc/classes/ScriptEditorBase.xml msgid "" -"Emitted when the user requests to view a specific method of a script, similar " -"to [signal request_open_script_at_line]." +"Emitted when the user requests to view a specific method of a script, " +"similar to [signal request_open_script_at_line]." msgstr "" #: doc/classes/ScriptEditorBase.xml -msgid "Emitted after script validation or when the edited resource has changed." +msgid "" +"Emitted after script validation or when the edited resource has changed." msgstr "" #: doc/classes/ScriptEditorBase.xml @@ -104446,8 +105850,8 @@ msgstr "" #: doc/classes/ScrollBar.xml msgid "" -"Overrides the step used when clicking increment and decrement buttons or when " -"using arrow keys when the [ScrollBar] is focused." +"Overrides the step used when clicking increment and decrement buttons or " +"when using arrow keys when the [ScrollBar] is focused." msgstr "" #: doc/classes/ScrollBar.xml @@ -104456,8 +105860,8 @@ msgstr "" #: doc/classes/ScrollBar.xml msgid "" -"Icon used as a button to scroll the [ScrollBar] left/up. Supports custom step " -"using the [member ScrollBar.custom_step] property." +"Icon used as a button to scroll the [ScrollBar] left/up. Supports custom " +"step using the [member ScrollBar.custom_step] property." msgstr "" #: doc/classes/ScrollBar.xml @@ -104522,9 +105926,9 @@ msgstr "" msgid "" "Ensures the given [param control] is visible (must be a direct or indirect " "child of the ScrollContainer). Used by [member follow_focus].\n" -"[b]Note:[/b] This will not work on a node that was just added during the same " -"frame. If you want to scroll to a newly added child, you must wait until the " -"next frame using [signal SceneTree.process_frame]:\n" +"[b]Note:[/b] This will not work on a node that was just added during the " +"same frame. If you want to scroll to a newly added child, you must wait " +"until the next frame using [signal SceneTree.process_frame]:\n" "[codeblock]\n" "add_child(child_node)\n" "await get_tree().process_frame\n" @@ -104535,16 +105939,16 @@ msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to disable or hide a scrollbar, you can use " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to disable or hide a scrollbar, you can use " "[member horizontal_scroll_mode]." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to disable or hide a scrollbar, you can use " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to disable or hide a scrollbar, you can use " "[member vertical_scroll_mode]." msgstr "" @@ -104572,8 +105976,8 @@ msgid "" "The current horizontal scroll value.\n" "[b]Note:[/b] If you are setting this value in the [method Node._ready] " "function or earlier, it needs to be wrapped with [method Object." -"set_deferred], since scroll bar's [member Range.max_value] is not initialized " -"yet.\n" +"set_deferred], since scroll bar's [member Range.max_value] is not " +"initialized yet.\n" "[codeblock]\n" "func _ready():\n" " set_deferred(\"scroll_horizontal\", 600)\n" @@ -104614,22 +106018,22 @@ msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Emitted when scrolling stops when dragging the scrollable area [i]with a " -"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging " -"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/" -"gamepad events.\n" -"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web " -"platforms when [member ProjectSettings.input_devices/pointing/" +"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by " +"dragging the scrollbar, scrolling with the mouse wheel or scrolling with " +"keyboard/gamepad events.\n" +"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/" +"web platforms when [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse] is enabled." msgstr "" #: doc/classes/ScrollContainer.xml msgid "" "Emitted when scrolling starts when dragging the scrollable area w[i]ith a " -"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging " -"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/" -"gamepad events.\n" -"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web " -"platforms when [member ProjectSettings.input_devices/pointing/" +"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by " +"dragging the scrollbar, scrolling with the mouse wheel or scrolling with " +"keyboard/gamepad events.\n" +"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/" +"web platforms when [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse] is enabled." msgstr "" @@ -104661,8 +106065,8 @@ msgstr "" #: doc/classes/SegmentShape2D.xml msgid "" -"A 2D line segment shape, intended for use in physics. Usually used to provide " -"a shape for a [CollisionShape2D]." +"A 2D line segment shape, intended for use in physics. Usually used to " +"provide a shape for a [CollisionShape2D]." msgstr "" #: doc/classes/SegmentShape2D.xml @@ -104731,8 +106135,8 @@ msgstr "" msgid "" "If [code]false[/code] (default), the shape always separates and returns a " "normal along its own direction.\n" -"If [code]true[/code], the shape can return the correct normal and separate in " -"any direction, allowing sliding motion on slopes." +"If [code]true[/code], the shape can return the correct normal and separate " +"in any direction, allowing sliding motion on slopes." msgstr "" #: doc/classes/SeparationRayShape3D.xml @@ -104768,8 +106172,8 @@ msgstr "" #: doc/classes/Separator.xml msgid "" -"The style for the separator line. Works best with [StyleBoxLine] (remember to " -"enable [member StyleBoxLine.vertical] for [VSeparator])." +"The style for the separator line. Works best with [StyleBoxLine] (remember " +"to enable [member StyleBoxLine.vertical] for [VSeparator])." msgstr "" #: doc/classes/Shader.xml @@ -104778,8 +106182,8 @@ msgstr "" #: doc/classes/Shader.xml msgid "" -"A custom shader program implemented in the Godot shading language, saved with " -"the [code].gdshader[/code] extension.\n" +"A custom shader program implemented in the Godot shading language, saved " +"with the [code].gdshader[/code] extension.\n" "This class is used by a [ShaderMaterial] and allows you to write your own " "custom behavior for rendering visual items or updating particle information. " "For a detailed explanation and usage, please see the tutorials linked below." @@ -104839,8 +106243,8 @@ msgstr "" #: doc/classes/Shader.xml msgid "" -"Mode used to calculate particle information on a per-particle basis. Not used " -"for drawing." +"Mode used to calculate particle information on a per-particle basis. Not " +"used for drawing." msgstr "" #: doc/classes/Shader.xml @@ -104865,14 +106269,14 @@ msgid "" "removed, the project-wide values for the global shader parameters are " "restored. See the [RenderingServer] [code]global_shader_parameter_*[/code] " "methods for more information.\n" -"[b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If there " -"is more than one [ShaderGlobalsOverride] node in the scene tree, only the " -"first node (in tree order) will be taken into account.\n" +"[b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If " +"there is more than one [ShaderGlobalsOverride] node in the scene tree, only " +"the first node (in tree order) will be taken into account.\n" "[b]Note:[/b] All [ShaderGlobalsOverride] nodes are made part of a " "[code]\"shader_overrides_group\"[/code] group when they are added to the " "scene tree. The currently active [ShaderGlobalsOverride] node also has a " -"[code]\"shader_overrides_group_active\"[/code] group added to it. You can use " -"this to check which [ShaderGlobalsOverride] node is currently active." +"[code]\"shader_overrides_group_active\"[/code] group added to it. You can " +"use this to check which [ShaderGlobalsOverride] node is currently active." msgstr "" #: doc/classes/ShaderGlobalsOverride.xml @@ -104913,14 +106317,15 @@ msgstr "" #: doc/classes/ShaderMaterial.xml msgid "" -"A material that uses a custom [Shader] program to render visual items (canvas " -"items, meshes, skies, fog), or to process particles. Compared to other " -"materials, [ShaderMaterial] gives deeper control over the generated shader " -"code. For more information, see the shaders documentation index below.\n" +"A material that uses a custom [Shader] program to render visual items " +"(canvas items, meshes, skies, fog), or to process particles. Compared to " +"other materials, [ShaderMaterial] gives deeper control over the generated " +"shader code. For more information, see the shaders documentation index " +"below.\n" "Multiple [ShaderMaterial]s can use the same shader and configure different " "values for the shader uniforms.\n" -"[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is " -"only emitted when the [member Resource.resource_name] changes. Only in " +"[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal " +"is only emitted when the [member Resource.resource_name] changes. Only in " "editor, it is also emitted for [member shader] changes." msgstr "" @@ -104934,12 +106339,13 @@ msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [param param] is case-sensitive and must match the name of the " "uniform in the code exactly (not the capitalized name in the inspector).\n" -"[b]Note:[/b] Changes to the shader uniform will be effective on all instances " -"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with " -"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the " -"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance " -"uniforms allow for better shader reuse and are therefore faster, so they " -"should be preferred over duplicating the [ShaderMaterial] when possible." +"[b]Note:[/b] Changes to the shader uniform will be effective on all " +"instances using this [ShaderMaterial]. To prevent this, use per-instance " +"uniforms with [method GeometryInstance3D.set_instance_shader_parameter] or " +"duplicate the [ShaderMaterial] resource using [method Resource.duplicate]. " +"Per-instance uniforms allow for better shader reuse and are therefore " +"faster, so they should be preferred over duplicating the [ShaderMaterial] " +"when possible." msgstr "" #: doc/classes/ShaderMaterial.xml @@ -104953,8 +106359,8 @@ msgstr "" #: doc/classes/Shape2D.xml msgid "" "Abstract base class for all 2D shapes, intended for use in physics.\n" -"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to " -"check collisions against. [ConvexPolygonShape2D] is slower, and " +"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast " +"to check collisions against. [ConvexPolygonShape2D] is slower, and " "[ConcavePolygonShape2D] is the slowest." msgstr "" @@ -104974,8 +106380,8 @@ msgid "" "alternating between points on the boundary of this shape and points on the " "boundary of [param with_shape].\n" "A collision pair A, B can be used to calculate the collision normal with " -"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)." -"length()[/code]. This information is typically used to separate shapes, " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape ([param " "local_xform]), the shape to check collisions with ([param with_shape]), and " @@ -104987,10 +106393,10 @@ msgid "" "Returns whether this shape would collide with another, if a given movement " "was applied.\n" "This method needs the transformation matrix for this shape ([param " -"local_xform]), the movement to test on this shape ([param local_motion]), the " -"shape to check collisions with ([param with_shape]), the transformation " -"matrix of that shape ([param shape_xform]), and the movement to test onto the " -"other object ([param shape_motion])." +"local_xform]), the movement to test on this shape ([param local_motion]), " +"the shape to check collisions with ([param with_shape]), the transformation " +"matrix of that shape ([param shape_xform]), and the movement to test onto " +"the other object ([param shape_motion])." msgstr "" #: doc/classes/Shape2D.xml @@ -105002,21 +106408,21 @@ msgid "" "alternating between points on the boundary of this shape and points on the " "boundary of [param with_shape].\n" "A collision pair A, B can be used to calculate the collision normal with " -"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)." -"length()[/code]. This information is typically used to separate shapes, " +"[code](B - A).normalized()[/code], and the collision depth with [code](B - " +"A).length()[/code]. This information is typically used to separate shapes, " "particularly in collision solvers.\n" "This method needs the transformation matrix for this shape ([param " -"local_xform]), the movement to test on this shape ([param local_motion]), the " -"shape to check collisions with ([param with_shape]), the transformation " -"matrix of that shape ([param shape_xform]), and the movement to test onto the " -"other object ([param shape_motion])." +"local_xform]), the movement to test on this shape ([param local_motion]), " +"the shape to check collisions with ([param with_shape]), the transformation " +"matrix of that shape ([param shape_xform]), and the movement to test onto " +"the other object ([param shape_motion])." msgstr "" #: doc/classes/Shape2D.xml msgid "" -"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled " -"with the specified [param color]. The exact drawing method is specific for " -"each shape and cannot be configured." +"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API " +"filled with the specified [param color]. The exact drawing method is " +"specific for each shape and cannot be configured." msgstr "" #: doc/classes/Shape2D.xml @@ -105038,9 +106444,9 @@ msgstr "" #: doc/classes/Shape3D.xml msgid "" "Abstract base class for all 3D shapes, intended for use in physics.\n" -"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to " -"check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are " -"slower, and [ConcavePolygonShape3D] is the slowest." +"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast " +"to check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] " +"are slower, and [ConcavePolygonShape3D] is the slowest." msgstr "" #: doc/classes/Shape3D.xml @@ -105059,15 +106465,16 @@ msgstr "" #: doc/classes/Shape3D.xml msgid "" "The collision margin for the shape. This is not used in Godot Physics.\n" -"Collision margins allow collision detection to be more efficient by adding an " -"extra shell around shapes. Collision algorithms are more expensive when " +"Collision margins allow collision detection to be more efficient by adding " +"an extra shell around shapes. Collision algorithms are more expensive when " "objects overlap by more than their margin, so a higher value for margins is " -"better for performance, at the cost of accuracy around edges as it makes them " -"less sharp." +"better for performance, at the cost of accuracy around edges as it makes " +"them less sharp." msgstr "" #: doc/classes/ShapeCast2D.xml -msgid "A 2D shape that sweeps a region of space to detect [CollisionObject2D]s." +msgid "" +"A 2D shape that sweeps a region of space to detect [CollisionObject2D]s." msgstr "" #: doc/classes/ShapeCast2D.xml @@ -105075,15 +106482,16 @@ msgid "" "Shape casting allows to detect collision objects by sweeping its [member " "shape] along the cast direction determined by [member target_position]. This " "is similar to [RayCast2D], but it allows for sweeping a region of space, " -"rather than just a straight line. [ShapeCast2D] can detect multiple collision " -"objects. It is useful for things like wide laser beams or snapping a simple " -"shape to a floor.\n" +"rather than just a straight line. [ShapeCast2D] can detect multiple " +"collision objects. It is useful for things like wide laser beams or snapping " +"a simple shape to a floor.\n" "Immediate collision overlaps can be done with the [member target_position] " "set to [code]Vector2(0, 0)[/code] and by calling [method " -"force_shapecast_update] within the same physics frame. This helps to overcome " -"some limitations of [Area2D] when used as an instantaneous detection area, as " -"collision information isn't immediately available to it.\n" -"[b]Note:[/b] Shape casting is more computationally expensive than ray casting." +"force_shapecast_update] within the same physics frame. This helps to " +"overcome some limitations of [Area2D] when used as an instantaneous " +"detection area, as collision information isn't immediately available to it.\n" +"[b]Note:[/b] Shape casting is more computationally expensive than ray " +"casting." msgstr "" #: doc/classes/ShapeCast2D.xml @@ -105132,22 +106540,22 @@ msgstr "" #: doc/classes/ShapeCast2D.xml doc/classes/ShapeCast3D.xml msgid "" -"Returns the [RID] of the collided object of one of the multiple collisions at " -"[param index]." +"Returns the [RID] of the collided object of one of the multiple collisions " +"at [param index]." msgstr "" #: doc/classes/ShapeCast2D.xml doc/classes/ShapeCast3D.xml msgid "" -"Returns the shape ID of the colliding shape of one of the multiple collisions " -"at [param index], or [code]0[/code] if no object is intersecting the shape (i." -"e. [method is_colliding] returns [code]false[/code])." +"Returns the shape ID of the colliding shape of one of the multiple " +"collisions at [param index], or [code]0[/code] if no object is intersecting " +"the shape (i.e. [method is_colliding] returns [code]false[/code])." msgstr "" #: doc/classes/ShapeCast2D.xml doc/classes/ShapeCast3D.xml msgid "" -"The number of collisions detected at the point of impact. Use this to iterate " -"over multiple collisions as provided by [method get_collider], [method " -"get_collider_shape], [method get_collision_point], and [method " +"The number of collisions detected at the point of impact. Use this to " +"iterate over multiple collisions as provided by [method get_collider], " +"[method get_collider_shape], [method get_collision_point], and [method " "get_collision_normal] methods." msgstr "" @@ -105190,8 +106598,8 @@ msgstr "" #: doc/classes/ShapeCast2D.xml msgid "" -"Returns the complete collision information from the collision sweep. The data " -"returned is the same as in the [method PhysicsDirectSpaceState2D." +"Returns the complete collision information from the collision sweep. The " +"data returned is the same as in the [method PhysicsDirectSpaceState2D." "get_rest_info] method." msgstr "" @@ -105203,8 +106611,8 @@ msgstr "" #: doc/classes/ShapeCast2D.xml doc/classes/ShapeCast3D.xml msgid "" -"The number of intersections can be limited with this parameter, to reduce the " -"processing time." +"The number of intersections can be limited with this parameter, to reduce " +"the processing time." msgstr "" #: doc/classes/ShapeCast2D.xml @@ -105217,7 +106625,8 @@ msgid "" msgstr "" #: doc/classes/ShapeCast3D.xml -msgid "A 3D shape that sweeps a region of space to detect [CollisionObject3D]s." +msgid "" +"A 3D shape that sweeps a region of space to detect [CollisionObject3D]s." msgstr "" #: doc/classes/ShapeCast3D.xml @@ -105225,15 +106634,16 @@ msgid "" "Shape casting allows to detect collision objects by sweeping its [member " "shape] along the cast direction determined by [member target_position]. This " "is similar to [RayCast3D], but it allows for sweeping a region of space, " -"rather than just a straight line. [ShapeCast3D] can detect multiple collision " -"objects. It is useful for things like wide laser beams or snapping a simple " -"shape to a floor.\n" +"rather than just a straight line. [ShapeCast3D] can detect multiple " +"collision objects. It is useful for things like wide laser beams or snapping " +"a simple shape to a floor.\n" "Immediate collision overlaps can be done with the [member target_position] " "set to [code]Vector3(0, 0, 0)[/code] and by calling [method " -"force_shapecast_update] within the same physics frame. This helps to overcome " -"some limitations of [Area3D] when used as an instantaneous detection area, as " -"collision information isn't immediately available to it.\n" -"[b]Note:[/b] Shape casting is more computationally expensive than ray casting." +"force_shapecast_update] within the same physics frame. This helps to " +"overcome some limitations of [Area3D] when used as an instantaneous " +"detection area, as collision information isn't immediately available to it.\n" +"[b]Note:[/b] Shape casting is more computationally expensive than ray " +"casting." msgstr "" #: doc/classes/ShapeCast3D.xml @@ -105275,8 +106685,8 @@ msgstr "" #: doc/classes/ShapeCast3D.xml msgid "" -"Returns the complete collision information from the collision sweep. The data " -"returned is the same as in the [method PhysicsDirectSpaceState3D." +"Returns the complete collision information from the collision sweep. The " +"data returned is the same as in the [method PhysicsDirectSpaceState3D." "get_rest_info] method." msgstr "" @@ -105302,8 +106712,8 @@ msgstr "" msgid "" "Shortcuts are commonly used for interacting with a [Control] element from an " "[InputEvent] (also known as hotkeys).\n" -"One shortcut can contain multiple [InputEvent]'s, allowing the possibility of " -"triggering one action with multiple different inputs." +"One shortcut can contain multiple [InputEvent]'s, allowing the possibility " +"of triggering one action with multiple different inputs." msgstr "" #: doc/classes/Shortcut.xml @@ -105311,7 +106721,8 @@ msgid "Returns the shortcut's first valid [InputEvent] as a [String]." msgstr "" #: doc/classes/Shortcut.xml -msgid "Returns whether [member events] contains an [InputEvent] which is valid." +msgid "" +"Returns whether [member events] contains an [InputEvent] which is valid." msgstr "" #: doc/classes/Shortcut.xml @@ -105332,13 +106743,14 @@ msgstr "" #: doc/classes/Signal.xml msgid "" -"[Signal] is a built-in [Variant] type that represents a signal of an [Object] " -"instance. Like all [Variant] types, it can be stored in variables and passed " -"to functions. Signals allow all connected [Callable]s (and by extension their " -"respective objects) to listen and react to events, without directly " -"referencing one another. This keeps the code flexible and easier to manage.\n" -"In GDScript, signals can be declared with the [code]signal[/code] keyword. In " -"C#, you may use the [code][Signal][/code] attribute on a delegate.\n" +"[Signal] is a built-in [Variant] type that represents a signal of an " +"[Object] instance. Like all [Variant] types, it can be stored in variables " +"and passed to functions. Signals allow all connected [Callable]s (and by " +"extension their respective objects) to listen and react to events, without " +"directly referencing one another. This keeps the code flexible and easier to " +"manage.\n" +"In GDScript, signals can be declared with the [code]signal[/code] keyword. " +"In C#, you may use the [code][Signal][/code] attribute on a delegate.\n" "[codeblocks]\n" "[gdscript]\n" "signal attacked\n" @@ -105402,16 +106814,16 @@ msgstr "" #: doc/classes/Signal.xml msgid "" -"Disconnects this signal from the specified [Callable]. If the connection does " -"not exist, generates an error. Use [method is_connected] to make sure that " -"the connection exists." +"Disconnects this signal from the specified [Callable]. If the connection " +"does not exist, generates an error. Use [method is_connected] to make sure " +"that the connection exists." msgstr "" #: doc/classes/Signal.xml msgid "" "Emits this signal. All [Callable]s connected to this signal will be " -"triggered. This method supports a variable number of arguments, so parameters " -"can be passed as a comma separated list." +"triggered. This method supports a variable number of arguments, so " +"parameters can be passed as a comma separated list." msgstr "" #: doc/classes/Signal.xml @@ -105469,11 +106881,12 @@ msgstr "" #: doc/classes/Skeleton2D.xml msgid "" "[Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to " -"each [Bone2D]'s rest pose and acts as a single point of access to its bones.\n" +"each [Bone2D]'s rest pose and acts as a single point of access to its " +"bones.\n" "To set up different types of inverse kinematics for the given Skeleton2D, a " "[SkeletonModificationStack2D] should be created. The inverse kinematics be " -"applied by increasing [member SkeletonModificationStack2D.modification_count] " -"and creating the desired number of modifications." +"applied by increasing [member SkeletonModificationStack2D." +"modification_count] and creating the desired number of modifications." msgstr "" #: doc/classes/Skeleton2D.xml @@ -105488,10 +106901,10 @@ msgstr "" #: doc/classes/Skeleton2D.xml msgid "" -"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object " -"to return is identified by the parameter [param idx]. Bones are indexed by " -"descending the node hierarchy from top to bottom, adding the children of each " -"branch before moving to the next sibling." +"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The " +"object to return is identified by the parameter [param idx]. Bones are " +"indexed by descending the node hierarchy from top to bottom, adding the " +"children of each branch before moving to the next sibling." msgstr "" #: doc/classes/Skeleton2D.xml @@ -105519,10 +106932,10 @@ msgid "" "Sets the local pose transform, [param override_pose], for the bone at [param " "bone_idx].\n" "[param strength] is the interpolation strength that will be used when " -"applying the pose, and [param persistent] determines if the applied pose will " -"remain.\n" -"[b]Note:[/b] The pose transform needs to be a local transform relative to the " -"[Bone2D] node at [param bone_idx]!" +"applying the pose, and [param persistent] determines if the applied pose " +"will remain.\n" +"[b]Note:[/b] The pose transform needs to be a local transform relative to " +"the [Bone2D] node at [param bone_idx]!" msgstr "" #: doc/classes/Skeleton2D.xml @@ -105543,10 +106956,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" "[Skeleton3D] provides an interface for managing a hierarchy of bones, " -"including pose, rest and animation (see [Animation]). It can also use ragdoll " -"physics.\n" -"The overall transform of a bone with respect to the skeleton is determined by " -"bone pose. Bone rest defines the initial transform of the bone pose.\n" +"including pose, rest and animation (see [Animation]). It can also use " +"ragdoll physics.\n" +"The overall transform of a bone with respect to the skeleton is determined " +"by bone pose. Bone rest defines the initial transform of the bone pose.\n" "Note that \"global pose\" below refers to the overall transform of the bone " "with respect to skeleton, so it is not the actual global/world transform of " "the bone." @@ -105554,8 +106967,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105582,7 +106997,7 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" @@ -105662,7 +107077,8 @@ msgid "" "skeleton, including renames.\n" "The Skeleton version is not serialized: only use within a single instance of " "Skeleton3D.\n" -"Use for invalidating caches in IK solvers and other nodes which process bones." +"Use for invalidating caches in IK solvers and other nodes which process " +"bones." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105721,11 +107137,12 @@ msgid "" "Sets the global pose transform, [param pose], for the bone at [param " "bone_idx].\n" "[param amount] is the interpolation strength that will be used when applying " -"the pose, and [param persistent] determines if the applied pose will remain.\n" -"[b]Note:[/b] The pose transform needs to be a global pose! To convert a world " -"transform from a [Node3D] to a global bone pose, multiply the [method " -"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by " -"the desired world transform." +"the pose, and [param persistent] determines if the applied pose will " +"remain.\n" +"[b]Note:[/b] The pose transform needs to be a global pose! To convert a " +"world transform from a [Node3D] to a global bone pose, multiply the [method " +"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] " +"by the desired world transform." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105772,9 +107189,9 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"If [code]true[/code], forces the bones in their default rest pose, regardless " -"of their values. In the editor, this also prevents the bones from being " -"edited." +"If [code]true[/code], forces the bones in their default rest pose, " +"regardless of their values. In the editor, this also prevents the bones from " +"being edited." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105785,9 +107202,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -105803,8 +107219,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" "Notification received when this skeleton's pose needs to be updated.\n" -"This notification is received [i]before[/i] the related [signal pose_updated] " -"signal." +"This notification is received [i]before[/i] the related [signal " +"pose_updated] signal." msgstr "" #: doc/classes/SkeletonIK3D.xml @@ -105818,12 +107234,12 @@ msgid "" "SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way " "that places the end bone at a desired 3D position. A typical scenario for IK " "in games is to place a character's feet on the ground or a character's hands " -"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally " -"to solve the bone chain and applies the results to the [Skeleton3D] " -"[code]bones_global_pose_override[/code] property for all affected bones in " -"the chain. If fully applied, this overwrites any bone transform from " -"[Animation]s or bone custom poses set by users. The applied amount can be " -"controlled with the [member interpolation] property.\n" +"on a currently held object. SkeletonIK uses FabrikInverseKinematic " +"internally to solve the bone chain and applies the results to the " +"[Skeleton3D] [code]bones_global_pose_override[/code] property for all " +"affected bones in the chain. If fully applied, this overwrites any bone " +"transform from [Animation]s or bone custom poses set by users. The applied " +"amount can be controlled with the [member interpolation] property.\n" "[codeblock]\n" "# Apply IK effect automatically on every new frame (not the current)\n" "skeleton_ik_node.start()\n" @@ -105848,17 +107264,17 @@ msgstr "" #: doc/classes/SkeletonIK3D.xml msgid "" -"Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered " -"the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node " -"when SkeletonIK3D entered the [SceneTree]." +"Returns the parent [Skeleton3D] Node that was present when SkeletonIK " +"entered the [SceneTree]. Returns null if the parent node was not a " +"[Skeleton3D] Node when SkeletonIK3D entered the [SceneTree]." msgstr "" #: doc/classes/SkeletonIK3D.xml msgid "" "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues " -"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is " -"stopped or [method start] was used with the [code]one_time[/code] parameter " -"set to [code]true[/code]." +"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK " +"is stopped or [method start] was used with the [code]one_time[/code] " +"parameter set to [code]true[/code]." msgstr "" #: doc/classes/SkeletonIK3D.xml @@ -105872,8 +107288,8 @@ msgstr "" #: doc/classes/SkeletonIK3D.xml msgid "" "Stops applying IK effects on each frame to the [Skeleton3D] bones and also " -"calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing " -"overrides on all bones." +"calls [method Skeleton3D.clear_bones_global_pose_override] to remove " +"existing overrides on all bones." msgstr "" #: doc/classes/SkeletonIK3D.xml @@ -105896,8 +107312,8 @@ msgstr "" #: doc/classes/SkeletonIK3D.xml msgid "" -"Number of iteration loops used by the IK solver to produce more accurate (and " -"elegant) bone chain results." +"Number of iteration loops used by the IK solver to produce more accurate " +"(and elegant) bone chain results." msgstr "" #: doc/classes/SkeletonIK3D.xml @@ -105932,8 +107348,8 @@ msgstr "" #: doc/classes/SkeletonIK3D.xml msgid "" -"The name of the current tip bone, the last bone in the IK chain placed at the " -"[member target] transform (or [member target_node] if defined)." +"The name of the current tip bone, the last bone in the IK chain placed at " +"the [member target] transform (or [member target_node] if defined)." msgstr "" #: doc/classes/SkeletonIK3D.xml @@ -105952,8 +107368,8 @@ msgid "" "This resource provides an interface that can be expanded so code that " "operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched " "together to create complex interactions.\n" -"This is used to provide Godot with a flexible and powerful Inverse Kinematics " -"solution that can be adapted for many different uses." +"This is used to provide Godot with a flexible and powerful Inverse " +"Kinematics solution that can be adapted for many different uses." msgstr "" #: doc/classes/SkeletonModification2D.xml @@ -105981,8 +107397,8 @@ msgstr "" #: doc/classes/SkeletonModification2D.xml msgid "" "Takes an angle and clamps it so it is within the passed-in [param min] and " -"[param max] range. [param invert] will inversely clamp the angle, clamping it " -"to the range outside of the given bounds." +"[param max] range. [param invert] will inversely clamp the angle, clamping " +"it to the range outside of the given bounds." msgstr "" #: doc/classes/SkeletonModification2D.xml @@ -105997,8 +107413,8 @@ msgstr "" #: doc/classes/SkeletonModification2D.xml msgid "" -"Returns the [SkeletonModificationStack2D] that this modification is bound to. " -"Through the modification stack, you can access the Skeleton2D the " +"Returns the [SkeletonModificationStack2D] that this modification is bound " +"to. Through the modification stack, you can access the Skeleton2D the " "modification is operating on." msgstr "" @@ -106010,9 +107426,9 @@ msgstr "" #: doc/classes/SkeletonModification2D.xml msgid "" -"Manually allows you to set the setup state of the modification. This function " -"should only rarely be used, as the [SkeletonModificationStack2D] the " -"modification is bound to should handle setting the modification up." +"Manually allows you to set the setup state of the modification. This " +"function should only rarely be used, as the [SkeletonModificationStack2D] " +"the modification is bound to should handle setting the modification up." msgstr "" #: doc/classes/SkeletonModification2D.xml @@ -106039,15 +107455,15 @@ msgid "" "This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate " "Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a " "[Skeleton2D] so it reaches a defined target.\n" -"CCDIK works by rotating a set of bones, typically called a \"bone chain\", on " -"a single axis. Each bone is rotated to face the target from the tip (by " +"CCDIK works by rotating a set of bones, typically called a \"bone chain\", " +"on a single axis. Each bone is rotated to face the target from the tip (by " "default), which over a chain of bones allow it to rotate properly to reach " "the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] " "look more robotic than other IK solvers.\n" "[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the " "data objects that hold the data for each joint in the CCDIK chain. This is " -"different from a bone! CCDIK joints hold the data needed for each bone in the " -"bone chain used by CCDIK.\n" +"different from a bone! CCDIK joints hold the data needed for each bone in " +"the bone chain used by CCDIK.\n" "CCDIK also fully supports angle constraints, allowing for more control over " "how a solution is met." msgstr "" @@ -106070,17 +107486,19 @@ msgid "" msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml -msgid "Returns the maximum angle constraint for the joint at [param joint_idx]." -msgstr "" - -#: doc/classes/SkeletonModification2DCCDIK.xml -msgid "Returns the minimum angle constraint for the joint at [param joint_idx]." +msgid "" +"Returns the maximum angle constraint for the joint at [param joint_idx]." msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml msgid "" -"Returns whether angle constraints on the CCDIK joint at [param joint_idx] are " -"enabled." +"Returns the minimum angle constraint for the joint at [param joint_idx]." +msgstr "" + +#: doc/classes/SkeletonModification2DCCDIK.xml +msgid "" +"Returns whether angle constraints on the CCDIK joint at [param joint_idx] " +"are enabled." msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml @@ -106091,14 +107509,15 @@ msgid "" msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml -msgid "Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]." +msgid "" +"Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]." msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml msgid "" "Sets the bone index, [param bone_idx], of the CCDIK joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " -"of the CCDIK joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/" +"code] of the CCDIK joint based on data provided by the linked skeleton." msgstr "" #: doc/classes/SkeletonModification2DCCDIK.xml @@ -106160,21 +107579,21 @@ msgid "" "Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it " "reaches a target.\n" "FABRIK works by knowing the positions and lengths of a series of bones, " -"typically called a \"bone chain\". It first starts by running a forward pass, " -"which places the final bone at the target's position. Then all other bones " -"are moved towards the tip bone, so they stay at the defined bone length away. " -"Then a backwards pass is performed, where the root/first bone in the FABRIK " -"chain is placed back at the origin. Then all other bones are moved so they " -"stay at the defined bone length away. This positions the bone chain so that " -"it reaches the target when possible, but all of the bones stay the correct " -"length away from each other.\n" +"typically called a \"bone chain\". It first starts by running a forward " +"pass, which places the final bone at the target's position. Then all other " +"bones are moved towards the tip bone, so they stay at the defined bone " +"length away. Then a backwards pass is performed, where the root/first bone " +"in the FABRIK chain is placed back at the origin. Then all other bones are " +"moved so they stay at the defined bone length away. This positions the bone " +"chain so that it reaches the target when possible, but all of the bones stay " +"the correct length away from each other.\n" "Because of how FABRIK works, it often gives more natural results than those " "seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle " "constraints, which are fully taken into account when solving.\n" "[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are " "the data objects that hold the data for each joint in the FABRIK chain. This " -"is different from [Bone2D] nodes! FABRIK joints hold the data needed for each " -"[Bone2D] in the bone chain used by FABRIK.\n" +"is different from [Bone2D] nodes! FABRIK joints hold the data needed for " +"each [Bone2D] in the bone chain used by FABRIK.\n" "To help control how the FABRIK joints move, a magnet vector can be passed, " "which can nudge the bones in a certain direction prior to solving, giving a " "level of control over the final result." @@ -106187,8 +107606,8 @@ msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml msgid "" -"Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param " -"joint_idx]." +"Returns the index of the [Bone2D] node assigned to the FABRIK joint at " +"[param joint_idx]." msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml @@ -106197,9 +107616,9 @@ msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml msgid "" -"Returns whether the joint is using the target's rotation rather than allowing " -"FABRIK to rotate the joint. This option only applies to the tip/final joint " -"in the chain." +"Returns whether the joint is using the target's rotation rather than " +"allowing FABRIK to rotate the joint. This option only applies to the tip/" +"final joint in the chain." msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml @@ -106210,8 +107629,8 @@ msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml msgid "" "Sets the bone index, [param bone_idx], of the FABRIK joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " -"of the FABRIK joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/" +"code] of the FABRIK joint based on data provided by the linked skeleton." msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml @@ -106222,8 +107641,8 @@ msgstr "" msgid "" "Sets whether the joint at [param joint_idx] will use the target node's " "rotation rather than letting FABRIK rotate the node.\n" -"[b]Note:[/b] This option only works for the tip/final joint in the chain. For " -"all other nodes, this option will be ignored." +"[b]Note:[/b] This option only works for the tip/final joint in the chain. " +"For all other nodes, this option will be ignored." msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml @@ -106232,8 +107651,8 @@ msgstr "" #: doc/classes/SkeletonModification2DFABRIK.xml msgid "" -"The NodePath to the node that is the target for the FABRIK modification. This " -"node is what the FABRIK chain will attempt to rotate the bone chain to." +"The NodePath to the node that is the target for the FABRIK modification. " +"This node is what the FABRIK chain will attempt to rotate the bone chain to." msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml @@ -106247,15 +107666,15 @@ msgid "" "towards a target. What makes this modification special is that it calculates " "the velocity and acceleration for each bone in the bone chain, and runs a " "very light physics-like calculation using the inputted values. This allows " -"the bones to overshoot the target and \"jiggle\" around. It can be configured " -"to act more like a spring, or sway around like cloth might.\n" -"This modification is useful for adding additional motion to things like hair, " -"the edges of clothing, and more. It has several settings to that allow " +"the bones to overshoot the target and \"jiggle\" around. It can be " +"configured to act more like a spring, or sway around like cloth might.\n" +"This modification is useful for adding additional motion to things like " +"hair, the edges of clothing, and more. It has several settings to that allow " "control over how the joint moves when the target moves.\n" "[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are " "the data objects that hold the data for each joint in the Jiggle chain. This " -"is different from than [Bone2D] nodes! Jiggle joints hold the data needed for " -"each [Bone2D] in the bone chain used by the Jiggle modification." +"is different from than [Bone2D] nodes! Jiggle joints hold the data needed " +"for each [Bone2D] in the bone chain used by the Jiggle modification." msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml @@ -106271,8 +107690,8 @@ msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml msgid "" -"Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param " -"joint_idx]." +"Returns the index of the [Bone2D] node assigned to the Jiggle joint at " +"[param joint_idx]." msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml @@ -106325,8 +107744,8 @@ msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml msgid "" "Sets the bone index, [param bone_idx], of the Jiggle joint at [param " -"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] " -"of the Jiggle joint based on data provided by the linked skeleton." +"joint_idx]. When possible, this will also update the [code]bone2d_node[/" +"code] of the Jiggle joint based on data provided by the linked skeleton." msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml @@ -106395,14 +107814,14 @@ msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml msgid "" -"The NodePath to the node that is the target for the Jiggle modification. This " -"node is what the Jiggle chain will attempt to rotate the bone chain to." +"The NodePath to the node that is the target for the Jiggle modification. " +"This node is what the Jiggle chain will attempt to rotate the bone chain to." msgstr "" #: doc/classes/SkeletonModification2DJiggle.xml msgid "" -"Whether the gravity vector, [member gravity], should be applied to the Jiggle " -"joints, assuming they are not overriding the default settings." +"Whether the gravity vector, [member gravity], should be applied to the " +"Jiggle joints, assuming they are not overriding the default settings." msgstr "" #: doc/classes/SkeletonModification2DLookAt.xml @@ -106412,9 +107831,9 @@ msgstr "" #: doc/classes/SkeletonModification2DLookAt.xml msgid "" "This [SkeletonModification2D] rotates a bone to look a target. This is " -"extremely helpful for moving character's head to look at the player, rotating " -"a turret to look at a target, or any other case where you want to make a bone " -"rotate towards something quickly and easily." +"extremely helpful for moving character's head to look at the player, " +"rotating a turret to look at a target, or any other case where you want to " +"make a bone rotate towards something quickly and easily." msgstr "" #: doc/classes/SkeletonModification2DLookAt.xml @@ -106482,8 +107901,14 @@ msgstr "" #: doc/classes/SkeletonModification2DLookAt.xml msgid "" -"The NodePath to the node that is the target for the LookAt modification. This " -"node is what the modification will rotate the [Bone2D] to." +"The NodePath to the node that is the target for the LookAt modification. " +"This node is what the modification will rotate the [Bone2D] to." +msgstr "" + +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -106496,9 +107921,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -106547,9 +107970,9 @@ msgid "" "This [SkeletonModification2D] holds a reference to a " "[SkeletonModificationStack2D], allowing you to use multiple modification " "stacks on a single [Skeleton2D].\n" -"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will " -"only be executed if their execution mode matches the execution mode of the " -"SkeletonModification2DStackHolder." +"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] " +"will only be executed if their execution mode matches the execution mode of " +"the SkeletonModification2DStackHolder." msgstr "" #: doc/classes/SkeletonModification2DStackHolder.xml @@ -106574,10 +107997,10 @@ msgstr "" msgid "" "This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. " "This algorithm works by leveraging the law of cosines and the lengths of the " -"bones to figure out what rotation the bones currently have, and what rotation " -"they need to make a complete triangle, where the first bone, the second bone, " -"and the target form the three vertices of the triangle. Because the algorithm " -"works by making a triangle, it can only operate on two bones.\n" +"bones to figure out what rotation the bones currently have, and what " +"rotation they need to make a complete triangle, where the first bone, the " +"second bone, and the target form the three vertices of the triangle. Because " +"the algorithm works by making a triangle, it can only operate on two bones.\n" "TwoBoneIK is great for arms, legs, and really any joints that can be " "represented by just two bones that bend to reach a target. This solver is " "more lightweight than [SkeletonModification2DFABRIK], but gives similar, " @@ -106622,8 +108045,8 @@ msgstr "" #: doc/classes/SkeletonModification2DTwoBoneIK.xml msgid "" -"Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK " -"modification." +"Sets the [Bone2D] node that is being used as the second bone in the " +"TwoBoneIK modification." msgstr "" #: doc/classes/SkeletonModification2DTwoBoneIK.xml @@ -106641,10 +108064,10 @@ msgstr "" #: doc/classes/SkeletonModification2DTwoBoneIK.xml msgid "" -"The maximum distance the target can be at. If the target is farther than this " -"distance, the modification will solve as if it's at this maximum distance. " -"When set to [code]0[/code], the modification will solve without distance " -"constraints." +"The maximum distance the target can be at. If the target is farther than " +"this distance, the modification will solve as if it's at this maximum " +"distance. When set to [code]0[/code], the modification will solve without " +"distance constraints." msgstr "" #: doc/classes/SkeletonModification2DTwoBoneIK.xml @@ -106674,8 +108097,8 @@ msgid "" "need to execute the modifications in the correct order to get the desired " "results. For example, you want to execute a modification on the spine " "[i]before[/i] the arms on a humanoid skeleton.\n" -"This resource also controls how strongly all of the modifications are applied " -"to the [Skeleton2D]." +"This resource also controls how strongly all of the modifications are " +"applied to the [Skeleton2D]." msgstr "" #: doc/classes/SkeletonModificationStack2D.xml @@ -106734,8 +108157,8 @@ msgstr "" #: doc/classes/SkeletonModificationStack2D.xml msgid "" -"If [code]true[/code], the modification's in the stack will be called. This is " -"handled automatically through the [Skeleton2D] node." +"If [code]true[/code], the modification's in the stack will be called. This " +"is handled automatically through the [Skeleton2D] node." msgstr "" #: doc/classes/SkeletonModificationStack2D.xml @@ -106744,11 +108167,11 @@ msgstr "" #: doc/classes/SkeletonModificationStack2D.xml msgid "" -"The interpolation strength of the modifications in stack. A value of [code]0[/" -"code] will make it where the modifications are not applied, a strength of " -"[code]0.5[/code] will be half applied, and a strength of [code]1[/code] will " -"allow the modifications to be fully applied and override the [Skeleton2D] " -"[Bone2D] poses." +"The interpolation strength of the modifications in stack. A value of " +"[code]0[/code] will make it where the modifications are not applied, a " +"strength of [code]0.5[/code] will be half applied, and a strength of " +"[code]1[/code] will allow the modifications to be fully applied and override " +"the [Skeleton2D] [Bone2D] poses." msgstr "" #: doc/classes/SkeletonProfile.xml @@ -106760,8 +108183,8 @@ msgstr "" #: doc/classes/SkeletonProfile.xml msgid "" "This resource is used in [EditorScenePostImport]. Some parameters are " -"referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes " -"are rewritten based on the parameters of [SkeletonProfile].\n" +"referring to bones in [Skeleton3D], [Skin], [Animation], and some other " +"nodes are rewritten based on the parameters of [SkeletonProfile].\n" "[b]Note:[/b] These parameters need to be set only when creating a custom " "profile. In [SkeletonProfileHumanoid], they are defined internally as read-" "only values." @@ -106773,8 +108196,8 @@ msgstr "" #: doc/classes/SkeletonProfile.xml msgid "" -"Returns the name of the bone at [param bone_idx] that will be the key name in " -"the [BoneMap].\n" +"Returns the name of the bone at [param bone_idx] that will be the key name " +"in the [BoneMap].\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" @@ -106881,8 +108304,8 @@ msgstr "" msgid "" "The amount of bones in retargeting section's [BoneMap] editor. For example, " "[SkeletonProfileHumanoid] has 56 bones.\n" -"The size of elements in [BoneMap] updates when changing this property in it's " -"assigned [SkeletonProfile]." +"The size of elements in [BoneMap] updates when changing this property in " +"it's assigned [SkeletonProfile]." msgstr "" #: doc/classes/SkeletonProfile.xml @@ -107001,8 +108424,8 @@ msgstr "" #: doc/classes/Sky.xml msgid "" -"The [Sky] class uses a [Material] to render a 3D environment's background and " -"the light it emits by updating the reflection/radiance cubemaps." +"The [Sky] class uses a [Material] to render a 3D environment's background " +"and the light it emits by updating the reflection/radiance cubemaps." msgstr "" #: doc/classes/Sky.xml @@ -107026,8 +108449,8 @@ msgstr "" #: doc/classes/Sky.xml msgid "" "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " -"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if " -"you want to use your own custom shader." +"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] " +"if you want to use your own custom shader." msgstr "" #: doc/classes/Sky.xml @@ -107065,8 +108488,8 @@ msgstr "" #: doc/classes/Sky.xml msgid "" "Automatically selects the appropriate process mode based on your sky shader. " -"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use " -"[constant PROCESS_MODE_REALTIME]. If your shader uses any of the " +"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will " +"use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the " "[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant " "PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant " "PROCESS_MODE_QUALITY]." @@ -107085,11 +108508,11 @@ msgstr "" #: doc/classes/Sky.xml msgid "" -"Uses the same high quality importance sampling to process the radiance map as " -"[constant PROCESS_MODE_QUALITY], but updates over several frames. The number " -"of frames is determined by [member ProjectSettings.rendering/reflections/" -"sky_reflections/roughness_layers]. Use this when you need highest quality " -"radiance maps, but have a sky that updates slowly." +"Uses the same high quality importance sampling to process the radiance map " +"as [constant PROCESS_MODE_QUALITY], but updates over several frames. The " +"number of frames is determined by [member ProjectSettings.rendering/" +"reflections/sky_reflections/roughness_layers]. Use this when you need " +"highest quality radiance maps, but have a sky that updates slowly." msgstr "" #: doc/classes/Sky.xml @@ -107150,8 +108573,9 @@ msgstr "" #: doc/classes/Slider.xml msgid "" -"Boolean constant. If [code]1[/code], the grabber texture size will be ignored " -"and it will fit within slider's bounds based only on its center position." +"Boolean constant. If [code]1[/code], the grabber texture size will be " +"ignored and it will fit within slider's bounds based only on its center " +"position." msgstr "" #: doc/classes/Slider.xml @@ -107172,8 +108596,8 @@ msgstr "" #: doc/classes/Slider.xml msgid "" -"The texture for the ticks, visible when [member Slider.tick_count] is greater " -"than 0." +"The texture for the ticks, visible when [member Slider.tick_count] is " +"greater than 0." msgstr "" #: doc/classes/Slider.xml @@ -107182,8 +108606,8 @@ msgstr "" #: doc/classes/Slider.xml msgid "" -"The background of the area to the left or bottom of the grabber that displays " -"when it's being hovered or focused." +"The background of the area to the left or bottom of the grabber that " +"displays when it's being hovered or focused." msgstr "" #: doc/classes/Slider.xml @@ -107209,8 +108633,8 @@ msgstr "" #: doc/classes/SliderJoint3D.xml msgid "" "The amount of damping of the rotation when the limit is surpassed.\n" -"A lower damping value allows a rotation initiated by body A to travel to body " -"B slower." +"A lower damping value allows a rotation initiated by body A to travel to " +"body B slower." msgstr "" #: doc/classes/SliderJoint3D.xml @@ -107272,9 +108696,9 @@ msgstr "" #: doc/classes/SoftBody3D.xml msgid "" -"Sets the pinned state of a surface vertex. When set to [code]true[/code], the " -"optional [param attachment_path] can define a [Node3D] the pinned vertex will " -"be attached to." +"Sets the pinned state of a surface vertex. When set to [code]true[/code], " +"the optional [param attachment_path] can define a [Node3D] the pinned vertex " +"will be attached to." msgstr "" #: doc/classes/SoftBody3D.xml @@ -107283,8 +108707,8 @@ msgid "" "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/SoftBody3D.xml @@ -107293,8 +108717,8 @@ msgid "" "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision layers " -"and masks[/url] in the documentation for more information." +"physics/physics_introduction.html#collision-layers-and-masks]Collision " +"layers and masks[/url] in the documentation for more information." msgstr "" #: doc/classes/SoftBody3D.xml @@ -107313,9 +108737,9 @@ msgstr "" #: doc/classes/SoftBody3D.xml msgid "" -"Higher values will result in a stiffer body, while lower values will increase " -"the body's ability to bend. The value can be between [code]0.0[/code] and " -"[code]1.0[/code] (inclusive)." +"Higher values will result in a stiffer body, while lower values will " +"increase the body's ability to bend. The value can be between [code]0.0[/" +"code] and [code]1.0[/code] (inclusive)." msgstr "" #: doc/classes/SoftBody3D.xml @@ -107348,8 +108772,8 @@ msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [SoftBody3D].\n" -"Automatically re-added to the physics simulation when the [Node] is processed " -"again." +"Automatically re-added to the physics simulation when the [Node] is " +"processed again." msgstr "" #: doc/classes/SphereMesh.xml @@ -107363,8 +108787,8 @@ msgstr "" #: doc/classes/SphereMesh.xml msgid "" "If [code]true[/code], a hemisphere is created rather than a full sphere.\n" -"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere " -"must be equal." +"[b]Note:[/b] To get a regular hemisphere, the height and radius of the " +"sphere must be equal." msgstr "" #: doc/classes/SphereMesh.xml @@ -107418,7 +108842,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -107455,10 +108879,10 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" -"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access " -"properties and methods of [LineEdit].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"Returns the [LineEdit] instance from this [SpinBox]. You can use it to " +"access properties and methods of [LineEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" @@ -107534,13 +108958,14 @@ msgstr "" #: doc/classes/SplitContainer.xml msgid "" -"Determines the dragger's visibility. See [enum DraggerVisibility] for details." +"Determines the dragger's visibility. See [enum DraggerVisibility] for " +"details." msgstr "" #: doc/classes/SplitContainer.xml msgid "" -"The initial offset of the splitting between the two [Control]s, with [code]0[/" -"code] being at the end of the first [Control]." +"The initial offset of the splitting between the two [Control]s, with " +"[code]0[/code] being at the end of the first [Control]." msgstr "" #: doc/classes/SplitContainer.xml @@ -107577,8 +109002,8 @@ msgstr "" msgid "" "The minimum thickness of the area users can click on to grab the splitting " "line. If [theme_item separation] or [theme_item h_grabber] / [theme_item " -"v_grabber]'s thickness are too small, this ensure that the splitting line can " -"still be dragged." +"v_grabber]'s thickness are too small, this ensure that the splitting line " +"can still be dragged." msgstr "" #: doc/classes/SplitContainer.xml @@ -107591,14 +109016,14 @@ msgstr "" #: doc/classes/SplitContainer.xml msgid "" -"The icon used for the grabber drawn in the middle area when [member vertical] " -"is [code]false[/code]." +"The icon used for the grabber drawn in the middle area when [member " +"vertical] is [code]false[/code]." msgstr "" #: doc/classes/SplitContainer.xml msgid "" -"The icon used for the grabber drawn in the middle area when [member vertical] " -"is [code]true[/code]." +"The icon used for the grabber drawn in the middle area when [member " +"vertical] is [code]true[/code]." msgstr "" #: doc/classes/SpotLight3D.xml @@ -107613,17 +109038,17 @@ msgid "" "and attenuation parameters of [Light3D].\n" "[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can " "be displayed on each mesh resource. Attempting to display more than 8 spot " -"lights on a single mesh resource will result in spot lights flickering in and " -"out as the camera moves. When using the Compatibility rendering method, only " -"8 spot lights can be displayed on each mesh resource by default, but this can " -"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/" -"max_lights_per_object].\n" +"lights on a single mesh resource will result in spot lights flickering in " +"and out as the camera moves. When using the Compatibility rendering method, " +"only 8 spot lights can be displayed on each mesh resource by default, but " +"this can be increased by adjusting [member ProjectSettings.rendering/limits/" +"opengl/max_lights_per_object].\n" "[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot " "lights will only correctly affect meshes whose visibility AABB intersects " "with the light's AABB. If using a shader to deform the mesh in a way that " "makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] " -"must be increased on the mesh. Otherwise, the light may not be visible on the " -"mesh." +"must be increased on the mesh. Otherwise, the light may not be visible on " +"the mesh." msgstr "" #: doc/classes/SpotLight3D.xml @@ -107657,8 +109082,8 @@ msgstr "" msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " -"spot_attenuation] in use. No matter the [member spot_attenuation] in use, the " -"light will never reach anything outside this range.\n" +"spot_attenuation] in use. No matter the [member spot_attenuation] in use, " +"the light will never reach anything outside this range.\n" "[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] " "(the light's scale or its parent's scale)." msgstr "" @@ -107740,8 +109165,8 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" -"A node that displays a 2D texture. The texture displayed can be a region from " -"a larger atlas texture, or a frame from a sprite sheet animation." +"A node that displays a 2D texture. The texture displayed can be a region " +"from a larger atlas texture, or a frame from a sprite sheet animation." msgstr "" #: doc/classes/Sprite2D.xml @@ -107779,7 +109204,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -107789,25 +109214,26 @@ msgid "" "If [code]true[/code], texture is centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " -"pixels. To prevent this, set this property to [code]false[/code], or consider " -"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " -"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." +"pixels. To prevent this, set this property to [code]false[/code], or " +"consider enabling [member ProjectSettings.rendering/2d/snap/" +"snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/" +"snap_2d_transforms_to_pixel]." msgstr "" #: doc/classes/Sprite2D.xml doc/classes/Sprite3D.xml msgid "" "Current frame to display from sprite sheet. [member hframes] or [member " -"vframes] must be greater than 1. This property is automatically adjusted when " -"[member hframes] or [member vframes] are changed to keep pointing to the same " -"visual frame (same column and row). If that's impossible, this value is reset " -"to [code]0[/code]." +"vframes] must be greater than 1. This property is automatically adjusted " +"when [member hframes] or [member vframes] are changed to keep pointing to " +"the same visual frame (same column and row). If that's impossible, this " +"value is reset to [code]0[/code]." msgstr "" #: doc/classes/Sprite2D.xml doc/classes/Sprite3D.xml msgid "" "Coordinates of the frame to display from sprite sheet. This is as an alias " -"for the [member frame] property. [member hframes] or [member vframes] must be " -"greater than 1." +"for the [member frame] property. [member hframes] or [member vframes] must " +"be greater than 1." msgstr "" #: doc/classes/Sprite2D.xml doc/classes/Sprite3D.xml @@ -107820,8 +109246,8 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" -"If [code]true[/code], texture is cut from a larger atlas texture. See [member " -"region_rect]." +"If [code]true[/code], texture is cut from a larger atlas texture. See " +"[member region_rect]." msgstr "" #: doc/classes/Sprite2D.xml @@ -107938,11 +109364,11 @@ msgid "" "mood-coloring or to simulate the color of ambient light.\n" "[b]Note:[/b] Unlike [member CanvasItem.modulate] for 2D, colors with values " "above [code]1.0[/code] (overbright) are not supported.\n" -"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on " -"the [SpriteBase3D], the material override must be configured to take vertex " -"colors into account for albedo. Otherwise, the color defined in [member " -"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D." -"vertex_color_use_as_albedo] must be [code]true[/code]. For a " +"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined " +"on the [SpriteBase3D], the material override must be configured to take " +"vertex colors into account for albedo. Otherwise, the color defined in " +"[member modulate] will be ignored. For a [BaseMaterial3D], [member " +"BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a " "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the " "shader's [code]fragment()[/code] function." msgstr "" @@ -107973,9 +109399,9 @@ msgstr "" msgid "" "Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for " "options.\n" -"[b]Note:[/b] Linear filtering may cause artifacts around the edges, which are " -"especially noticeable on opaque textures. To prevent this, use textures with " -"transparent or identical colors around the edges." +"[b]Note:[/b] Linear filtering may cause artifacts around the edges, which " +"are especially noticeable on opaque textures. To prevent this, use textures " +"with transparent or identical colors around the edges." msgstr "" #: doc/classes/SpriteBase3D.xml @@ -108002,26 +109428,28 @@ msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"This mode performs standard alpha blending. It can display translucent areas, " -"but transparency sorting issues may be visible when multiple transparent " -"materials are overlapping." +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" "This mode only allows fully transparent or fully opaque pixels. Harsh edges " -"will be visible unless some form of screen-space antialiasing is enabled (see " -"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On " -"the bright side, this mode doesn't suffer from transparency sorting issues " -"when multiple transparent materials are overlapping. This mode is also known " -"as [i]alpha testing[/i] or [i]1-bit transparency[/i]." +"will be visible unless some form of screen-space antialiasing is enabled " +"(see [member ProjectSettings.rendering/anti_aliasing/quality/" +"screen_space_aa]). On the bright side, this mode doesn't suffer from " +"transparency sorting issues when multiple transparent materials are " +"overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit " +"transparency[/i]." msgstr "" #: doc/classes/SpriteBase3D.xml msgid "" -"This mode draws fully opaque pixels in the depth prepass. This is slower than " -"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows " -"displaying translucent areas and smooth edges while using proper sorting." +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting." msgstr "" #: doc/classes/SpriteFrames.xml @@ -108082,7 +109510,8 @@ msgid "" "duration of [code]1.0[/code]. You can calculate the absolute duration (in " "seconds) of a frame using the following formula:\n" "[codeblock]\n" -"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n" +"absolute_duration = relative_duration / (animation_fps * " +"abs(playing_speed))\n" "[/codeblock]\n" "In this example, [code]playing_speed[/code] refers to either [method " "AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D." @@ -108122,8 +109551,8 @@ msgstr "" #: doc/classes/SpriteFrames.xml msgid "" -"Sets the [param texture] and the [param duration] of the frame [param idx] in " -"the [param anim] animation." +"Sets the [param texture] and the [param duration] of the frame [param idx] " +"in the [param anim] animation." msgstr "" #: doc/classes/StandardMaterial3D.xml @@ -108154,8 +109583,8 @@ msgid "" "When [StaticBody2D] is moved, it is teleported to its new position without " "affecting other physics bodies in its path. If this is not desired, use " "[AnimatableBody2D] instead.\n" -"[StaticBody2D] is useful for completely static objects like floors and walls, " -"as well as moving surfaces like conveyor belts and circular revolving " +"[StaticBody2D] is useful for completely static objects like floors and " +"walls, as well as moving surfaces like conveyor belts and circular revolving " "platforms (by using [member constant_linear_velocity] and [member " "constant_angular_velocity])." msgstr "" @@ -108168,8 +109597,8 @@ msgstr "" #: doc/classes/StaticBody2D.xml doc/classes/StaticBody3D.xml msgid "" -"The body's constant linear velocity. This does not move the body, but affects " -"touching bodies, as if it were moving." +"The body's constant linear velocity. This does not move the body, but " +"affects touching bodies, as if it were moving." msgstr "" #: doc/classes/StaticBody3D.xml @@ -108188,8 +109617,8 @@ msgid "" "When [StaticBody3D] is moved, it is teleported to its new position without " "affecting other physics bodies in its path. If this is not desired, use " "[AnimatableBody3D] instead.\n" -"[StaticBody3D] is useful for completely static objects like floors and walls, " -"as well as moving surfaces like conveyor belts and circular revolving " +"[StaticBody3D] is useful for completely static objects like floors and " +"walls, as well as moving surfaces like conveyor belts and circular revolving " "platforms (by using [member constant_linear_velocity] and [member " "constant_angular_velocity])." msgstr "" @@ -108301,8 +109730,8 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" "Gets a UTF-8 string with byte-length [param bytes] from the stream (this " -"decodes the string sent as UTF-8). If [param bytes] is negative (default) the " -"length will be read from the stream using the reverse process of [method " +"decodes the string sent as UTF-8). If [param bytes] is negative (default) " +"the length will be read from the stream using the reverse process of [method " "put_utf8_string]." msgstr "" @@ -108310,11 +109739,11 @@ msgstr "" msgid "" "Gets a Variant from the stream. If [param allow_objects] is [code]true[/" "code], decoding objects is allowed.\n" -"Internally, this uses the same decoding mechanism as the [method @GlobalScope." -"bytes_to_var] method.\n" -"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do " -"not use this option if the serialized object comes from untrusted sources to " -"avoid potential security threats such as remote code execution." +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." msgstr "" #: doc/classes/StreamPeer.xml @@ -108335,8 +109764,8 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Sends a chunk of data through the connection, blocking if necessary until the " -"data is done sending. This function returns an [enum Error] code." +"Sends a chunk of data through the connection, blocking if necessary until " +"the data is done sending. This function returns an [enum Error] code." msgstr "" #: doc/classes/StreamPeer.xml @@ -108406,8 +109835,8 @@ msgstr "" msgid "" "Puts a Variant into the stream. If [param full_objects] is [code]true[/code] " "encoding objects is allowed (and can potentially include code).\n" -"Internally, this uses the same encoding mechanism as the [method @GlobalScope." -"var_to_bytes] method." +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method." msgstr "" #: doc/classes/StreamPeer.xml @@ -108426,8 +109855,8 @@ msgid "" "can be used to handle binary data from network sessions. To handle binary " "data stored in files, [FileAccess] can be used directly.\n" "A [StreamPeerBuffer] object keeps an internal cursor which is the offset in " -"bytes to the start of the buffer. Get and put operations are performed at the " -"cursor position and will move the cursor accordingly." +"bytes to the start of the buffer. Get and put operations are performed at " +"the cursor position and will move the cursor accordingly." msgstr "" #: doc/classes/StreamPeerBuffer.xml @@ -108500,8 +109929,8 @@ msgstr "" #: doc/classes/StreamPeerGZIP.xml msgid "" -"Start the stream in decompression mode with the given [param buffer_size], if " -"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP." +"Start the stream in decompression mode with the given [param buffer_size], " +"if [param use_deflate] is [code]true[/code] uses deflate instead of GZIP." msgstr "" #: doc/classes/StreamPeerTCP.xml @@ -108522,8 +109951,8 @@ msgstr "" msgid "" "Opens the TCP socket, and binds it to the specified local address.\n" "This method is generally not needed, and only used to force the subsequent " -"call to [method connect_to_host] to use the specified [param host] and [param " -"port] as source address. This can be desired in some NAT punchthrough " +"call to [method connect_to_host] to use the specified [param host] and " +"[param port] as source address. This can be desired in some NAT punchthrough " "techniques, or when forcing the source network interface." msgstr "" @@ -108555,9 +109984,9 @@ msgstr "" #: doc/classes/StreamPeerTCP.xml msgid "" -"If [param enabled] is [code]true[/code], packets will be sent immediately. If " -"[param enabled] is [code]false[/code] (the default), packet transfers will be " -"delayed and combined using [url=https://en.wikipedia.org/wiki/" +"If [param enabled] is [code]true[/code], packets will be sent immediately. " +"If [param enabled] is [code]false[/code] (the default), packet transfers " +"will be delayed and combined using [url=https://en.wikipedia.org/wiki/" "Nagle%27s_algorithm]Nagle's algorithm[/url].\n" "[b]Note:[/b] It's recommended to leave this disabled for applications that " "send large packets or need to transfer a lot of data, as enabling this can " @@ -108598,8 +110027,8 @@ msgstr "" #: doc/classes/StreamPeerTLS.xml msgid "" -"Accepts a peer connection as a server using the given [param server_options]. " -"See [method TLSOptions.server]." +"Accepts a peer connection as a server using the given [param " +"server_options]. See [method TLSOptions.server]." msgstr "" #: doc/classes/StreamPeerTLS.xml @@ -108642,8 +110071,8 @@ msgstr "" #: doc/classes/StreamPeerTLS.xml msgid "" -"An error status that shows a mismatch in the TLS certificate domain presented " -"by the host and the domain requested for validation." +"An error status that shows a mismatch in the TLS certificate domain " +"presented by the host and the domain requested for validation." msgstr "" #: doc/classes/String.xml @@ -108654,12 +110083,12 @@ msgstr "" msgid "" "This is the built-in string Variant type (and the one used by GDScript). " "Strings may contain any number of Unicode characters, and expose methods " -"useful for manipulating and generating strings. Strings are reference-counted " -"and use a copy-on-write approach (every modification to a string returns a " -"new [String]), so passing them around is cheap in resources.\n" +"useful for manipulating and generating strings. Strings are reference-" +"counted and use a copy-on-write approach (every modification to a string " +"returns a new [String]), so passing them around is cheap in resources.\n" "Some string methods have corresponding variations. Variations suffixed with " -"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) are " -"[b]case-insensitive[/b] (they make no distinction between uppercase and " +"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) " +"are [b]case-insensitive[/b] (they make no distinction between uppercase and " "lowercase letters). Method variations prefixed with [code]r[/code] ([method " "rfind], [method rsplit], etc.) are reversed, and start from the end of the " "string, instead of the beginning.\n" @@ -108708,8 +110137,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Converts the string representing a binary number into an [int]. The string " -"may optionally be prefixed with [code]\"0b\"[/code], and an additional [code]-" -"[/code] prefix for negative numbers.\n" +"may optionally be prefixed with [code]\"0b\"[/code], and an additional " +"[code]-[/code] prefix for negative numbers.\n" "[codeblocks]\n" "[gdscript]\n" "print(\"101\".bin_to_int()) # Prints 5\n" @@ -108733,9 +110162,10 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Returns a copy of the string with escaped characters replaced by their " -"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/code], " -"[code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/code], " -"[code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/code].\n" +"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/" +"code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/" +"code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/" +"code].\n" "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the " "[code]\\uXXXX[/code] escape sequence." msgstr "" @@ -108765,21 +110195,21 @@ msgid "" "Performs a case-sensitive comparison to another string. Returns [code]-1[/" "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if " "equal. \"Less than\" and \"greater than\" are determined by the [url=https://" -"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of " -"each string, which roughly matches the alphabetical order.\n" +"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] " +"of each string, which roughly matches the alphabetical order.\n" "With different string lengths, returns [code]1[/code] if this string is " "longer than the [param to] string, or [code]-1[/code] if shorter. Note that " "the length of empty strings is [i]always[/i] [code]0[/code].\n" "To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], " -"and [method naturalnocasecmp_to]." +"operator instead. See also [method nocasecmp_to], [method " +"naturalcasecmp_to], and [method naturalnocasecmp_to]." msgstr "" #: doc/classes/String.xml msgid "" -"Returns a single Unicode character from the decimal [param char]. You may use " -"[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www." -"unicode.org/charts/]unicode.org[/url] as points of reference.\n" +"Returns a single Unicode character from the decimal [param char]. You may " +"use [url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://" +"www.unicode.org/charts/]unicode.org[/url] as points of reference.\n" "[codeblock]\n" "print(String.chr(65)) # Prints \"A\"\n" "print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n" @@ -108815,8 +110245,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Returns the number of occurrences of the substring [param what] between " -"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is " -"0, the search continues until the end of the string." +"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] " +"is 0, the search continues until the end of the string." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -108827,18 +110257,18 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Returns [code]true[/code] if the string ends with the given [param text]. See " -"also [method begins_with]." +"Returns [code]true[/code] if the string ends with the given [param text]. " +"See also [method begins_with]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Returns a string with [param chars] characters erased starting from [param " "position]. If [param chars] goes beyond the string's length given the " -"specified [param position], fewer characters will be erased from the returned " -"string. Returns an empty string if either [param position] or [param chars] " -"is negative. Returns the original string unmodified if [param chars] is " -"[code]0[/code]." +"specified [param position], fewer characters will be erased from the " +"returned string. Returns an empty string if either [param position] or " +"[param chars] is negative. Returns the original string unmodified if [param " +"chars] is [code]0[/code]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -108879,12 +110309,12 @@ msgstr "" msgid "" "Formats the string by replacing all occurrences of [param placeholder] with " "the elements of [param values].\n" -"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param " -"placeholder] will be replaced with the corresponding keys in advance. Array " -"elements use their index as keys.\n" +"[param values] can be a [Dictionary] or an [Array]. Any underscores in " +"[param placeholder] will be replaced with the corresponding keys in advance. " +"Array elements use their index as keys.\n" "[codeblock]\n" -"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " -"named after it.\"\n" +"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine " +"is named after it.\"\n" "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " "named after it.\"\n" "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" @@ -109012,8 +110442,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Converts the string representing a hexadecimal number into an [int]. The " -"string may be optionally prefixed with [code]\"0x\"[/code], and an additional " -"[code]-[/code] prefix for negative numbers.\n" +"string may be optionally prefixed with [code]\"0x\"[/code], and an " +"additional [code]-[/code] prefix for negative numbers.\n" "[codeblocks]\n" "[gdscript]\n" "print(\"0xff\".hex_to_int()) # Prints 255\n" @@ -109051,11 +110481,11 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Returns [code]true[/code] if the string is a path to a file or directory, and " -"its starting point is explicitly defined. This method is the opposite of " +"Returns [code]true[/code] if the string is a path to a file or directory, " +"and its starting point is explicitly defined. This method is the opposite of " "[method is_relative_path].\n" -"This includes all paths starting with [code]\"res://\"[/code], [code]\"user://" -"\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc." +"This includes all paths starting with [code]\"res://\"[/code], " +"[code]\"user://\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109067,8 +110497,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Returns [code]true[/code] if the string is a path, and its starting point is " -"dependent on context. The path could begin from the current directory, or the " -"current [Node] (if the string is derived from a [NodePath]), and may " +"dependent on context. The path could begin from the current directory, or " +"the current [Node] (if the string is derived from a [NodePath]), and may " "sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite " "of [method is_absolute_path]." msgstr "" @@ -109095,8 +110525,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Returns [code]true[/code] if this string does not contain characters that are " -"not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] " +"Returns [code]true[/code] if this string does not contain characters that " +"are not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] " "[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] " "[code]<[/code] [code]>[/code])." msgstr "" @@ -109106,9 +110536,9 @@ msgid "" "Returns [code]true[/code] if this string represents a valid floating-point " "number. A valid float may contain only digits, one decimal point ([code].[/" "code]), and the exponent letter ([code]e[/code]). It may also be prefixed " -"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid " -"integer is also a valid float (see [method is_valid_int]). See also [method " -"to_float].\n" +"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any " +"valid integer is also a valid float (see [method is_valid_int]). See also " +"[method to_float].\n" "[codeblock]\n" "print(\"1.7\".is_valid_float()) # Prints true\n" "print(\"24\".is_valid_float()) # Prints true\n" @@ -109136,18 +110566,19 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Returns [code]true[/code] if this string is a valid color in hexadecimal HTML " -"notation. The string must be a hexadecimal value (see [method " -"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a " -"hash sign ([code]#[/code]). Other HTML notations for colors, such as names or " -"[code]hsl()[/code], are not considered valid. See also [method Color.html]." +"Returns [code]true[/code] if this string is a valid color in hexadecimal " +"HTML notation. The string must be a hexadecimal value (see [method " +"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by " +"a hash sign ([code]#[/code]). Other HTML notations for colors, such as names " +"or [code]hsl()[/code], are not considered valid. See also [method Color." +"html]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " -"identifier may contain only letters, digits and underscores ([code]_[/code]), " -"and the first character may not be a digit.\n" +"identifier may contain only letters, digits and underscores ([code]_[/" +"code]), and the first character may not be a digit.\n" "[codeblock]\n" "print(\"node_2d\".is_valid_identifier()) # Prints true\n" "print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n" @@ -109212,9 +110643,9 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Returns the first [param length] characters from the beginning of the string. " -"If [param length] is negative, strips the last [param length] characters from " -"the string's end.\n" +"Returns the first [param length] characters from the beginning of the " +"string. If [param length] is negative, strips the last [param length] " +"characters from the string's end.\n" "[codeblock]\n" "print(\"Hello World!\".left(3)) # Prints \"Hel\"\n" "print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n" @@ -109272,11 +110703,11 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another " -"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, " -"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined " -"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode " -"code points[/url] of each string, which roughly matches the alphabetical " -"order.\n" +"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater " +"than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" are " +"determined by the [url=https://en.wikipedia.org/wiki/" +"List_of_Unicode_characters]Unicode code points[/url] of each string, which " +"roughly matches the alphabetical order.\n" "When used for sorting, natural order comparison orders sequences of numbers " "by the combined value of each digit as is often expected, instead of the " "single digit's value. A sorted sequence of numbered strings will be [code]" @@ -109308,8 +110739,8 @@ msgid "" "longer than the [param to] string, or [code]-1[/code] if shorter. Note that " "the length of empty strings is [i]always[/i] [code]0[/code].\n" "To get a [bool] result from a string comparison, use the [code]==[/code] " -"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], " -"and [method casecmp_to]." +"operator instead. See also [method naturalcasecmp_to], [method " +"nocasecmp_to], and [method casecmp_to]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109336,8 +110767,8 @@ msgid "" "If [param decimals] is [code]-1[/code] as by default, the string " "representation may only have up to 14 significant digits, with digits before " "the decimal point having priority over digits after.\n" -"Trailing zeros are not included in the string. The last digit is rounded, not " -"truncated.\n" +"Trailing zeros are not included in the string. The last digit is rounded, " +"not truncated.\n" "[b]Example:[/b]\n" "[codeblock]\n" "String.num(3.141593) # Returns \"3.141593\"\n" @@ -109348,8 +110779,8 @@ msgid "" "# which reduces the total digit count, since trailing zeros are removed:\n" "String.num(42.129999, 5) # Returns \"42.13\"\n" "\n" -"# If `decimals` is not specified, the maximum number of significant digits is " -"14:\n" +"# If `decimals` is not specified, the maximum number of significant digits " +"is 14:\n" "String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n" "String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n" "[/codeblock]" @@ -109361,8 +110792,8 @@ msgid "" "[param base].\n" "By default, [param base] is set to decimal ([code]10[/code]). Other common " "bases in programming include binary ([code]2[/code]), [url=https://en." -"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/" -"code]).\n" +"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal " +"([code]16[/code]).\n" "If [param capitalize_hex] is [code]true[/code], digits higher than 9 are " "represented in uppercase." msgstr "" @@ -109374,8 +110805,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -109386,8 +110817,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In C#, this method is not implemented. To achieve similar " -"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-" -"types/standard-numeric-format-strings]Standard numeric format strings[/url]" +"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/" +"base-types/standard-numeric-format-strings]Standard numeric format strings[/" +"url]" msgstr "" #: doc/classes/String.xml @@ -109396,8 +110828,8 @@ msgid "" "[param base].\n" "By default, [param base] is set to decimal ([code]10[/code]). Other common " "bases in programming include binary ([code]2[/code]), [url=https://en." -"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/" -"code]).\n" +"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal " +"([code]16[/code]).\n" "If [param capitalize_hex] is [code]true[/code], digits higher than 9 are " "represented in uppercase." msgstr "" @@ -109424,8 +110856,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Repeats this string a number of times. [param count] needs to be greater than " -"[code]0[/code]. Otherwise, returns an empty string." +"Repeats this string a number of times. [param count] needs to be greater " +"than [code]0[/code]. Otherwise, returns an empty string." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109486,8 +110918,8 @@ msgid "" "If [param allow_empty] is [code]false[/code], empty strings between adjacent " "delimiters are excluded from the array.\n" "If [param maxsplit] is greater than [code]0[/code], the number of splits may " -"not exceed [param maxsplit]. By default, the entire string is split, which is " -"mostly identical to [method split].\n" +"not exceed [param maxsplit]. By default, the entire string is split, which " +"is mostly identical to [method split].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109564,8 +110996,8 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" "Splits the string using a [param delimiter] and returns an array of the " -"substrings. If [param delimiter] is an empty string, each substring will be a " -"single character. This method is the opposite of [method join].\n" +"substrings. If [param delimiter] is an empty string, each substring will be " +"a single character. This method is the opposite of [method join].\n" "If [param allow_empty] is [code]false[/code], empty strings between adjacent " "delimiters are excluded from the array.\n" "If [param maxsplit] is greater than [code]0[/code], the number of splits may " @@ -109618,10 +111050,10 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Strips all escape characters from the string. These include all non-printable " -"control characters of the first page of the ASCII table (values from 0 to " -"31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/code], " -"[code]\\r[/code]) characters, but [i]not[/i] spaces." +"Strips all escape characters from the string. These include all non-" +"printable control characters of the first page of the ASCII table (values " +"from 0 to 31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/" +"code], [code]\\r[/code]) characters, but [i]not[/i] spaces." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109635,8 +111067,9 @@ msgstr "" msgid "" "Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/" "url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than " -"[method to_utf8_buffer], but replaces all unsupported characters with spaces. " -"This is the inverse of [method PackedByteArray.get_string_from_ascii]." +"[method to_utf8_buffer], but replaces all unsupported characters with " +"spaces. This is the inverse of [method PackedByteArray." +"get_string_from_ascii]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109645,10 +111078,10 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Converts the string representing a decimal number into a [float]. This method " -"stops on the first non-number character, except the first decimal point " -"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method " -"is_valid_float].\n" +"Converts the string representing a decimal number into a [float]. This " +"method stops on the first non-number character, except the first decimal " +"point ([code].[/code]) and the exponent letter ([code]e[/code]). See also " +"[method is_valid_float].\n" "[codeblock]\n" "var a = \"12.35\".to_float() # a is 12.35\n" "var b = \"1.2.3\".to_float() # b is 1.2\n" @@ -109660,9 +111093,9 @@ msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Converts the string representing an integer number into an [int]. This method " -"removes any non-number character and stops at the first decimal point ([code]." -"[/code]). See also [method is_valid_int].\n" +"Converts the string representing an integer number into an [int]. This " +"method removes any non-number character and stops at the first decimal point " +"([code].[/code]). See also [method is_valid_int].\n" "[codeblock]\n" "var a = \"123\".to_int() # a is 123\n" "var b = \"x1y2z3\".to_int() # b is 123\n" @@ -109706,8 +111139,8 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " -"encoded [PackedByteArray]. This method is slightly slower than [method " +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/" +"url] encoded [PackedByteArray]. This method is slightly slower than [method " "to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " "using this method. This is the inverse of [method PackedByteArray." "get_string_from_utf8]." @@ -109730,15 +111163,15 @@ msgstr "" #: doc/classes/String.xml msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/" -"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, " -"UTF-32 on other platforms) encoded [PackedByteArray]. This is the inverse of " -"[method PackedByteArray.get_string_from_wchar]." +"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on " +"Windows, UTF-32 on other platforms) encoded [PackedByteArray]. This is the " +"inverse of [method PackedByteArray.get_string_from_wchar]." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml msgid "" -"Removes the given [param prefix] from the start of the string, or returns the " -"string unchanged." +"Removes the given [param prefix] from the start of the string, or returns " +"the string unchanged." msgstr "" #: doc/classes/String.xml doc/classes/StringName.xml @@ -109772,8 +111205,8 @@ msgstr "" #: doc/classes/String.xml msgid "" "Encodes the string to URL-friendly format. This method is meant to properly " -"encode the parameters in a URL when sending an HTTP request. See also [method " -"uri_decode].\n" +"encode the parameters in a URL when sending an HTTP request. See also " +"[method uri_decode].\n" "[codeblocks]\n" "[gdscript]\n" "var prefix = \"$DOCS_URL/?highlight=\"\n" @@ -109819,8 +111252,8 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Returns [code]true[/code] if both strings do not contain the same sequence of " -"characters." +"Returns [code]true[/code] if both strings do not contain the same sequence " +"of characters." msgstr "" #: doc/classes/String.xml @@ -109831,8 +111264,9 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Formats the [String], replacing the placeholders with one or more parameters. " -"To pass multiple parameters, [param right] needs to be an [Array].\n" +"Formats the [String], replacing the placeholders with one or more " +"parameters. To pass multiple parameters, [param right] needs to be an " +"[Array].\n" "[codeblock]\n" "print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n" "\n" @@ -109844,9 +111278,9 @@ msgid "" "[/codeblock]\n" "For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" -"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://" -"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/" -"interpolated]how to interpolate strings with \"$\"[/url]." +"[b]Note:[/b] In C#, this operator is not available. Instead, see " +"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" +"tokens/interpolated]how to interpolate strings with \"$\"[/url]." msgstr "" #: doc/classes/String.xml @@ -109857,8 +111291,8 @@ msgstr "" #: doc/classes/String.xml msgid "" -"Appends [param right] at the end of this [String], returning a [String]. This " -"is also known as a string concatenation." +"Appends [param right] at the end of this [String], returning a [String]. " +"This is also known as a string concatenation." msgstr "" #: doc/classes/String.xml @@ -109906,9 +111340,9 @@ msgid "" "Returns a new [String] that only contains the character at [param index]. " "Indices start from [code]0[/code]. If [param index] is greater or equal to " "[code]0[/code], the character is fetched starting from the beginning of the " -"string. If [param index] is a negative value, it is fetched starting from the " -"end. Accessing a string out-of-bounds will cause a run-time error, pausing " -"the project execution if run from the editor." +"string. If [param index] is a negative value, it is fetched starting from " +"the end. Accessing a string out-of-bounds will cause a run-time error, " +"pausing the project execution if run from the editor." msgstr "" #: doc/classes/StringName.xml @@ -109926,8 +111360,8 @@ msgid "" "you can construct a [StringName] ahead of time with the [StringName] " "constructor or, in GDScript, the literal syntax [code]&\"example\"[/code]. " "Manually constructing a [StringName] allows you to control when the " -"conversion from [String] occurs or to use the literal and prevent conversions " -"entirely.\n" +"conversion from [String] occurs or to use the literal and prevent " +"conversions entirely.\n" "See also [NodePath], which is a similar concept specifically designed to " "store pre-parsed scene tree paths.\n" "All of [String]'s methods are available in this class too. They convert the " @@ -109938,10 +111372,10 @@ msgid "" "code] method to cast a [StringName] to a string, and then use the equivalent " "methods in [code]System.String[/code] or [code]StringExtensions[/code].\n" "[b]Note:[/b] In a boolean context, a [StringName] will evaluate to " -"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, " -"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/" -"code] operator cannot be used. Instead, [method is_empty] should be used to " -"check for empty [StringName]s." +"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). " +"Otherwise, a [StringName] will always evaluate to [code]true[/code]. The " +"[code]not[/code] operator cannot be used. Instead, [method is_empty] should " +"be used to check for empty [StringName]s." msgstr "" #: doc/classes/StringName.xml @@ -109980,10 +111414,10 @@ msgstr "" #: doc/classes/StringName.xml msgid "" -"Converts the string representing a decimal number into a [float]. This method " -"stops on the first non-number character, except the first decimal point " -"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method " -"is_valid_float].\n" +"Converts the string representing a decimal number into a [float]. This " +"method stops on the first non-number character, except the first decimal " +"point ([code].[/code]) and the exponent letter ([code]e[/code]). See also " +"[method is_valid_float].\n" "[codeblock]\n" "var a = \"12.35\".to_float() # a is 12.35\n" "var b = \"1.2.3\".to_float() # b is 1.2\n" @@ -109995,8 +111429,8 @@ msgstr "" #: doc/classes/StringName.xml msgid "" -"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] " -"encoded [PackedByteArray]. This method is slightly slower than [method " +"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/" +"url] encoded [PackedByteArray]. This method is slightly slower than [method " "to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer " "using this method." msgstr "" @@ -110016,8 +111450,8 @@ msgstr "" #: doc/classes/StringName.xml msgid "" "Converts the string to a [url=https://en.wikipedia.org/wiki/" -"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, " -"UTF-32 on other platforms) encoded [PackedByteArray]." +"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on " +"Windows, UTF-32 on other platforms) encoded [PackedByteArray]." msgstr "" #: doc/classes/StringName.xml @@ -110059,8 +111493,8 @@ msgstr "" #: doc/classes/StringName.xml msgid "" -"Returns [code]true[/code] if this [StringName] is not equivalent to the given " -"[String]." +"Returns [code]true[/code] if this [StringName] is not equivalent to the " +"given [String]." msgstr "" #: doc/classes/StringName.xml @@ -110077,9 +111511,9 @@ msgid "" "needs to be an [Array].\n" "For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" "gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" -"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://" -"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/" -"interpolated]how to interpolate strings with \"$\"[/url]." +"[b]Note:[/b] In C#, this operator is not available. Instead, see " +"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" +"tokens/interpolated]how to interpolate strings with \"$\"[/url]." msgstr "" #: doc/classes/StringName.xml @@ -110152,8 +111586,8 @@ msgstr "" msgid "" "Virtual method to be implemented by the user. Returns a custom minimum size " "that the stylebox must respect when drawing. By default [method " -"get_minimum_size] only takes content margins into account. This method can be " -"overridden to add another size restriction. A combination of the default " +"get_minimum_size] only takes content margins into account. This method can " +"be overridden to add another size restriction. A combination of the default " "behavior and the output of this method will be used, to account for both " "sizes." msgstr "" @@ -110162,8 +111596,8 @@ msgstr "" msgid "" "Draws this stylebox using a canvas item identified by the given [RID].\n" "The [RID] value can either be the result of [method CanvasItem." -"get_canvas_item] called on an existing [CanvasItem]-derived node, or directly " -"from creating a canvas item in the [RenderingServer] with [method " +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [RenderingServer] with [method " "RenderingServer.canvas_item_create]." msgstr "" @@ -110215,10 +111649,10 @@ msgid "" "instead. For example, for [StyleBoxFlat], the border thickness (if any) is " "used instead.\n" "It is up to the code using this style box to decide what these contents are: " -"for example, a [Button] respects this content margin for the textual contents " -"of the button.\n" -"[method get_margin] should be used to fetch this value as consumer instead of " -"reading these properties directly. This is because it correctly respects " +"for example, a [Button] respects this content margin for the textual " +"contents of the button.\n" +"[method get_margin] should be used to fetch this value as consumer instead " +"of reading these properties directly. This is because it correctly respects " "negative values and the fallback mentioned above." msgstr "" @@ -110307,8 +111741,8 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" -"Sets the corner radius to [param radius] pixels for the given [param corner]. " -"See [enum Corner] for possible values." +"Sets the corner radius to [param radius] pixels for the given [param " +"corner]. See [enum Corner] for possible values." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -110331,7 +111765,8 @@ msgid "" "when using rounded corners or [member skew].\n" "[b]Note:[/b] When using beveled corners with 45-degree angles ([member " "corner_detail] = 1), it is recommended to set [member anti_aliasing] to " -"[code]false[/code] to ensure crisp visuals and avoid possible visual glitches." +"[code]false[/code] to ensure crisp visuals and avoid possible visual " +"glitches." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -110374,19 +111809,20 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "This sets the number of vertices used for each corner. Higher values result " -"in rounder corners but take more processing power to compute. When choosing a " -"value, you should take the corner radius ([method set_corner_radius_all]) " +"in rounder corners but take more processing power to compute. When choosing " +"a value, you should take the corner radius ([method set_corner_radius_all]) " "into account.\n" "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be " "enough. For corner radii less than 30, values between [code]8[/code] and " "[code]12[/code] should be enough.\n" -"A corner detail of [code]1[/code] will result in chamfered corners instead of " -"rounded corners, which is useful for some artistic effects." +"A corner detail of [code]1[/code] will result in chamfered corners instead " +"of rounded corners, which is useful for some artistic effects." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" -"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded." +"The bottom-left corner's radius. If [code]0[/code], the corner is not " +"rounded." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -110412,8 +111848,8 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" "Expands the stylebox outside of the control rect on the bottom edge. Useful " -"in combination with [member border_width_bottom] to draw a border outside the " -"control rect.\n" +"in combination with [member border_width_bottom] to draw a border outside " +"the control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member " "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area " "for [Control]s. This can negatively impact usability if used wrong, as the " @@ -110427,15 +111863,16 @@ msgid "" "combination with [member border_width_left] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member " -"expand_margin_left] does [i]not[/i] affect the size of the clickable area for " -"[Control]s. This can negatively impact usability if used wrong, as the user " -"may try to click an area of the StyleBox that cannot actually receive clicks." +"expand_margin_left] does [i]not[/i] affect the size of the clickable area " +"for [Control]s. This can negatively impact usability if used wrong, as the " +"user may try to click an area of the StyleBox that cannot actually receive " +"clicks." msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" -"Expands the stylebox outside of the control rect on the right edge. Useful in " -"combination with [member border_width_right] to draw a border outside the " +"Expands the stylebox outside of the control rect on the right edge. Useful " +"in combination with [member border_width_right] to draw a border outside the " "control rect.\n" "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member " "expand_margin_right] does [i]not[/i] affect the size of the clickable area " @@ -110463,8 +111900,8 @@ msgstr "" #: doc/classes/StyleBoxFlat.xml msgid "" -"The shadow offset in pixels. Adjusts the position of the shadow relatively to " -"the stylebox." +"The shadow offset in pixels. Adjusts the position of the shadow relatively " +"to the stylebox." msgstr "" #: doc/classes/StyleBoxFlat.xml @@ -110476,18 +111913,19 @@ msgid "" "If set to a non-zero value on either axis, [member skew] distorts the " "StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-" "style UIs. Positive values skew the StyleBox towards the right (X axis) and " -"upwards (Y axis), while negative values skew the StyleBox towards the left (X " -"axis) and downwards (Y axis).\n" +"upwards (Y axis), while negative values skew the StyleBox towards the left " +"(X axis) and downwards (Y axis).\n" "[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider " "increasing the [StyleBox]'s content margin (see [member StyleBox." "content_margin_bottom]). It is preferable to increase the content margin " "instead of the expand margin (see [member expand_margin_bottom]), as " -"increasing the expand margin does not increase the size of the clickable area " -"for [Control]s." +"increasing the expand margin does not increase the size of the clickable " +"area for [Control]s." msgstr "" #: doc/classes/StyleBoxLine.xml -msgid "A [StyleBox] that displays a single line of a given color and thickness." +msgid "" +"A [StyleBox] that displays a single line of a given color and thickness." msgstr "" #: doc/classes/StyleBoxLine.xml @@ -110502,9 +111940,9 @@ msgstr "" #: doc/classes/StyleBoxLine.xml msgid "" -"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. " -"If set to a negative value, the line will begin inside the [StyleBoxLine]'s " -"bounds." +"The number of pixels the line will extend before the [StyleBoxLine]'s " +"bounds. If set to a negative value, the line will begin inside the " +"[StyleBoxLine]'s bounds." msgstr "" #: doc/classes/StyleBoxLine.xml @@ -110531,8 +111969,8 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" "A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. " -"This stylebox performs a 3×3 scaling of a texture, where only the center cell " -"is fully stretched. This makes it possible to design bordered styles " +"This stylebox performs a 3×3 scaling of a texture, where only the center " +"cell is fully stretched. This makes it possible to design bordered styles " "regardless of the stylebox's size." msgstr "" @@ -110589,8 +112027,8 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" -"Expands the top margin of this style box when drawing, causing it to be drawn " -"larger than requested." +"Expands the top margin of this style box when drawing, causing it to be " +"drawn larger than requested." msgstr "" #: doc/classes/StyleBoxTexture.xml @@ -110647,8 +112085,8 @@ msgstr "" #: doc/classes/StyleBoxTexture.xml msgid "" -"Stretch the stylebox's texture. This results in visible distortion unless the " -"texture size matches the stylebox's size perfectly." +"Stretch the stylebox's texture. This results in visible distortion unless " +"the texture size matches the stylebox's size perfectly." msgstr "" #: doc/classes/StyleBoxTexture.xml @@ -110675,9 +112113,9 @@ msgid "" "[SubViewport] Isolates a rectangular region of a scene to be displayed " "independently. This can be used, for example, to display UI in 3D space.\n" "[b]Note:[/b] [SubViewport] is a [Viewport] that isn't a [Window], i.e. it " -"doesn't draw anything by itself. To display anything, [SubViewport] must have " -"a non-zero size and be either put inside a [SubViewportContainer] or assigned " -"to a [ViewportTexture]." +"doesn't draw anything by itself. To display anything, [SubViewport] must " +"have a non-zero size and be either put inside a [SubViewportContainer] or " +"assigned to a [ViewportTexture]." msgstr "" #: doc/classes/SubViewport.xml doc/classes/Viewport.xml @@ -110714,8 +112152,8 @@ msgstr "" #: doc/classes/SubViewport.xml msgid "" -"The width and height of the sub-viewport. Must be set to a value greater than " -"or equal to 2 pixels on both dimensions. Otherwise, nothing will be " +"The width and height of the sub-viewport. Must be set to a value greater " +"than or equal to 2 pixels on both dimensions. Otherwise, nothing will be " "displayed.\n" "[b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member " "SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot " @@ -110779,8 +112217,8 @@ msgid "" "unless [member stretch] is enabled.\n" "[b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will " "cause its contents to appear distorted. To change its visual size without " -"causing distortion, adjust the node's margins instead (if it's not already in " -"a container).\n" +"causing distortion, adjust the node's margins instead (if it's not already " +"in a container).\n" "[b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit " "notifications to its sub-viewports." msgstr "" @@ -110788,9 +112226,9 @@ msgstr "" #: doc/classes/SubViewportContainer.xml msgid "" "Virtual method to be implemented by the user. If it returns [code]true[/" -"code], the [param event] is propagated to [SubViewport] children. Propagation " -"doesn't happen if it returns [code]false[/code]. If the function is not " -"implemented, all events are propagated to SubViewports." +"code], the [param event] is propagated to [SubViewport] children. " +"Propagation doesn't happen if it returns [code]false[/code]. If the function " +"is not implemented, all events are propagated to SubViewports." msgstr "" #: doc/classes/SubViewportContainer.xml @@ -110846,13 +112284,13 @@ msgid "" "Failure to do so will result in an error when committing the vertex " "information to a mesh.\n" "Additionally, the attributes used before the first vertex is added determine " -"the format of the mesh. For example, if you only add UVs to the first vertex, " -"you cannot add color to any of the subsequent vertices.\n" +"the format of the mesh. For example, if you only add UVs to the first " +"vertex, you cannot add color to any of the subsequent vertices.\n" "See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " -"modes." +"OpenGL/Face-culling]winding order[/url] for front faces of triangle " +"primitive modes." msgstr "" #: doc/classes/SurfaceTool.xml @@ -110861,8 +112299,8 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Adds a vertex to index array if you are using indexed vertices. Does not need " -"to be called before adding vertices." +"Adds a vertex to index array if you are using indexed vertices. Does not " +"need to be called before adding vertices." msgstr "" #: doc/classes/SurfaceTool.xml @@ -110885,8 +112323,8 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Called before adding any vertices. Takes the primitive type as an argument (e." -"g. [constant Mesh.PRIMITIVE_TRIANGLES])." +"Called before adding any vertices. Takes the primitive type as an argument " +"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])." msgstr "" #: doc/classes/SurfaceTool.xml @@ -110931,8 +112369,9 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Generates a LOD for a given [param nd_threshold] in linear units (square root " -"of quadric error metric), using at most [param target_index_count] indices." +"Generates a LOD for a given [param nd_threshold] in linear units (square " +"root of quadric error metric), using at most [param target_index_count] " +"indices." msgstr "" #: doc/classes/SurfaceTool.xml @@ -110943,8 +112382,8 @@ msgid "" "and [i]before[/i] committing the mesh using [method commit] or [method " "commit_to_arrays]. For correct display of normal-mapped surfaces, you will " "also have to generate tangents using [method generate_tangents].\n" -"[b]Note:[/b] [method generate_normals] only works if the primitive type to be " -"set to [constant Mesh.PRIMITIVE_TRIANGLES].\n" +"[b]Note:[/b] [method generate_normals] only works if the primitive type to " +"be set to [constant Mesh.PRIMITIVE_TRIANGLES].\n" "[b]Note:[/b] [method generate_normals] takes smooth groups into account. To " "generate smooth normals, set the smooth group to a value greater than or " "equal to [code]0[/code] using [method set_smooth_group] or leave the smooth " @@ -111021,8 +112460,8 @@ msgstr "" msgid "" "Sets the color format for this custom [param channel_index]. Use [constant " "CUSTOM_MAX] to disable.\n" -"Must be invoked after [method begin] and should be set before [method commit] " -"or [method commit_to_arrays]." +"Must be invoked after [method begin] and should be set before [method " +"commit] or [method commit_to_arrays]." msgstr "" #: doc/classes/SurfaceTool.xml @@ -111038,8 +112477,8 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per " -"vertex may be used.\n" +"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences " +"per vertex may be used.\n" "By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS])\n" "[b]Note:[/b] This function takes an enum, not the exact number of weights." msgstr "" @@ -111064,24 +112503,24 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every " -"vertex needs to have this information set and you fail to submit it for the " -"first vertex, this information may not be used at all." +"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If " +"every vertex needs to have this information set and you fail to submit it " +"for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Specifies an optional second set of UV coordinates to use for the [i]next[/i] " -"vertex. If every vertex needs to have this information set and you fail to " -"submit it for the first vertex, this information may not be used at all." +"Specifies an optional second set of UV coordinates to use for the [i]next[/" +"i] vertex. If every vertex needs to have this information set and you fail " +"to submit it for the first vertex, this information may not be used at all." msgstr "" #: doc/classes/SurfaceTool.xml msgid "" "Specifies weight values to use for the [i]next[/i] vertex. [param weights] " -"must contain 4 values. If every vertex needs to have this information set and " -"you fail to submit it for the first vertex, this information may not be used " -"at all." +"must contain 4 values. If every vertex needs to have this information set " +"and you fail to submit it for the first vertex, this information may not be " +"used at all." msgstr "" #: doc/classes/SurfaceTool.xml @@ -111093,8 +112532,9 @@ msgstr "" #: doc/classes/SurfaceTool.xml msgid "" -"Limits range of data passed to [method set_custom] to signed normalized -1 to " -"1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]." +"Limits range of data passed to [method set_custom] to signed normalized -1 " +"to 1 stored in 8 bits per channel. See [constant Mesh." +"ARRAY_CUSTOM_RGBA8_SNORM]." msgstr "" #: doc/classes/SurfaceTool.xml @@ -111187,8 +112627,8 @@ msgid "" "cached, calls [method _get_line_syntax_highlighting] to calculate the data.\n" "The return [Dictionary] is column number to [Dictionary]. The column number " "notes the start of a region, the region will end if another region is found, " -"or at the end of the line. The nested [Dictionary] contains the data for that " -"region, currently only the key \"color\" is supported.\n" +"or at the end of the line. The nested [Dictionary] contains the data for " +"that region, currently only the key \"color\" is supported.\n" "[b]Example return:[/b]\n" "[codeblock]\n" "var color_map = {\n" @@ -111239,13 +112679,14 @@ msgid "If set to [code]true[/code], italic or oblique font is preferred." msgstr "" #: doc/classes/SystemFont.xml -msgid "Array of font family names to search, first matching font found is used." +msgid "" +"Array of font family names to search, first matching font found is used." msgstr "" #: doc/classes/SystemFont.xml msgid "" -"Preferred font stretch amount, compared to a normal width. A percentage value " -"between [code]50%[/code] and [code]200%[/code]." +"Preferred font stretch amount, compared to a normal width. A percentage " +"value between [code]50%[/code] and [code]200%[/code]." msgstr "" #: doc/classes/SystemFont.xml @@ -111292,8 +112733,9 @@ msgstr "" #: doc/classes/TabBar.xml msgid "" -"A control that provides a horizontal bar with tabs. Similar to [TabContainer] " -"but is only in charge of drawing tabs, not interacting with children." +"A control that provides a horizontal bar with tabs. Similar to " +"[TabContainer] but is only in charge of drawing tabs, not interacting with " +"children." msgstr "" #: doc/classes/TabBar.xml @@ -111326,8 +112768,8 @@ msgstr "" #: doc/classes/TabBar.xml msgid "" -"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if " -"the tab has no icon." +"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] " +"if the tab has no icon." msgstr "" #: doc/classes/TabBar.xml @@ -111376,7 +112818,8 @@ msgid "" msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml -msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." +msgid "" +"Returns [code]true[/code] if the tab at index [param tab_idx] is hidden." msgstr "" #: doc/classes/TabBar.xml @@ -111395,8 +112838,8 @@ msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml msgid "" -"Selects the first available tab with lower index than the currently selected. " -"Returns [code]true[/code] if tab selection changed." +"Selects the first available tab with lower index than the currently " +"selected. Returns [code]true[/code] if tab selection changed." msgstr "" #: doc/classes/TabBar.xml @@ -111426,9 +112869,9 @@ msgstr "" #: doc/classes/TabBar.xml msgid "" "Sets the maximum allowed width of the icon for the tab at index [param " -"tab_idx]. This limit is applied on top of the default size of the icon and on " -"top of [theme_item icon_max_width]. The height is adjusted according to the " -"icon's ratio." +"tab_idx]. This limit is applied on top of the default size of the icon and " +"on top of [theme_item icon_max_width]. The height is adjusted according to " +"the icon's ratio." msgstr "" #: doc/classes/TabBar.xml @@ -111563,7 +113006,8 @@ msgstr "" #: doc/classes/TabBar.xml msgid "" -"Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled." +"Emitted when a tab is right-clicked. [member select_with_rmb] must be " +"enabled." msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml @@ -111637,7 +113081,8 @@ msgstr "" msgid "" "The maximum allowed width of the tab's icon. This limit is applied on top of " "the default size of the icon, but before the value set with [method " -"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio." +"set_tab_icon_max_width]. The height is adjusted according to the icon's " +"ratio." msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml @@ -111685,8 +113130,8 @@ msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml msgid "" "Icon for the right arrow button that appears when there are too many tabs to " -"fit in the container width. When the button is disabled (i.e. the last tab is " -"visible) it appears semi-transparent." +"fit in the container width. When the button is disabled (i.e. the last tab " +"is visible) it appears semi-transparent." msgstr "" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml @@ -111760,8 +113205,8 @@ msgstr "" msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -111806,9 +113251,9 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If set on a [Popup] node instance, a popup menu icon appears in the top-right " -"corner of the [TabContainer] (setting it to [code]null[/code] will make it go " -"away). Clicking it will expand the [Popup] node." +"If set on a [Popup] node instance, a popup menu icon appears in the top-" +"right corner of the [TabContainer] (setting it to [code]null[/code] will " +"make it go away). Clicking it will expand the [Popup] node." msgstr "" #: doc/classes/TabContainer.xml @@ -111834,9 +113279,9 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"The current tab index. When set, this index's [Control] node's [code]visible[/" -"code] property is set to [code]true[/code] and all others are set to " -"[code]false[/code].\n" +"The current tab index. When set, this index's [Control] node's " +"[code]visible[/code] property is set to [code]true[/code] and all others are " +"set to [code]false[/code].\n" "A value of [code]-1[/code] means that no tab is selected." msgstr "" @@ -111863,8 +113308,8 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"[TabContainer]s with the same rearrange group ID will allow dragging the tabs " -"between them. Enable drag with [member drag_to_rearrange_enabled].\n" +"[TabContainer]s with the same rearrange group ID will allow dragging the " +"tabs between them. Enable drag with [member drag_to_rearrange_enabled].\n" "Setting this to [code]-1[/code] will disable rearranging between " "[TabContainer]s." msgstr "" @@ -111877,7 +113322,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -111914,7 +113359,8 @@ msgstr "" msgid "" "The maximum allowed width of the tab's icon. This limit is applied on top of " "the default size of the icon, but before the value set with [method TabBar." -"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio." +"set_tab_icon_max_width]. The height is adjusted according to the icon's " +"ratio." msgstr "" #: doc/classes/TabContainer.xml @@ -111937,8 +113383,8 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"The icon for the menu button (see [method set_popup]) when it's being hovered " -"with the cursor." +"The icon for the menu button (see [method set_popup]) when it's being " +"hovered with the cursor." msgstr "" #: doc/classes/TabContainer.xml @@ -111993,9 +113439,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -112014,16 +113460,16 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "A multiline text editor. It also has limited facilities for editing code, " -"such as syntax highlighting support. For more advanced facilities for editing " -"code, see [CodeEdit].\n" +"such as syntax highlighting support. For more advanced facilities for " +"editing code, see [CodeEdit].\n" "[b]Note:[/b] Most viewport, caret and edit methods contain a " "[code]caret_index[/code] argument for [member caret_multiple] support. The " "argument should be one of the following: [code]-1[/code] for all carets, " "[code]0[/code] for the main caret, or greater than [code]0[/code] for " "secondary carets.\n" -"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will " -"scroll 5 times as fast as it would normally do. This also works in the Godot " -"script editor." +"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel " +"will scroll 5 times as fast as it would normally do. This also works in the " +"Godot script editor." msgstr "" #: doc/classes/TextEdit.xml @@ -112071,8 +113517,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Adds an additional caret above or below every caret. If [param below] is true " -"the new caret will be added below and above otherwise." +"Adds an additional caret above or below every caret. If [param below] is " +"true the new caret will be added below and above otherwise." msgstr "" #: doc/classes/TextEdit.xml @@ -112089,8 +113535,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Reposition the carets affected by the edit. This assumes edits are applied in " -"edit order, see [method get_caret_index_edit_order]." +"Reposition the carets affected by the edit. This assumes edits are applied " +"in edit order, see [method get_caret_index_edit_order]." msgstr "" #: doc/classes/TextEdit.xml @@ -112179,8 +113625,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Returns a list of caret indexes in their edit order, this done from bottom to " -"top. Edit order refers to the way actions such as [method " +"Returns a list of caret indexes in their edit order, this done from bottom " +"to top. Edit order refers to the way actions such as [method " "insert_text_at_caret] are applied." msgstr "" @@ -112209,7 +113655,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112222,8 +113670,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Returns the number of spaces and [code]tab * tab_size[/code] before the first " -"char." +"Returns the number of spaces and [code]tab * tab_size[/code] before the " +"first char." msgstr "" #: doc/classes/TextEdit.xml @@ -112263,7 +113711,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112275,7 +113726,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112349,8 +113803,8 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it may " -"cause a crash. If you wish to hide it or any of its children, use their " +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" @@ -112364,9 +113818,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Similar to [method get_next_visible_line_offset_from], but takes into account " -"the line wrap indexes. In the returned vector, [code]x[/code] is the line, " -"[code]y[/code] is the wrap index." +"Similar to [method get_next_visible_line_offset_from], but takes into " +"account the line wrap indexes. In the returned vector, [code]x[/code] is the " +"line, [code]y[/code] is the wrap index." msgstr "" #: doc/classes/TextEdit.xml @@ -112389,9 +113843,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Returns the local position and size for the grapheme at the given [param " -"line] and [param column]. If [code]x[/code] or [code]y[/code] position of the " -"returned rect equal [code]-1[/code], the position is outside of the viewable " -"area of the control.\n" +"line] and [param column]. If [code]x[/code] or [code]y[/code] position of " +"the returned rect equal [code]-1[/code], the position is outside of the " +"viewable area of the control.\n" "[b]Note:[/b] The Y position of the returned rect corresponds to the top side " "of the line, unlike [method get_pos_at_line_column] which returns the bottom " "side." @@ -112407,8 +113861,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Returns the text inside the selection of a caret, or all the carets if [param " -"caret_index] is its default value [code]-1[/code]." +"Returns the text inside the selection of a caret, or all the carets if " +"[param caret_index] is its default value [code]-1[/code]." msgstr "" #: doc/classes/TextEdit.xml @@ -112540,8 +113994,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Merges any overlapping carets. Will favor the newest caret, or the caret with " -"a selection.\n" +"Merges any overlapping carets. Will favor the newest caret, or the caret " +"with a selection.\n" "[b]Note:[/b] This is not called when a caret changes position but after " "certain actions, so it is possible to get into a state where carets overlap." msgstr "" @@ -112594,8 +114048,8 @@ msgid "" " var column_number = result.x\n" "[/gdscript]\n" "[csharp]\n" -"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, " -"0);\n" +"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, " +"0, 0);\n" "if (result.X != -1)\n" "{\n" " // Result found.\n" @@ -112636,22 +114090,24 @@ msgid "" "Moves the caret to the specified [param line] index.\n" "If [param adjust_viewport] is [code]true[/code], the viewport will center at " "the caret position after the move occurs.\n" -"If [param can_be_hidden] is [code]true[/code], the specified [param line] can " -"be hidden.\n" +"If [param can_be_hidden] is [code]true[/code], the specified [param line] " +"can be hidden.\n" "[b]Note:[/b] If supporting multiple carets this will not check for any " "overlap. See [method merge_overlapping_carets]." msgstr "" #: doc/classes/TextEdit.xml msgid "" -"Sets the gutter as clickable. This will change the mouse cursor to a pointing " -"hand when hovering over the gutter." +"Sets the gutter as clickable. This will change the mouse cursor to a " +"pointing hand when hovering over the gutter." msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112667,7 +114123,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -112703,12 +114161,15 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"If [param clickable] is [code]true[/code], makes the [param gutter] on [param " -"line] clickable. See [signal gutter_clicked]." +"If [param clickable] is [code]true[/code], makes the [param gutter] on " +"[param line] clickable. See [signal gutter_clicked]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112721,7 +114182,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -112761,7 +114225,8 @@ msgid "" "different.\n" "An action will also end after a call to [method end_action], after [member " "ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new " -"undoable step outside the [method start_action] and [method end_action] calls." +"undoable step outside the [method start_action] and [method end_action] " +"calls." msgstr "" #: doc/classes/TextEdit.xml @@ -112828,8 +114293,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"If [code]true[/code], a minimap is shown, providing an outline of your source " -"code." +"If [code]true[/code], a minimap is shown, providing an outline of your " +"source code." msgstr "" #: doc/classes/TextEdit.xml @@ -112844,8 +114309,8 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum " -"height to the number of visible lines." +"If [code]true[/code], [TextEdit] will disable vertical scroll and fit " +"minimum height to the number of visible lines." msgstr "" #: doc/classes/TextEdit.xml @@ -112870,15 +114335,15 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" -"If there is a vertical scrollbar, this determines the current vertical scroll " -"value in line numbers, starting at 0 for the top line." +"If there is a vertical scrollbar, this determines the current vertical " +"scroll value in line numbers, starting at 0 for the top line." msgstr "" #: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], text can be selected.\n" -"If [code]false[/code], text can not be selected by the user or by the [method " -"select] or [method select_all] methods." +"If [code]false[/code], text can not be selected by the user or by the " +"[method select] or [method select_all] methods." msgstr "" #: doc/classes/TextEdit.xml @@ -113005,15 +114470,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -113107,8 +114579,8 @@ msgid "" "[StyleBox] that represents an outline or an underline works well for this " "purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] " "resource. Note that disabling the focus visual effect will harm keyboard/" -"controller navigation usability, so this is not recommended for accessibility " -"reasons." +"controller navigation usability, so this is not recommended for " +"accessibility reasons." msgstr "" #: doc/classes/TextEdit.xml @@ -113190,8 +114662,8 @@ msgstr "" #: doc/classes/TextLine.xml doc/classes/TextServer.xml msgid "" -"Returns caret character offset at the specified pixel offset at the baseline. " -"This function always returns a valid position." +"Returns caret character offset at the specified pixel offset at the " +"baseline. This function always returns a valid position." msgstr "" #: doc/classes/TextLine.xml doc/classes/TextParagraph.xml @@ -113252,8 +114724,8 @@ msgid "" "contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " "containers, like color emoji fonts) are not supported.\n" "The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " -"height for the front face, 40% for the back face, 10% for the outer edges and " -"10% for the inner edges." +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." msgstr "" #: doc/classes/TextMesh.xml @@ -113286,7 +114758,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -113344,8 +114820,8 @@ msgstr "" #: doc/classes/TextParagraph.xml msgid "" "Draw outlines of all lines of the text and drop cap into a canvas item at a " -"given position, with [param color]. [param pos] specifies the top left corner " -"of the bounding box." +"given position, with [param color]. [param pos] specifies the top left " +"corner of the bounding box." msgstr "" #: doc/classes/TextParagraph.xml @@ -113394,8 +114870,8 @@ msgstr "" #: doc/classes/TextParagraph.xml msgid "" -"Returns width (for horizontal layout) or height (for vertical) of the line of " -"text." +"Returns width (for horizontal layout) or height (for vertical) of the line " +"of text." msgstr "" #: doc/classes/TextParagraph.xml @@ -113514,20 +114990,22 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Draws single glyph into a canvas item at the position, using [param font_rid] " -"at the size [param size].\n" -"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned " -"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n" +"Draws single glyph into a canvas item at the position, using [param " +"font_rid] at the size [param size].\n" +"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices " +"returned by [method shaped_text_get_glyphs] or [method " +"font_get_glyph_index].\n" "[b]Note:[/b] If there are pending glyphs to render, calling this function " "might trigger the texture cache update." msgstr "" #: doc/classes/TextServer.xml msgid "" -"Draws single glyph outline of size [param outline_size] into a canvas item at " -"the position, using [param font_rid] at the size [param size].\n" -"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned " -"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n" +"Draws single glyph outline of size [param outline_size] into a canvas item " +"at the position, using [param font_rid] at the size [param size].\n" +"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices " +"returned by [method shaped_text_get_glyphs] or [method " +"font_get_glyph_index].\n" "[b]Note:[/b] If there are pending glyphs to render, calling this function " "might trigger the texture cache update." msgstr "" @@ -113538,8 +115016,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Returns character code associated with [param glyph_index], or [code]0[/code] " -"if [param glyph_index] is invalid. See [method font_get_glyph_index]." +"Returns character code associated with [param glyph_index], or [code]0[/" +"code] if [param glyph_index] is invalid. See [method font_get_glyph_index]." msgstr "" #: doc/classes/TextServer.xml @@ -113656,8 +115134,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Returns variation coordinates for the specified font cache entry. See [method " -"font_supported_variation_list] for more info." +"Returns variation coordinates for the specified font cache entry. See " +"[method font_supported_variation_list] for more info." msgstr "" #: doc/classes/TextServer.xml @@ -113766,15 +115244,15 @@ msgstr "" msgid "" "If set to [code]true[/code], glyphs of all sizes are rendered using single " "multichannel signed distance field generated from the dynamic font vector " -"data. MSDF rendering allows displaying the font at any scaling factor without " -"blurriness, and without incurring a CPU cost when the font size changes " -"(since the font no longer needs to be rasterized on the CPU). As a downside, " -"font hinting is not available with MSDF. The lack of font hinting may result " -"in less crisp and less readable fonts at small sizes.\n" +"data. MSDF rendering allows displaying the font at any scaling factor " +"without blurriness, and without incurring a CPU cost when the font size " +"changes (since the font no longer needs to be rasterized on the CPU). As a " +"downside, font hinting is not available with MSDF. The lack of font hinting " +"may result in less crisp and less readable fonts at small sizes.\n" "[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping " -"shapes correctly. Overlapping shapes are not valid per the OpenType standard, " -"but are still commonly found in many font files, especially those converted " -"by Google Fonts. To avoid issues with overlapping glyphs, consider " +"shapes correctly. Overlapping shapes are not valid per the OpenType " +"standard, but are still commonly found in many font files, especially those " +"converted by Google Fonts. To avoid issues with overlapping glyphs, consider " "downloading the font file directly from the type foundry instead of relying " "on Google Fonts." msgstr "" @@ -113789,8 +115267,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Sets font oversampling factor, if set to [code]0.0[/code] global oversampling " -"factor is used instead. Used by dynamic fonts only." +"Sets font oversampling factor, if set to [code]0.0[/code] global " +"oversampling factor is used instead. Used by dynamic fonts only." msgstr "" #: doc/classes/TextServer.xml @@ -113844,8 +115322,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" "Sets weight (boldness) of the font. A value in the [code]100...999[/code] " -"range, normal font weight is [code]400[/code], bold font weight is [code]700[/" -"code].\n" +"range, normal font weight is [code]400[/code], bold font weight is " +"[code]700[/code].\n" "[b]Note:[/b] This value is used for font matching only and will not affect " "font rendering. Use [method font_set_face_index], [method " "font_set_variation_coordinates], or [method font_set_embolden] instead." @@ -113898,8 +115376,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Returns [code]true[/code] if [param rid] is valid resource owned by this text " -"server." +"Returns [code]true[/code] if [param rid] is valid resource owned by this " +"text server." msgstr "" #: doc/classes/TextServer.xml @@ -113933,7 +115411,8 @@ msgid "" "If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a " "valid identifier must:\n" "- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" -"- May contain Unicode characters of class XID_Continue in the other positions." +"- May contain Unicode characters of class XID_Continue in the other " +"positions." msgstr "" #: doc/classes/TextServer.xml @@ -113946,7 +115425,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Converts readable feature, variation, script or language name to OpenType tag." +"Converts readable feature, variation, script or language name to OpenType " +"tag." msgstr "" #: doc/classes/TextServer.xml @@ -113985,8 +115465,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Changes text span font, font size and OpenType features, without changing the " -"text." +"Changes text span font, font size and OpenType features, without changing " +"the text." msgstr "" #: doc/classes/TextServer.xml @@ -114119,8 +115599,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Returns [code]true[/code] if text buffer is configured to display hexadecimal " -"codes in place of invalid characters.\n" +"Returns [code]true[/code] if text buffer is configured to display " +"hexadecimal codes in place of invalid characters.\n" "[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of " "invalid characters." msgstr "" @@ -114213,7 +115693,8 @@ msgid "" msgstr "" #: doc/classes/TextServer.xml -msgid "If set to [code]true[/code] text buffer will display control characters." +msgid "" +"If set to [code]true[/code] text buffer will display control characters." msgstr "" #: doc/classes/TextServer.xml @@ -114252,8 +115733,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if [param string] is likely to be an attempt at " "confusing the reader.\n" -"[b]Note:[/b] Always returns [code]false[/code] if the server does not support " -"the [constant FEATURE_UNICODE_SECURITY] feature." +"[b]Note:[/b] Always returns [code]false[/code] if the server does not " +"support the [constant FEATURE_UNICODE_SECURITY] feature." msgstr "" #: doc/classes/TextServer.xml @@ -114268,16 +115749,16 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Returns an array of the word break boundaries. Elements in the returned array " -"are the offsets of the start and end of words. Therefore the length of the " -"array is always even.\n" +"Returns an array of the word break boundaries. Elements in the returned " +"array are the offsets of the start and end of words. Therefore the length of " +"the array is always even.\n" "When [param chars_per_line] is greater than zero, line break boundaries are " "returned instead.\n" "[codeblock]\n" "var ts = TextServerManager.get_primary_interface()\n" "print(ts.string_get_word_breaks(\"Godot Engine\")) # Prints [0, 5, 6, 12]\n" -"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, 5, " -"6, 11, 11, 12]\n" +"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, " +"5, 6, 11, 11, 12]\n" "[/codeblock]" msgstr "" @@ -114307,7 +115788,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Converts OpenType tag to readable feature, variation, script or language name." +"Converts OpenType tag to readable feature, variation, script or language " +"name." msgstr "" #: doc/classes/TextServer.xml @@ -114329,7 +115811,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled." +"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is " +"disabled." msgstr "" #: doc/classes/TextServer.xml @@ -114366,8 +115849,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Text writing direction is the same as base string writing direction. Used for " -"BiDi override only." +"Text writing direction is the same as base string writing direction. Used " +"for BiDi override only." msgstr "" #: doc/classes/TextServer.xml @@ -114489,21 +115972,21 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " -"glyphs, starting from the left or from the right, depending on [member " -"Control.layout_direction] value." +"Displays [member Label.visible_ratio] or [member RichTextLabel." +"visible_ratio] glyphs, starting from the left or from the right, depending " +"on [member Control.layout_direction] value." msgstr "" #: doc/classes/TextServer.xml msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " -"glyphs, starting from the left." +"Displays [member Label.visible_ratio] or [member RichTextLabel." +"visible_ratio] glyphs, starting from the left." msgstr "" #: doc/classes/TextServer.xml msgid "" -"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] " -"glyphs, starting from the right." +"Displays [member Label.visible_ratio] or [member RichTextLabel." +"visible_ratio] glyphs, starting from the right." msgstr "" #: doc/classes/TextServer.xml @@ -114554,8 +116037,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"Accounts for the text being justified before attempting to trim it (see [enum " -"JustificationFlag])." +"Accounts for the text being justified before attempting to trim it (see " +"[enum JustificationFlag])." msgstr "" #: doc/classes/TextServer.xml @@ -114613,6 +116096,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -114625,7 +116112,8 @@ msgstr "" msgid "" "Use the default font hinting mode (crisper but less smooth).\n" "[b]Note:[/b] This hinting mode changes both horizontal and vertical glyph " -"metrics. If applied to monospace font, some glyphs might have different width." +"metrics. If applied to monospace font, some glyphs might have different " +"width." msgstr "" #: doc/classes/TextServer.xml @@ -114639,8 +116127,8 @@ msgid "" "Glyph horizontal position is rounded based on font size.\n" "- To one quarter of the pixel size if font size is smaller or equal to " "[constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n" -"- To one half of the pixel size if font size is smaller or equal to [constant " -"SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n" +"- To one half of the pixel size if font size is smaller or equal to " +"[constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n" "- To the whole pixel size for larger fonts." msgstr "" @@ -114703,7 +116191,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" -"TextServer supports multichannel signed distance field dynamic font rendering." +"TextServer supports multichannel signed distance field dynamic font " +"rendering." msgstr "" #: doc/classes/TextServer.xml @@ -114734,8 +116223,8 @@ msgstr "" #: doc/classes/TextServer.xml msgid "" "TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical " -"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical " -"Standard #39[/url] based spoof detection features." +"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode " +"Technical Standard #39[/url] based spoof detection features." msgstr "" #: doc/classes/TextServer.xml @@ -114839,9 +116328,9 @@ msgstr "" #: modules/text_server_adv/doc_classes/TextServerAdvanced.xml msgid "" -"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to " -"support BiDi, complex text layouts and contextual OpenType features. This is " -"Godot's default primary [TextServer] interface." +"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite " +"to support BiDi, complex text layouts and contextual OpenType features. This " +"is Godot's default primary [TextServer] interface." msgstr "" #: doc/classes/TextServerDummy.xml @@ -114852,10 +116341,10 @@ msgstr "" msgid "" "A dummy [TextServer] interface that doesn't do anything. Useful for freeing " "up memory when rendering text is not needed, as text servers are resource-" -"intensive. It can also be used for performance comparisons in complex GUIs to " -"check the impact of text rendering.\n" -"A dummy text server is always available at the start of a project. Here's how " -"to access it:\n" +"intensive. It can also be used for performance comparisons in complex GUIs " +"to check the impact of text rendering.\n" +"A dummy text server is always available at the start of a project. Here's " +"how to access it:\n" "[codeblock]\n" "var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n" "if dummy_text_server != null:\n" @@ -114935,8 +116424,8 @@ msgstr "" #: doc/classes/TextServerManager.xml msgid "" -"Removes an interface. All fonts and shaped text caches should be freed before " -"removing an interface." +"Removes an interface. All fonts and shaped text caches should be freed " +"before removing an interface." msgstr "" #: doc/classes/TextServerManager.xml @@ -114967,10 +116456,10 @@ msgstr "" #: doc/classes/Texture2D.xml msgid "" -"A texture works by registering an image in the video hardware, which then can " -"be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" -"Textures are often created by loading them from a file. See [method @GDScript." -"load].\n" +"A texture works by registering an image in the video hardware, which then " +"can be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" +"Textures are often created by loading them from a file. See [method " +"@GDScript.load].\n" "[Texture2D] is a base for other resources. It cannot be used directly.\n" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." @@ -115028,7 +116517,8 @@ msgid "" msgstr "" #: doc/classes/Texture2D.xml -msgid "Creates a placeholder version of this resource ([PlaceholderTexture2D])." +msgid "" +"Creates a placeholder version of this resource ([PlaceholderTexture2D])." msgstr "" #: doc/classes/Texture2D.xml @@ -115058,8 +116548,8 @@ msgid "" "directly.\n" "[b]Note:[/b] This will return [code]null[/code] if this [Texture2D] is " "invalid.\n" -"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause " -"performance problems when overused." +"[b]Note:[/b] This will fetch the texture data from the GPU, which might " +"cause performance problems when overused." msgstr "" #: doc/classes/Texture2D.xml @@ -115089,10 +116579,10 @@ msgid "" "A Texture2DArray is also different from an [AtlasTexture]: In a " "Texture2DArray, all images are treated separately. In an atlas, the regions " "(i.e. the single images) can be of different sizes. Furthermore, you usually " -"need to add a padding around the regions, to prevent accidental UV mapping to " -"more than one region. The same goes for mipmapping: Mipmap chains are handled " -"separately for each layer. In an atlas, the slicing has to be done manually " -"in the fragment shader.\n" +"need to add a padding around the regions, to prevent accidental UV mapping " +"to more than one region. The same goes for mipmapping: Mipmap chains are " +"handled separately for each layer. In an atlas, the slicing has to be done " +"manually in the fragment shader.\n" "To create such a texture file yourself, reimport your image files using the " "Godot Editor import presets." msgstr "" @@ -115170,7 +116660,8 @@ msgid "Called when the presence of mipmaps in the [Texture3D] is queried." msgstr "" #: doc/classes/Texture3D.xml -msgid "Creates a placeholder version of this resource ([PlaceholderTexture3D])." +msgid "" +"Creates a placeholder version of this resource ([PlaceholderTexture3D])." msgstr "" #: doc/classes/Texture3D.xml @@ -115194,8 +116685,8 @@ msgstr "" #: doc/classes/Texture3D.xml msgid "" -"Returns the [Texture3D]'s height in pixels. Width is typically represented by " -"the Y axis." +"Returns the [Texture3D]'s height in pixels. Width is typically represented " +"by the Y axis." msgstr "" #: doc/classes/Texture3D.xml @@ -115231,15 +116722,15 @@ msgid "" "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" -"See also [BaseButton] which contains common properties and methods associated " -"with this node." +"See also [BaseButton] which contains common properties and methods " +"associated with this node." msgstr "" #: doc/classes/TextureButton.xml msgid "" -"If [code]true[/code], the size of the texture won't be considered for minimum " -"size calculation, so the [TextureButton] can be shrunk down past the texture " -"size." +"If [code]true[/code], the size of the texture won't be considered for " +"minimum size calculation, so the [TextureButton] can be shrunk down past the " +"texture size." msgstr "" #: doc/classes/TextureButton.xml @@ -115280,8 +116771,8 @@ msgstr "" #: doc/classes/TextureButton.xml msgid "" "Texture to display by default, when the node is [b]not[/b] in the disabled, " -"hover or pressed state. This texture is still displayed in the focused state, " -"with [member texture_focused] drawn on top." +"hover or pressed state. This texture is still displayed in the focused " +"state, with [member texture_focused] drawn on top." msgstr "" #: doc/classes/TextureButton.xml @@ -115301,14 +116792,14 @@ msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" -"The texture keeps its original size and stays in the bounding rectangle's top-" -"left corner." +"The texture keeps its original size and stays in the bounding rectangle's " +"top-left corner." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml msgid "" -"The texture keeps its original size and stays centered in the node's bounding " -"rectangle." +"The texture keeps its original size and stays centered in the node's " +"bounding rectangle." msgstr "" #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml @@ -115337,8 +116828,8 @@ msgstr "" #: doc/classes/TextureCubemapArrayRD.xml msgid "" -"This texture class allows you to use a cubemap array texture created directly " -"on the [RenderingDevice] as a texture for materials, meshes, etc." +"This texture class allows you to use a cubemap array texture created " +"directly on the [RenderingDevice] as a texture for materials, meshes, etc." msgstr "" #: doc/classes/TextureCubemapRD.xml @@ -115422,8 +116913,8 @@ msgstr "" #: doc/classes/TextureLayered.xml msgid "" -"Returns the width of the texture in pixels. Width is typically represented by " -"the X axis." +"Returns the width of the texture in pixels. Width is typically represented " +"by the X axis." msgstr "" #: doc/classes/TextureLayered.xml @@ -115496,9 +116987,10 @@ msgstr "" #: doc/classes/TextureProgressBar.xml msgid "" "Upper limit for the fill of [member texture_progress] if [member fill_mode] " -"is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or [constant " -"FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is " -"equal to its [code]max_value[/code], the texture fills up to this angle.\n" +"is [constant FILL_CLOCKWISE], [constant FILL_COUNTER_CLOCKWISE], or " +"[constant FILL_CLOCKWISE_AND_COUNTER_CLOCKWISE]. When the node's " +"[code]value[/code] is equal to its [code]max_value[/code], the texture fills " +"up to this angle.\n" "See [member Range.value], [member Range.max_value]." msgstr "" @@ -115550,15 +117042,15 @@ msgid "" "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't " "show at all if [code]value[/code] is equal to [code]min_value[/code].\n" -"The [code]value[/code] property comes from [Range]. See [member Range.value], " -"[member Range.min_value], [member Range.max_value]." +"The [code]value[/code] property comes from [Range]. See [member Range." +"value], [member Range.min_value], [member Range.max_value]." msgstr "" #: doc/classes/TextureProgressBar.xml msgid "" -"The offset of [member texture_progress]. Useful for [member texture_over] and " -"[member texture_under] with fancy borders, to avoid transparent margins in " -"your progress texture." +"The offset of [member texture_progress]. Useful for [member texture_over] " +"and [member texture_under] with fancy borders, to avoid transparent margins " +"in your progress texture." msgstr "" #: doc/classes/TextureProgressBar.xml @@ -115607,8 +117099,8 @@ msgstr "" msgid "" "Turns the node into a radial bar. The [member texture_progress] fills " "counterclockwise. See [member radial_center_offset], [member " -"radial_initial_angle] and [member radial_fill_degrees] to control the way the " -"bar fills up." +"radial_initial_angle] and [member radial_fill_degrees] to control the way " +"the bar fills up." msgstr "" #: doc/classes/TextureProgressBar.xml @@ -115652,8 +117144,8 @@ msgstr "" #: doc/classes/TextureRect.xml msgid "" -"Defines how minimum size is determined based on the texture's size. See [enum " -"ExpandMode] for options." +"Defines how minimum size is determined based on the texture's size. See " +"[enum ExpandMode] for options." msgstr "" #: doc/classes/TextureRect.xml @@ -115680,8 +117172,9 @@ msgstr "" #: doc/classes/TextureRect.xml msgid "" -"The height of the texture will be ignored. Minimum width will be equal to the " -"current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]." +"The height of the texture will be ignored. Minimum width will be equal to " +"the current height. Useful for horizontal layouts, e.g. inside " +"[HBoxContainer]." msgstr "" #: doc/classes/TextureRect.xml @@ -115690,8 +117183,8 @@ msgstr "" #: doc/classes/TextureRect.xml msgid "" -"The width of the texture will be ignored. Minimum height will be equal to the " -"current width. Useful for vertical layouts, e.g. inside [VBoxContainer]." +"The width of the texture will be ignored. Minimum height will be equal to " +"the current width. Useful for vertical layouts, e.g. inside [VBoxContainer]." msgstr "" #: doc/classes/TextureRect.xml @@ -115715,14 +117208,14 @@ msgid "" "[method Control.add_theme_color_override]), theme resources allow you to " "store and apply the same settings across all controls sharing the same type " "(e.g. style all [Button]s the same). One theme resource can be used for the " -"entire project, but you can also set a separate theme resource to a branch of " -"control nodes. A theme resource assigned to a control applies to the control " -"itself, as well as all of its direct and indirect children (as long as a " -"chain of controls is uninterrupted).\n" -"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme " -"that will be available to every control in your project.\n" -"Use [member Control.theme] of any control node to set up a theme that will be " -"available to that control and all of its direct and indirect children." +"entire project, but you can also set a separate theme resource to a branch " +"of control nodes. A theme resource assigned to a control applies to the " +"control itself, as well as all of its direct and indirect children (as long " +"as a chain of controls is uninterrupted).\n" +"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope " +"theme that will be available to every control in your project.\n" +"Use [member Control.theme] of any control node to set up a theme that will " +"be available to that control and all of its direct and indirect children." msgstr "" #: doc/classes/Theme.xml @@ -115754,8 +117247,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Removes the constant property defined by [param name] and [param theme_type], " -"if it exists.\n" +"Removes the constant property defined by [param name] and [param " +"theme_type], if it exists.\n" "Fails if it doesn't exist. Use [method has_constant] to check for existence." msgstr "" @@ -115814,8 +117307,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns a list of names for [Color] properties defined with [param " -"theme_type]. Use [method get_color_type_list] to get a list of possible theme " -"type names." +"theme_type]. Use [method get_color_type_list] to get a list of possible " +"theme type names." msgstr "" #: doc/classes/Theme.xml @@ -115826,8 +117319,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns the constant property defined by [param name] and [param theme_type], " -"if it exists.\n" +"Returns the constant property defined by [param name] and [param " +"theme_type], if it exists.\n" "Returns [code]0[/code] if the property doesn't exist. Use [method " "has_constant] to check for existence." msgstr "" @@ -115853,8 +117346,8 @@ msgid "" "theme font is set up (see [member default_font]). Use [method has_font] to " "check for existence of the property and [method has_default_font] to check " "for existence of the default theme font.\n" -"Returns the engine fallback font value, if neither exist (see [member ThemeDB." -"fallback_font])." +"Returns the engine fallback font value, if neither exist (see [member " +"ThemeDB.fallback_font])." msgstr "" #: doc/classes/Theme.xml @@ -115900,7 +117393,8 @@ msgid "" "Returns the icon property defined by [param name] and [param theme_type], if " "it exists.\n" "Returns the engine fallback icon value if the property doesn't exist (see " -"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence." +"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for " +"existence." msgstr "" #: doc/classes/Theme.xml @@ -115919,9 +117413,9 @@ msgstr "" msgid "" "Returns the [StyleBox] property defined by [param name] and [param " "theme_type], if it exists.\n" -"Returns the engine fallback stylebox value if the property doesn't exist (see " -"[member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for " -"existence." +"Returns the engine fallback stylebox value if the property doesn't exist " +"(see [member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check " +"for existence." msgstr "" #: doc/classes/Theme.xml @@ -115968,8 +117462,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Returns a list of all unique theme type names. Use the appropriate " -"[code]get_*_type_list[/code] method to get a list of unique theme types for a " -"single data type." +"[code]get_*_type_list[/code] method to get a list of unique theme types for " +"a single data type." msgstr "" #: doc/classes/Theme.xml @@ -115984,8 +117478,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Returns [code]true[/code] if the [Color] property defined by [param name] and " -"[param theme_type] exists.\n" +"Returns [code]true[/code] if the [Color] property defined by [param name] " +"and [param theme_type] exists.\n" "Returns [code]false[/code] if it doesn't exist. Use [method set_color] to " "define it." msgstr "" @@ -116072,9 +117566,9 @@ msgstr "" msgid "" "Adds missing and overrides existing definitions with values from the [param " "other] theme resource.\n" -"[b]Note:[/b] This modifies the current theme. If you want to merge two themes " -"together without modifying either one, create a new empty theme and merge the " -"other two into it one after another." +"[b]Note:[/b] This modifies the current theme. If you want to merge two " +"themes together without modifying either one, create a new empty theme and " +"merge the other two into it one after another." msgstr "" #: doc/classes/Theme.xml @@ -116088,8 +117582,8 @@ msgstr "" msgid "" "Renames the [Color] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_color] to check for existence, and [method " +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_color] to check for existence, and [method " "clear_color] to remove the existing property." msgstr "" @@ -116097,54 +117591,54 @@ msgstr "" msgid "" "Renames the constant property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_constant] to check for existence, and [method " -"clear_constant] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_constant] to check for existence, and " +"[method clear_constant] to remove the existing property." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [Font] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_font] to check for existence, and [method clear_font] " -"to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_font] to check for existence, and [method " +"clear_font] to remove the existing property." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the font size property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_font_size] to check for existence, and [method " -"clear_font_size] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_font_size] to check for existence, and " +"[method clear_font_size] to remove the existing property." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the icon property defined by [param old_name] and [param theme_type] " "to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_icon] to check for existence, and [method clear_icon] " -"to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_icon] to check for existence, and [method " +"clear_icon] to remove the existing property." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the [StyleBox] property defined by [param old_name] and [param " "theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_stylebox] to check for existence, and [method " -"clear_stylebox] to remove the existing property." +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_stylebox] to check for existence, and " +"[method clear_stylebox] to remove the existing property." msgstr "" #: doc/classes/Theme.xml msgid "" "Renames the theme property of [param data_type] defined by [param old_name] " "and [param theme_type] to [param name], if it exists.\n" -"Fails if it doesn't exist, or if a similar property with the new name already " -"exists. Use [method has_theme_item] to check for existence, and [method " -"clear_theme_item] to remove the existing property.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_theme_item] to check for existence, and " +"[method clear_theme_item] to remove the existing property.\n" "[b]Note:[/b] This method is analogous to calling the corresponding data type " "specific method, but can be used for more generalized logic." msgstr "" @@ -116157,8 +117651,9 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Creates or changes the value of the constant property defined by [param name] " -"and [param theme_type]. Use [method clear_constant] to remove the property." +"Creates or changes the value of the constant property defined by [param " +"name] and [param theme_type]. Use [method clear_constant] to remove the " +"property." msgstr "" #: doc/classes/Theme.xml @@ -116176,8 +117671,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" -"Creates or changes the value of the icon property defined by [param name] and " -"[param theme_type]. Use [method clear_icon] to remove the property." +"Creates or changes the value of the icon property defined by [param name] " +"and [param theme_type]. Use [method clear_icon] to remove the property." msgstr "" #: doc/classes/Theme.xml @@ -116190,8 +117685,8 @@ msgstr "" #: doc/classes/Theme.xml msgid "" "Creates or changes the value of the theme property of [param data_type] " -"defined by [param name] and [param theme_type]. Use [method clear_theme_item] " -"to remove the property.\n" +"defined by [param name] and [param theme_type]. Use [method " +"clear_theme_item] to remove the property.\n" "Fails if the [param value] type is not accepted by [param data_type].\n" "[b]Note:[/b] This method is analogous to calling the corresponding data type " "specific method, but can be used for more generalized logic." @@ -116201,7 +117696,8 @@ msgstr "" msgid "" "Marks [param theme_type] as a variation of [param base_type].\n" "This adds [param theme_type] as a suggested option for [member Control." -"theme_type_variation] on a [Control] that is of the [param base_type] class.\n" +"theme_type_variation] on a [Control] that is of the [param base_type] " +"class.\n" "Variations can also be nested, i.e. [param base_type] can be another " "variation. If a chain of variations ends with a [param base_type] matching " "the class of the [Control], the whole chain is going to be suggested as " @@ -116324,8 +117820,8 @@ msgstr "" #: doc/classes/ThemeDB.xml msgid "" -"The fallback stylebox of every [Control] node and [Theme] resource. Used when " -"no other value is available to the control." +"The fallback stylebox of every [Control] node and [Theme] resource. Used " +"when no other value is available to the control." msgstr "" #: doc/classes/ThemeDB.xml @@ -116354,9 +117850,9 @@ msgstr "" #: doc/classes/Thread.xml msgid "" -"Returns the current [Thread]'s ID, uniquely identifying it among all threads. " -"If the [Thread] has not started running or if [method wait_to_finish] has " -"been called, this returns an empty string." +"Returns the current [Thread]'s ID, uniquely identifying it among all " +"threads. If the [Thread] has not started running or if [method " +"wait_to_finish] has been called, this returns an empty string." msgstr "" #: doc/classes/Thread.xml @@ -116377,18 +117873,18 @@ msgstr "" #: doc/classes/Thread.xml msgid "" -"Sets whether the thread safety checks the engine normally performs in methods " -"of certain classes (e.g., [Node]) should happen [b]on the current thread[/" -"b].\n" +"Sets whether the thread safety checks the engine normally performs in " +"methods of certain classes (e.g., [Node]) should happen [b]on the current " +"thread[/b].\n" "The default, for every thread, is that they are enabled (as if called with " "[param enabled] being [code]true[/code]).\n" "Those checks are conservative. That means that they will only succeed in " "considering a call thread-safe (and therefore allow it to happen) if the " "engine can guarantee such safety.\n" "Because of that, there may be cases where the user may want to disable them " -"([param enabled] being [code]false[/code]) to make certain operations allowed " -"again. By doing so, it becomes the user's responsibility to ensure thread " -"safety (e.g., by using [Mutex]) for those objects that are otherwise " +"([param enabled] being [code]false[/code]) to make certain operations " +"allowed again. By doing so, it becomes the user's responsibility to ensure " +"thread safety (e.g., by using [Mutex]) for those objects that are otherwise " "protected by the engine.\n" "[b]Note:[/b] This is an advanced usage of the engine. You are advised to use " "it only if you know what you are doing and there is no safer way.\n" @@ -116418,8 +117914,8 @@ msgid "" "Should either be used when you want to retrieve the value returned from the " "method called by the [Thread] or before freeing the instance that contains " "the [Thread].\n" -"To determine if this can be called without blocking the calling thread, check " -"if [method is_alive] is [code]false[/code]." +"To determine if this can be called without blocking the calling thread, " +"check if [method is_alive] is [code]false[/code]." msgstr "" #: doc/classes/Thread.xml @@ -116446,7 +117942,8 @@ msgid "" msgstr "" #: doc/classes/TileData.xml -msgid "Adds a collision polygon to the tile on the given TileSet physics layer." +msgid "" +"Adds a collision polygon to the tile on the given TileSet physics layer." msgstr "" #: doc/classes/TileData.xml @@ -116500,8 +117997,8 @@ msgstr "" #: doc/classes/TileData.xml msgid "" -"Returns the occluder polygon of the tile for the TileSet occlusion layer with " -"index [param layer_id].\n" +"Returns the occluder polygon of the tile for the TileSet occlusion layer " +"with index [param layer_id].\n" "[param flip_h], [param flip_v], and [param transpose] allow transforming the " "returned polygon." msgstr "" @@ -116537,7 +118034,8 @@ msgstr "" #: doc/classes/TileData.xml msgid "" -"Sets the polygons count for TileSet physics layer with index [param layer_id]." +"Sets the polygons count for TileSet physics layer with index [param " +"layer_id]." msgstr "" #: doc/classes/TileData.xml @@ -116555,8 +118053,8 @@ msgstr "" #: doc/classes/TileData.xml msgid "" -"Sets the tile's custom data value for the TileSet custom data layer with name " -"[param layer_name]." +"Sets the tile's custom data value for the TileSet custom data layer with " +"name [param layer_name]." msgstr "" #: doc/classes/TileData.xml @@ -116573,11 +118071,13 @@ msgstr "" #: doc/classes/TileData.xml msgid "" -"Sets the occluder for the TileSet occlusion layer with index [param layer_id]." +"Sets the occluder for the TileSet occlusion layer with index [param " +"layer_id]." msgstr "" #: doc/classes/TileData.xml -msgid "Sets the tile's terrain bit for the given [param peering_bit] direction." +msgid "" +"Sets the tile's terrain bit for the given [param peering_bit] direction." msgstr "" #: doc/classes/TileData.xml @@ -116586,13 +118086,15 @@ msgid "" msgstr "" #: doc/classes/TileData.xml -msgid "If [code]true[/code], the tile will have its texture flipped vertically." +msgid "" +"If [code]true[/code], the tile will have its texture flipped vertically." msgstr "" #: doc/classes/TileData.xml msgid "" -"The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] " -"to use the default shader, or a [ShaderMaterial] to use a custom shader." +"The [Material] to use for this [TileData]. This can be a " +"[CanvasItemMaterial] to use the default shader, or a [ShaderMaterial] to use " +"a custom shader." msgstr "" #: doc/classes/TileData.xml @@ -116641,12 +118143,13 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of " -"tiles which are used to create grid-based maps. A TileMap may have several " -"layers, layouting tiles on top of each other.\n" +"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " +"of tiles which are used to create grid-based maps. A TileMap may have " +"several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -116668,9 +118171,9 @@ msgid "" "[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as " "the one in the TileSet. Modifying them might impact the whole TileSet. " "Instead, make sure to duplicate those resources.\n" -"[b]Note:[/b] If the properties of [param tile_data] object should change over " -"time, use [method notify_runtime_tile_data_update] to notify the TileMap it " -"needs an update." +"[b]Note:[/b] If the properties of [param tile_data] object should change " +"over time, use [method notify_runtime_tile_data_update] to notify the " +"TileMap it needs an update." msgstr "" #: doc/classes/TileMap.xml @@ -116713,8 +118216,8 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Use [method notify_runtime_tile_data_update] and/or [method update_internals] " -"instead." +"Use [method notify_runtime_tile_data_update] and/or [method " +"update_internals] instead." msgstr "" #: doc/classes/TileMap.xml @@ -116865,8 +118368,8 @@ msgstr "" msgid "" "Returns a [Vector2i] array with the positions of all cells containing a tile " "in the given layer. Tiles may be filtered according to their source ([param " -"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id " -"([param alternative_tile]).\n" +"source_id]), their atlas coordinates ([param atlas_coords]) or alternative " +"id ([param alternative_tile]).\n" "If a parameter has its value set to the default one, this parameter is not " "used to filter a cell. Thus, if all parameters have their respective default " "value, this method returns the same result as [method get_used_cells].\n" @@ -116901,18 +118404,19 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns the map coordinates of the cell containing the given [param " -"local_position]. If [param local_position] is in global coordinates, consider " -"using [method Node2D.to_local] before passing it to this method. See also " -"[method map_to_local]." +"local_position]. If [param local_position] is in global coordinates, " +"consider using [method Node2D.to_local] before passing it to this method. " +"See also [method map_to_local]." msgstr "" #: doc/classes/TileMap.xml msgid "" "Returns for the given coordinate [param coords_in_pattern] in a " -"[TileMapPattern] the corresponding cell coordinates if the pattern was pasted " -"at the [param position_in_tilemap] coordinates (see [method set_pattern]). " -"This mapping is required as in half-offset tile shapes, the mapping might not " -"work by calculating [code]position_in_tile_map + coords_in_pattern[/code]." +"[TileMapPattern] the corresponding cell coordinates if the pattern was " +"pasted at the [param position_in_tilemap] coordinates (see [method " +"set_pattern]). This mapping is required as in half-offset tile shapes, the " +"mapping might not work by calculating [code]position_in_tile_map + " +"coords_in_pattern[/code]." msgstr "" #: doc/classes/TileMap.xml @@ -116920,8 +118424,9 @@ msgid "" "Returns the centered position of a cell in the TileMap's local coordinate " "space. To convert the returned value into global coordinates, use [method " "Node2D.to_global]. See also [method local_to_map].\n" -"[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. " -"it ignores the [member TileData.texture_origin] property of individual tiles." +"[b]Note:[/b] This may not correspond to the visual position of the tile, i." +"e. it ignores the [member TileData.texture_origin] property of individual " +"tiles." msgstr "" #: doc/classes/TileMap.xml @@ -116941,9 +118446,9 @@ msgid "" "[b]Warning:[/b] Updating the TileMap is computationally expensive and may " "impact performance. Try to limit the number of calls to this function to " "avoid unnecessary update.\n" -"[b]Note:[/b] This does not trigger a direct update of the TileMap, the update " -"will be done at the end of the frame as usual (unless you call [method " -"update_internals])." +"[b]Note:[/b] This does not trigger a direct update of the TileMap, the " +"update will be done at the end of the frame as usual (unless you call " +"[method update_internals])." msgstr "" #: doc/classes/TileMap.xml @@ -116964,10 +118469,10 @@ msgid "" "alternative in the atlas (if the source is a [TileSetAtlasSource]), and the " "scene for a [TileSetScenesCollectionSource].\n" "If [param source_id] is set to [code]-1[/code], [param atlas_coords] to " -"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], " -"the cell will be erased. An erased cell gets [b]all[/b] its identifiers " -"automatically set to their respective invalid values, namely [code]-1[/code], " -"[code]Vector2i(-1, -1)[/code] and [code]-1[/code].\n" +"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/" +"code], the cell will be erased. An erased cell gets [b]all[/b] its " +"identifiers automatically set to their respective invalid values, namely " +"[code]-1[/code], [code]Vector2i(-1, -1)[/code] and [code]-1[/code].\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -116976,35 +118481,37 @@ msgid "" "Update all the cells in the [param cells] coordinates array so that they use " "the given [param terrain] for the given [param terrain_set]. If an updated " "cell has the same terrain as one of its neighboring cells, this function " -"tries to join the two. This function might update neighboring tiles if needed " -"to create correct terrain transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " -"trying to find the best fitting tile for the given terrain constraints.\n" +"tries to join the two. This function might update neighboring tiles if " +"needed to create correct terrain transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored " +"when trying to find the best fitting tile for the given terrain " +"constraints.\n" "If [param layer] is negative, the layers are accessed from the last one.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " -"have terrains set up with all required terrain combinations. Otherwise, it " -"may produce unexpected results." +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " +"to have terrains set up with all required terrain combinations. Otherwise, " +"it may produce unexpected results." msgstr "" #: doc/classes/TileMap.xml msgid "" "Update all the cells in the [param path] coordinates array so that they use " "the given [param terrain] for the given [param terrain_set]. The function " -"will also connect two successive cell in the path with the same terrain. This " -"function might update neighboring tiles if needed to create correct terrain " -"transitions.\n" -"If [param ignore_empty_terrains] is true, empty terrains will be ignored when " -"trying to find the best fitting tile for the given terrain constraints.\n" +"will also connect two successive cell in the path with the same terrain. " +"This function might update neighboring tiles if needed to create correct " +"terrain transitions.\n" +"If [param ignore_empty_terrains] is true, empty terrains will be ignored " +"when trying to find the best fitting tile for the given terrain " +"constraints.\n" "If [param layer] is negative, the layers are accessed from the last one.\n" -"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to " -"have terrains set up with all required terrain combinations. Otherwise, it " -"may produce unexpected results." +"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet " +"to have terrains set up with all required terrain combinations. Otherwise, " +"it may produce unexpected results." msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -117023,8 +118530,8 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Enables or disables a layer's built-in navigation regions generation. Disable " -"this if you need to bake navigation regions from a TileMap using a " +"Enables or disables a layer's built-in navigation regions generation. " +"Disable this if you need to bake navigation regions from a TileMap using a " "[NavigationRegion2D] node." msgstr "" @@ -117053,8 +118560,8 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets a layer's Y-sort origin value. This Y-sort origin value is added to each " -"tile's Y-sort origin value.\n" +"Sets a layer's Y-sort origin value. This Y-sort origin value is added to " +"each tile's Y-sort origin value.\n" "This allows, for example, to fake a different height level on each layer. " "This can be useful for top-down view games.\n" "If [param layer] is negative, the layers are accessed from the last one." @@ -117230,8 +118737,8 @@ msgstr "" msgid "" "A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of " "[TileSetSource], each of them storing a set of tiles.\n" -"Tiles can either be from a [TileSetAtlasSource], which renders tiles out of a " -"texture with support for physics, navigation, etc., or from a " +"Tiles can either be from a [TileSetAtlasSource], which renders tiles out of " +"a texture with support for physics, navigation, etc., or from a " "[TileSetScenesCollectionSource], which exposes scene-based tiles.\n" "Tiles are referenced by using three IDs: their source ID, their atlas " "coordinates ID, and their alternative tile ID.\n" @@ -117276,15 +118783,16 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Adds a physics layer to the TileSet at the given position [param to_position] " -"in the array. If [param to_position] is -1, adds it at the end of the array.\n" +"Adds a physics layer to the TileSet at the given position [param " +"to_position] in the array. If [param to_position] is -1, adds it at the end " +"of the array.\n" "Physics layers allow assigning collision polygons to atlas tiles." msgstr "" #: doc/classes/TileSet.xml msgid "" -"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is " -"not -1, also set its source ID. Otherwise, a unique identifier is " +"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] " +"is not -1, also set its source ID. Otherwise, a unique identifier is " "automatically generated.\n" "The function returns the added source ID or -1 if the source could not be " "added.\n" @@ -117296,8 +118804,8 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" "Adds a new terrain to the given terrain set [param terrain_set] at the given " -"position [param to_position] in the array. If [param to_position] is -1, adds " -"it at the end of the array." +"position [param to_position] in the array. If [param to_position] is -1, " +"adds it at the end of the array." msgstr "" #: doc/classes/TileSet.xml @@ -117317,9 +118825,10 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns the alternative-level proxy for the given identifiers. The returned " -"array contains the three proxie's target identifiers (source ID, atlas coords " -"ID and alternative tile ID).\n" -"If the TileSet has no proxy for the given identifiers, returns an empty Array." +"array contains the three proxie's target identifiers (source ID, atlas " +"coords ID and alternative tile ID).\n" +"If the TileSet has no proxy for the given identifiers, returns an empty " +"Array." msgstr "" #: doc/classes/TileSet.xml @@ -117327,19 +118836,23 @@ msgid "" "Returns the coordinate-level proxy for the given identifiers. The returned " "array contains the two target identifiers of the proxy (source ID and atlas " "coordinates ID).\n" -"If the TileSet has no proxy for the given identifiers, returns an empty Array." +"If the TileSet has no proxy for the given identifiers, returns an empty " +"Array." msgstr "" #: doc/classes/TileSet.xml -msgid "Returns the index of the custom data layer identified by the given name." +msgid "" +"Returns the index of the custom data layer identified by the given name." msgstr "" #: doc/classes/TileSet.xml -msgid "Returns the name of the custom data layer identified by the given index." +msgid "" +"Returns the name of the custom data layer identified by the given index." msgstr "" #: doc/classes/TileSet.xml -msgid "Returns the type of the custom data layer identified by the given index." +msgid "" +"Returns the type of the custom data layer identified by the given index." msgstr "" #: doc/classes/TileSet.xml @@ -117349,8 +118862,8 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" "Returns whether or not the specified navigation layer of the TileSet " -"navigation data layer identified by the given [param layer_index] is enabled, " -"given a navigation_layers [param layer_number] between 1 and 32." +"navigation data layer identified by the given [param layer_index] is " +"enabled, given a navigation_layers [param layer_number] between 1 and 32." msgstr "" #: doc/classes/TileSet.xml @@ -117374,7 +118887,8 @@ msgid "Returns the light mask of the occlusion layer." msgstr "" #: doc/classes/TileSet.xml -msgid "Returns if the occluders from this layer use [code]sdf_collision[/code]." +msgid "" +"Returns if the occluders from this layer use [code]sdf_collision[/code]." msgstr "" #: doc/classes/TileSet.xml @@ -117471,8 +118985,8 @@ msgid "" "ID are returned as a 3 elements Array.\n" "This function first look for matching alternative-level proxies, then " "coordinates-level proxies, then source-level proxies.\n" -"If no proxy corresponding to provided identifiers are found, returns the same " -"values the ones used as arguments." +"If no proxy corresponding to provided identifiers are found, returns the " +"same values the ones used as arguments." msgstr "" #: doc/classes/TileSet.xml @@ -117484,8 +118998,9 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Moves the navigation layer at index [param layer_index] to the given position " -"[param to_position] in the array. Also updates the atlas tiles accordingly." +"Moves the navigation layer at index [param layer_index] to the given " +"position [param to_position] in the array. Also updates the atlas tiles " +"accordingly." msgstr "" #: doc/classes/TileSet.xml @@ -117571,23 +119086,25 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Create an alternative-level proxy for the given identifiers. A proxy will map " -"set of tile identifiers to another set of identifiers.\n" +"Create an alternative-level proxy for the given identifiers. A proxy will " +"map set of tile identifiers to another set of identifiers.\n" "This can be used to replace a tile in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target tile when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the " +"editor." msgstr "" #: doc/classes/TileSet.xml msgid "" -"Creates a coordinates-level proxy for the given identifiers. A proxy will map " -"set of tile identifiers to another set of identifiers. The alternative tile " -"ID is kept the same when using coordinates-level proxies.\n" +"Creates a coordinates-level proxy for the given identifiers. A proxy will " +"map set of tile identifiers to another set of identifiers. The alternative " +"tile ID is kept the same when using coordinates-level proxies.\n" "This can be used to replace a tile in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target tile when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the " +"editor." msgstr "" #: doc/classes/TileSet.xml @@ -117603,9 +119120,10 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Based on [param value], enables or disables the specified navigation layer of " -"the TileSet navigation data layer identified by the given [param " -"layer_index], given a navigation_layers [param layer_number] between 1 and 32." +"Based on [param value], enables or disables the specified navigation layer " +"of the TileSet navigation data layer identified by the given [param " +"layer_index], given a navigation_layers [param layer_number] between 1 and " +"32." msgstr "" #: doc/classes/TileSet.xml @@ -117633,7 +119151,8 @@ msgid "" msgstr "" #: doc/classes/TileSet.xml -msgid "Sets the physics material for bodies in the given TileSet physics layer." +msgid "" +"Sets the physics material for bodies in the given TileSet physics layer." msgstr "" #: doc/classes/TileSet.xml @@ -117642,14 +119161,15 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Creates a source-level proxy for the given source ID. A proxy will map set of " -"tile identifiers to another set of identifiers. Both the atlas coordinates ID " -"and the alternative tile ID are kept the same when using source-level " -"proxies.\n" +"Creates a source-level proxy for the given source ID. A proxy will map set " +"of tile identifiers to another set of identifiers. Both the atlas " +"coordinates ID and the alternative tile ID are kept the same when using " +"source-level proxies.\n" "This can be used to replace a source in all TileMaps using this TileSet, as " "TileMap nodes will find and use the proxy's target source when one is " "available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the editor." +"Proxied tiles can be automatically replaced in TileMap nodes using the " +"editor." msgstr "" #: doc/classes/TileSet.xml @@ -117717,14 +119237,14 @@ msgstr "" #: doc/classes/TileSet.xml msgid "" -"Tile coordinates layout where both axis stay consistent with their respective " -"local horizontal and vertical axis." +"Tile coordinates layout where both axis stay consistent with their " +"respective local horizontal and vertical axis." msgstr "" #: doc/classes/TileSet.xml msgid "" -"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative " -"instead of positive." +"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is " +"negative instead of positive." msgstr "" #: doc/classes/TileSet.xml @@ -117842,15 +119362,15 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"An atlas is a grid of tiles laid out on a texture. Each tile in the grid must " -"be exposed using [method create_tile]. Those tiles are then indexed using " -"their coordinates in the grid.\n" +"An atlas is a grid of tiles laid out on a texture. Each tile in the grid " +"must be exposed using [method create_tile]. Those tiles are then indexed " +"using their coordinates in the grid.\n" "Each tile can also have a size in the grid coordinates, making it more or " "less cells in the atlas.\n" "Alternatives version of a tile can be created using [method " -"create_alternative_tile], which are then indexed using an alternative ID. The " -"main tile (the one in the grid), is accessed with an alternative ID equal to " -"0.\n" +"create_alternative_tile], which are then indexed using an alternative ID. " +"The main tile (the one in the grid), is accessed with an alternative ID " +"equal to 0.\n" "Each tile alternate has a set of properties that is defined by the source's " "[TileSet] layers. Those properties are stored in a TileData object that can " "be accessed and modified using [method get_tile_data].\n" @@ -117868,11 +119388,11 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Creates an alternative tile for the tile at coordinates [param atlas_coords]. " -"If [param alternative_id_override] is -1, give it an automatically generated " -"unique ID, or assigns it the given ID otherwise.\n" -"Returns the new alternative identifier, or -1 if the alternative could not be " -"created with a provided [param alternative_id_override]." +"Creates an alternative tile for the tile at coordinates [param " +"atlas_coords]. If [param alternative_id_override] is -1, give it an " +"automatically generated unique ID, or assigns it the given ID otherwise.\n" +"Returns the new alternative identifier, or -1 if the alternative could not " +"be created with a provided [param alternative_id_override]." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -117930,8 +119450,8 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Returns the tile animation mode of the tile at [param atlas_coords]. See also " -"[method set_tile_animation_mode]." +"Returns the tile animation mode of the tile at [param atlas_coords]. See " +"also [method set_tile_animation_mode]." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -117954,15 +119474,15 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"If there is a tile covering the [param atlas_coords] coordinates, returns the " -"top-left coordinates of the tile (thus its coordinate ID). Returns " +"If there is a tile covering the [param atlas_coords] coordinates, returns " +"the top-left coordinates of the tile (thus its coordinate ID). Returns " "[code]Vector2i(-1, -1)[/code] otherwise." msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Returns the [TileData] object for the given atlas coordinates and alternative " -"ID." +"Returns the [TileData] object for the given atlas coordinates and " +"alternative ID." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -117982,16 +119502,16 @@ msgstr "" msgid "" "Returns an array of tiles coordinates ID that will be automatically removed " "when modifying one or several of those properties: [param texture], [param " -"margins], [param separation] or [param texture_region_size]. This can be used " -"to undo changes that would have caused tiles data loss." +"margins], [param separation] or [param texture_region_size]. This can be " +"used to undo changes that would have caused tiles data loss." msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Returns whether there is enough room in an atlas to create/modify a tile with " -"the given properties. If [param ignored_tile] is provided, act as is the " -"given tile was not present in the atlas. This may be used when you want to " -"modify a tile's properties." +"Returns whether there is enough room in an atlas to create/modify a tile " +"with the given properties. If [param ignored_tile] is provided, act as is " +"the given tile was not present in the atlas. This may be used when you want " +"to modify a tile's properties." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -118002,9 +119522,9 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Move the tile and its alternatives at the [param atlas_coords] coordinates to " -"the [param new_atlas_coords] coordinates with the [param new_size] size. This " -"functions will fail if a tile is already present in the given area.\n" +"Move the tile and its alternatives at the [param atlas_coords] coordinates " +"to the [param new_atlas_coords] coordinates with the [param new_size] size. " +"This functions will fail if a tile is already present in the given area.\n" "If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the " "tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], " "keeps the tile's size.\n" @@ -118015,8 +119535,8 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" "Remove a tile's alternative with alternative ID [param alternative_tile].\n" -"Calling this function with [param alternative_tile] equals to 0 will fail, as " -"the base tile alternative cannot be removed." +"Calling this function with [param alternative_tile] equals to 0 will fail, " +"as the base tile alternative cannot be removed." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -118033,9 +119553,9 @@ msgstr "" #: doc/classes/TileSetAtlasSource.xml msgid "" -"Sets the number of columns in the animation layout of the tile at coordinates " -"[param atlas_coords]. If set to 0, then the different frames of the animation " -"are laid out as a single horizontal line in the atlas." +"Sets the number of columns in the animation layout of the tile at " +"coordinates [param atlas_coords]. If set to 0, then the different frames of " +"the animation are laid out as a single horizontal line in the atlas." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -118091,8 +119611,8 @@ msgid "" "pixel padding around each tile. Texture padding avoids a common artifact " "where lines appear between tiles.\n" "Disabling this setting might lead a small performance improvement, as " -"generating the internal texture requires both memory and processing time when " -"the TileSetAtlasSource resource is modified." +"generating the internal texture requires both memory and processing time " +"when the TileSetAtlasSource resource is modified." msgstr "" #: doc/classes/TileSetAtlasSource.xml @@ -118140,9 +119660,10 @@ msgid "" "When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will " "automatically instantiate an associated scene at the cell's position in the " "TileMap.\n" -"Scenes are instantiated as children of the [TileMap] when it enters the tree. " -"If you add/remove a scene tile in the [TileMap] that is already inside the " -"tree, the [TileMap] will automatically instantiate/free the scene accordingly." +"Scenes are instantiated as children of the [TileMap] when it enters the " +"tree. If you add/remove a scene tile in the [TileMap] that is already inside " +"the tree, the [TileMap] will automatically instantiate/free the scene " +"accordingly." msgstr "" #: doc/classes/TileSetScenesCollectionSource.xml @@ -118198,9 +119719,9 @@ msgstr "" #: doc/classes/TileSetScenesCollectionSource.xml msgid "" -"Assigns a [PackedScene] resource to the scene tile with [param id]. This will " -"fail if the scene does not extend CanvasItem, as positioning properties are " -"needed to place the scene on the TileMap." +"Assigns a [PackedScene] resource to the scene tile with [param id]. This " +"will fail if the scene does not extend CanvasItem, as positioning properties " +"are needed to place the scene on the TileMap." msgstr "" #: doc/classes/TileSetSource.xml @@ -118210,16 +119731,16 @@ msgstr "" #: doc/classes/TileSetSource.xml msgid "" "Exposes a set of tiles for a [TileSet] resource.\n" -"Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) " -"and an alternative ID (of type int), named according to their use in the " -"[TileSetAtlasSource] class.\n" +"Tiles in a source are indexed with two IDs, coordinates ID (of type " +"Vector2i) and an alternative ID (of type int), named according to their use " +"in the [TileSetAtlasSource] class.\n" "Depending on the TileSet source type, those IDs might have restrictions on " -"their values, this is why the base [TileSetSource] class only exposes getters " -"for them.\n" +"their values, this is why the base [TileSetSource] class only exposes " +"getters for them.\n" "You can iterate over all tiles exposed by a TileSetSource by first iterating " -"over coordinates IDs using [method get_tiles_count] and [method get_tile_id], " -"then over alternative IDs using [method get_alternative_tiles_count] and " -"[method get_alternative_tile_id].\n" +"over coordinates IDs using [method get_tiles_count] and [method " +"get_tile_id], then over alternative IDs using [method " +"get_alternative_tiles_count] and [method get_alternative_tile_id].\n" "[b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same " "time. Calling [method TileSet.add_source] on a second [TileSet] will remove " "the source from the first one." @@ -118276,18 +119797,18 @@ msgid "" "year before that (2 BC) being [code]-1[/code], etc.\n" "Conversion methods assume \"the same timezone\", and do not handle timezone " "conversions or DST automatically. Leap seconds are also not handled, they " -"must be done manually if desired. Suffixes such as \"Z\" are not handled, you " -"need to strip them away manually.\n" +"must be done manually if desired. Suffixes such as \"Z\" are not handled, " +"you need to strip them away manually.\n" "When getting time information from the system, the time can either be in the " "local timezone or UTC depending on the [code]utc[/code] parameter. However, " "the [method get_unix_time_from_system] method always returns the time in " "UTC.\n" "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock " -"that the user can manually set. [b]Never use[/b] this method for precise time " -"calculation since its results are subject to automatic adjustments by the " -"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or " -"[method get_ticks_msec] for precise time calculation instead, since they are " -"guaranteed to be monotonic (i.e. never decrease)." +"that the user can manually set. [b]Never use[/b] this method for precise " +"time calculation since its results are subject to automatic adjustments by " +"the user or the operating system. [b]Always use[/b] [method get_ticks_usec] " +"or [method get_ticks_msec] for precise time calculation instead, since they " +"are guaranteed to be monotonic (i.e. never decrease)." msgstr "" #: doc/classes/Time.xml @@ -118300,8 +119821,8 @@ msgstr "" #: doc/classes/Time.xml msgid "" -"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], " -"[code]month[/code], [code]day[/code], and [code]weekday[/code]." +"Converts the given Unix timestamp to a dictionary of keys: [code]year[/" +"code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" #: doc/classes/Time.xml @@ -118324,7 +119845,8 @@ msgid "" "[code]second[/code].\n" "If [param weekday] is [code]false[/code], then the [code skip-lint]weekday[/" "code] entry is excluded (the calculation is relatively expensive).\n" -"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently." +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml @@ -118337,9 +119859,9 @@ msgstr "" #: doc/classes/Time.xml msgid "" -"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], " -"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" -"code], [code]minute[/code], and [code]second[/code].\n" +"Converts the given Unix timestamp to a dictionary of keys: [code]year[/" +"code], [code]month[/code], [code]day[/code], [code]weekday[/code], " +"[code]hour[/code], [code]minute[/code], and [code]second[/code].\n" "The returned Dictionary's values will be the same as the [method " "get_datetime_dict_from_system] if the Unix timestamp is the current time, " "with the exception of Daylight Savings Time as it cannot be determined from " @@ -118351,12 +119873,12 @@ msgid "" "Converts the given dictionary of keys to an ISO 8601 date and time string " "(YYYY-MM-DDTHH:MM:SS).\n" "The given dictionary can be populated with the following keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/" -"code], and [code]second[/code]. Any other entries (including [code]dst[/" -"code]) are ignored.\n" +"code], [code]month[/code], [code]day[/code], [code]hour[/code], " +"[code]minute[/code], and [code]second[/code]. Any other entries (including " +"[code]dst[/code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " -"omitted, they default to the equivalent values for the Unix epoch timestamp 0 " -"(1970-01-01 at 00:00:00).\n" +"omitted, they default to the equivalent values for the Unix epoch timestamp " +"0 (1970-01-01 at 00:00:00).\n" "If [param use_space] is [code]true[/code], the date and time bits are " "separated by an empty space character instead of the letter T." msgstr "" @@ -118422,7 +119944,8 @@ msgid "" msgstr "" #: doc/classes/Time.xml -msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." +msgid "" +"Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "" #: doc/classes/Time.xml @@ -118439,12 +119962,12 @@ msgstr "" msgid "" "Converts a dictionary of time values to a Unix timestamp.\n" "The given dictionary can be populated with the following keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/" -"code], and [code]second[/code]. Any other entries (including [code]dst[/" -"code]) are ignored.\n" +"code], [code]month[/code], [code]day[/code], [code]hour[/code], " +"[code]minute[/code], and [code]second[/code]. Any other entries (including " +"[code]dst[/code]) are ignored.\n" "If the dictionary is empty, [code]0[/code] is returned. If some keys are " -"omitted, they default to the equivalent values for the Unix epoch timestamp 0 " -"(1970-01-01 at 00:00:00).\n" +"omitted, they default to the equivalent values for the Unix epoch timestamp " +"0 (1970-01-01 at 00:00:00).\n" "You can pass the output from [method get_datetime_dict_from_unix_time] " "directly into this function and get the same as what was put in.\n" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " @@ -118459,7 +119982,8 @@ msgid "" "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any " "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime string.\n" -"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently." +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" #: doc/classes/Time.xml @@ -118537,7 +120061,8 @@ msgid "" msgstr "" #: doc/classes/Time.xml -msgid "The day of the week Thursday, represented numerically as [code]4[/code]." +msgid "" +"The day of the week Thursday, represented numerically as [code]4[/code]." msgstr "" #: doc/classes/Time.xml @@ -118545,7 +120070,8 @@ msgid "The day of the week Friday, represented numerically as [code]5[/code]." msgstr "" #: doc/classes/Time.xml -msgid "The day of the week Saturday, represented numerically as [code]6[/code]." +msgid "" +"The day of the week Saturday, represented numerically as [code]6[/code]." msgstr "" #: doc/classes/Timer.xml @@ -118554,12 +120080,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be set " -"to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -118615,14 +120153,14 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"The time required for the timer to end, in seconds. This property can also be " -"set every time [method start] is called.\n" +"The time required for the timer to end, in seconds. This property can also " +"be set every time [method start] is called.\n" "[b]Note:[/b] Timers can only process once per physics or process frame " -"(depending on the [member process_callback]). An unstable framerate may cause " -"the timer to end inconsistently, which is especially noticeable if the wait " -"time is lower than roughly [code]0.05[/code] seconds. For very short timers, " -"it is recommended to write your own code instead of using a [Timer] node. " -"Timers are also affected by [member Engine.time_scale]." +"(depending on the [member process_callback]). An unstable framerate may " +"cause the timer to end inconsistently, which is especially noticeable if the " +"wait time is lower than roughly [code]0.05[/code] seconds. For very short " +"timers, it is recommended to write your own code instead of using a [Timer] " +"node. Timers are also affected by [member Engine.time_scale]." msgstr "" #: doc/classes/Timer.xml @@ -118650,8 +120188,8 @@ msgid "" "TLSOptions abstracts the configuration options for the [StreamPeerTLS] and " "[PacketPeerDTLS] classes.\n" "Objects of this class cannot be instantiated directly, and one of the static " -"methods [method client], [method client_unsafe], or [method server] should be " -"used instead.\n" +"methods [method client], [method client_unsafe], or [method server] should " +"be used instead.\n" "[codeblocks]\n" "[gdscript]\n" "# Create a TLS client configuration which uses our custom trusted CA chain.\n" @@ -118674,8 +120212,9 @@ msgid "" "(the default CA list will be used if [code]null[/code]), and optionally " "provide a [param common_name_override] if you expect the certificate to have " "a common name other than the server FQDN.\n" -"[b]Note:[/b] On the Web platform, TLS verification is always enforced against " -"the CA list of the web browser. This is considered a security feature." +"[b]Note:[/b] On the Web platform, TLS verification is always enforced " +"against the CA list of the web browser. This is considered a security " +"feature." msgstr "" #: doc/classes/TLSOptions.xml @@ -118685,8 +120224,9 @@ msgid "" "trusted_chain], but the common name of the certificates will never be " "checked. Using this configuration for purposes other than testing [b]is not " "recommended[/b].\n" -"[b]Note:[/b] On the Web platform, TLS verification is always enforced against " -"the CA list of the web browser. This is considered a security feature." +"[b]Note:[/b] On the Web platform, TLS verification is always enforced " +"against the CA list of the web browser. This is considered a security " +"feature." msgstr "" #: doc/classes/TLSOptions.xml @@ -118711,11 +120251,12 @@ msgid "" "TouchScreenButton allows you to create on-screen buttons for touch devices. " "It's intended for gameplay use, such as a unit you have to touch to move. " "Unlike [Button], TouchScreenButton supports multitouch out of the box. " -"Several TouchScreenButtons can be pressed at the same time with touch input.\n" -"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set " -"anchors on it. If you want to create menus or user interfaces, you may want " -"to use [Button] nodes instead. To make button nodes react to touch events, " -"you can enable the Emulate Mouse option in the Project Settings.\n" +"Several TouchScreenButtons can be pressed at the same time with touch " +"input.\n" +"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot " +"set anchors on it. If you want to create menus or user interfaces, you may " +"want to use [Button] nodes instead. To make button nodes react to touch " +"events, you can enable the Emulate Mouse option in the Project Settings.\n" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" @@ -118746,8 +120287,8 @@ msgstr "" #: doc/classes/TouchScreenButton.xml msgid "" -"If [code]true[/code], the button's shape is centered in the provided texture. " -"If no texture is used, this property has no effect." +"If [code]true[/code], the button's shape is centered in the provided " +"texture. If no texture is used, this property has no effect." msgstr "" #: doc/classes/TouchScreenButton.xml @@ -118822,7 +120363,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -118872,13 +120413,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -118899,8 +120440,8 @@ msgstr "" #: doc/classes/Transform2D.xml doc/classes/Transform3D.xml msgid "" "Returns [code]true[/code] if this transform and [param xform] are " -"approximately equal, by running [method @GlobalScope.is_equal_approx] on each " -"component." +"approximately equal, by running [method @GlobalScope.is_equal_approx] on " +"each component." msgstr "" #: doc/classes/Transform2D.xml doc/classes/Transform3D.xml @@ -118916,7 +120457,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -118942,39 +120483,39 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " -"left, i.e., [code]S * X[/code].\n" +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the " -"right, i.e., [code]X * S[/code].\n" +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding translation transform [code]T[/code] from " -"the left, i.e., [code]T * X[/code].\n" +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " -"[code]X[/code] with a corresponding translation transform [code]T[/code] from " -"the right, i.e., [code]X * T[/code].\n" +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" "This can be seen as transforming with respect to the local frame." msgstr "" @@ -119011,7 +120552,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119028,15 +120569,16 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" -"Composes these two transformation matrices by multiplying them together. This " -"has the effect of transforming the second transform (the child) by the first " -"transform (the parent)." +"Composes these two transformation matrices by multiplying them together. " +"This has the effect of transforming the second transform (the child) by the " +"first transform (the parent)." msgstr "" #: doc/classes/Transform2D.xml -msgid "Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix." +msgid "" +"Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix." msgstr "" #: doc/classes/Transform2D.xml @@ -119051,7 +120593,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -119061,8 +120603,8 @@ msgstr "" #: doc/classes/Transform2D.xml msgid "" "Access transform components using their index. [code]t[0][/code] is " -"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/" -"code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]." +"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t." +"y[/code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]." msgstr "" #: doc/classes/Transform3D.xml @@ -119071,17 +120613,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -119089,25 +120637,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z." -"w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -119115,16 +120696,25 @@ msgid "" "original transform is discarded. The [param target] and [param up] vectors " "cannot be zero, cannot be parallel to each other, and are defined in global/" "parent space.\n" -"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is " -"treated as forward (implies +X is left) and points toward the [param target] " -"position. By default, the -Z axis (camera forward) is treated as forward " -"(implies +X is right)." +"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) " +"is treated as forward (implies +X is left) and points toward the [param " +"target] position. By default, the -Z axis (camera forward) is treated as " +"forward (implies +X is right)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119134,8 +120724,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -119145,65 +120735,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation " -"matrix." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -119377,8 +121054,8 @@ msgstr "" #: doc/classes/TranslationServer.xml msgid "" "Sets the locale of the project. The [param locale] string will be " -"standardized to match known locales (e.g. [code]en-US[/code] would be matched " -"to [code]en_US[/code]).\n" +"standardized to match known locales (e.g. [code]en-US[/code] would be " +"matched to [code]en_US[/code]).\n" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" @@ -119502,8 +121179,8 @@ msgid "" "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this " "will not do horizontal scrolling, as all the cells in the selected row is " "focused logically.\n" -"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only " -"visible in [constant SELECT_MULTI] mode." +"[b]Note:[/b] Despite the name of this method, the focus cursor itself is " +"only visible in [constant SELECT_MULTI] mode." msgstr "" #: doc/classes/Tree.xml @@ -119511,7 +121188,8 @@ msgid "Returns the button ID at [param position], or -1 if no button is there." msgstr "" #: doc/classes/Tree.xml -msgid "Returns the column index at [param position], or -1 if no item is there." +msgid "" +"Returns the column index at [param position], or -1 if no item is there." msgstr "" #: doc/classes/Tree.xml @@ -119587,9 +121265,9 @@ msgstr "" #: doc/classes/Tree.xml msgid "" -"Returns the rectangle area for the specified [TreeItem]. If [param column] is " -"specified, only get the position and size of that column, otherwise get the " -"rectangle containing all columns. If a button index is specified, the " +"Returns the rectangle area for the specified [TreeItem]. If [param column] " +"is specified, only get the position and size of that column, otherwise get " +"the rectangle containing all columns. If a button index is specified, the " "rectangle of that button will be returned." msgstr "" @@ -119611,7 +121289,8 @@ msgid "Returns the last pressed button's index." msgstr "" #: doc/classes/Tree.xml -msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty." +msgid "" +"Returns the tree's root item, or [code]null[/code] if the tree is empty." msgstr "" #: doc/classes/Tree.xml @@ -119622,9 +121301,9 @@ msgstr "" msgid "" "Returns the currently focused item, or [code]null[/code] if no item is " "focused.\n" -"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item " -"is same as the selected item. In [constant SELECT_MULTI] mode, the focused " -"item is the item under the focus cursor, not necessarily selected.\n" +"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused " +"item is same as the selected item. In [constant SELECT_MULTI] mode, the " +"focused item is the item under the focus cursor, not necessarily selected.\n" "To get the currently selected item(s), use [method get_next_selected]." msgstr "" @@ -119663,10 +121342,10 @@ msgstr "" #: doc/classes/Tree.xml msgid "" -"Overrides the calculated minimum width of a column. It can be set to [code]0[/" -"code] to restore the default behavior. Columns that have the \"Expand\" flag " -"will use their \"min_width\" in a similar fashion to [member Control." -"size_flags_stretch_ratio]." +"Overrides the calculated minimum width of a column. It can be set to " +"[code]0[/code] to restore the default behavior. Columns that have the " +"\"Expand\" flag will use their \"min_width\" in a similar fashion to [member " +"Control.size_flags_stretch_ratio]." msgstr "" #: doc/classes/Tree.xml @@ -119707,7 +121386,8 @@ msgid "Selects the specified [TreeItem] and column." msgstr "" #: doc/classes/Tree.xml -msgid "If [code]true[/code], the currently selected cell may be selected again." +msgid "" +"If [code]true[/code], the currently selected cell may be selected again." msgstr "" #: doc/classes/Tree.xml @@ -119862,8 +121542,8 @@ msgid "" "only a single items is allowed to be selected. And all the columns are " "selected in the selected item.\n" "The focus cursor is always hidden in this mode, but it is positioned at the " -"first column of the current selection, making the currently selected item the " -"currently focused item." +"first column of the current selection, making the currently selected item " +"the currently focused item." msgstr "" #: doc/classes/Tree.xml @@ -119871,8 +121551,8 @@ msgid "" "Allows selection of multiple cells at the same time. From the perspective of " "items, multiple items are allowed to be selected. And there can be multiple " "columns selected in each selected item.\n" -"The focus cursor is visible in this mode, the item or column under the cursor " -"is not necessarily selected." +"The focus cursor is visible in this mode, the item or column under the " +"cursor is not necessarily selected." msgstr "" #: doc/classes/Tree.xml @@ -119902,8 +121582,8 @@ msgstr "" #: doc/classes/Tree.xml msgid "" -"The [Color] of the relationship lines between the selected [TreeItem] and its " -"children." +"The [Color] of the relationship lines between the selected [TreeItem] and " +"its children." msgstr "" #: doc/classes/Tree.xml @@ -119930,8 +121610,8 @@ msgstr "" #: doc/classes/Tree.xml msgid "" -"The [Color] of the relationship lines between the selected [TreeItem] and its " -"parents." +"The [Color] of the relationship lines between the selected [TreeItem] and " +"its parents." msgstr "" #: doc/classes/Tree.xml @@ -119973,9 +121653,9 @@ msgstr "" #: doc/classes/Tree.xml msgid "" "The maximum allowed width of the icon in item's cells. This limit is applied " -"on top of the default size of the icon, but before the value set with [method " -"TreeItem.set_icon_max_width]. The height is adjusted according to the icon's " -"ratio." +"on top of the default size of the icon, but before the value set with " +"[method TreeItem.set_icon_max_width]. The height is adjusted according to " +"the icon's ratio." msgstr "" #: doc/classes/Tree.xml @@ -120149,7 +121829,8 @@ msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." msgstr "" #: doc/classes/Tree.xml -msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." +msgid "" +"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." msgstr "" #: doc/classes/Tree.xml @@ -120201,12 +121882,12 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" "A single item of a [Tree] control. It can contain other [TreeItem]s as " -"children, which allows it to create a hierarchy. It can also contain text and " -"buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n" +"children, which allows it to create a hierarchy. It can also contain text " +"and buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n" "To create a [TreeItem], use [method Tree.create_item] or [method TreeItem." "create_child]. To remove a [TreeItem], use [method Object.free].\n" -"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is " -"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/" +"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which " +"is always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/" "code]." msgstr "" @@ -120216,8 +121897,9 @@ msgid "" "[param id] is used to identify the button in the according [signal Tree." "button_clicked] signal and can be different from the buttons index. If not " "specified, the next available index is used, which may be retrieved by " -"calling [method get_button_count] immediately before this method. Optionally, " -"the button can be [param disabled] and have a [param tooltip_text]." +"calling [method get_button_count] immediately before this method. " +"Optionally, the button can be [param disabled] and have a [param " +"tooltip_text]." msgstr "" #: doc/classes/TreeItem.xml @@ -120229,8 +121911,8 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Calls the [param method] on the actual TreeItem and its children recursively. " -"Pass parameters as a comma separated list." +"Calls the [param method] on the actual TreeItem and its children " +"recursively. Pass parameters as a comma separated list." msgstr "" #: doc/classes/TreeItem.xml @@ -120266,8 +121948,8 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns the [Texture2D] of the button at index [param button_index] in column " -"[param column]." +"Returns the [Texture2D] of the button at index [param button_index] in " +"column [param column]." msgstr "" #: doc/classes/TreeItem.xml @@ -120334,7 +122016,8 @@ msgid "Returns custom font used to draw text in the column [param column]." msgstr "" #: doc/classes/TreeItem.xml -msgid "Returns custom font size used to draw text in the column [param column]." +msgid "" +"Returns custom font size used to draw text in the column [param column]." msgstr "" #: doc/classes/TreeItem.xml @@ -120385,8 +122068,8 @@ msgid "" "Returns the next TreeItem in the tree (in the context of a depth-first " "search) or a [code]null[/code] object if there is none.\n" "If [param wrap] is enabled, the method will wrap around to the first element " -"in the tree when called on the last element, otherwise it returns [code]null[/" -"code]." +"in the tree when called on the last element, otherwise it returns " +"[code]null[/code]." msgstr "" #: doc/classes/TreeItem.xml @@ -120473,8 +122156,8 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Returns [code]true[/code] if the button at index [param button_index] for the " -"given [param column] is disabled." +"Returns [code]true[/code] if the button at index [param button_index] for " +"the given [param column] is disabled." msgstr "" #: doc/classes/TreeItem.xml @@ -120527,10 +122210,10 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Removes the given child [TreeItem] and all its children from the [Tree]. Note " -"that it doesn't free the item from memory, so it can be reused later (see " -"[method add_child]). To completely remove a [TreeItem] use [method Object." -"free].\n" +"Removes the given child [TreeItem] and all its children from the [Tree]. " +"Note that it doesn't free the item from memory, so it can be reused later " +"(see [method add_child]). To completely remove a [TreeItem] use [method " +"Object.free].\n" "[b]Note:[/b] If you want to move a child from one [Tree] to another, then " "instead of removing and adding it manually you can use [method move_before] " "or [method move_after]." @@ -120542,9 +122225,9 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Sets the autowrap mode in the given [param column]. If set to something other " -"than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the " -"cell's bounding rectangle." +"Sets the autowrap mode in the given [param column]. If set to something " +"other than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside " +"the cell's bounding rectangle." msgstr "" #: doc/classes/TreeItem.xml @@ -120579,19 +122262,20 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"If [param checked] is [code]true[/code], the given [param column] is checked. " -"Clears column's indeterminate status." +"If [param checked] is [code]true[/code], the given [param column] is " +"checked. Clears column's indeterminate status." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Collapses or uncollapses this [TreeItem] and all the descendants of this item." +"Collapses or uncollapses this [TreeItem] and all the descendants of this " +"item." msgstr "" #: doc/classes/TreeItem.xml msgid "" -"Sets the given column's custom background color and whether to just use it as " -"an outline." +"Sets the given column's custom background color and whether to just use it " +"as an outline." msgstr "" #: doc/classes/TreeItem.xml @@ -120606,8 +122290,8 @@ msgstr "" msgid "" "Sets the given column's custom draw callback to the [param callback] method " "on [param object].\n" -"The method named [param callback] should accept two arguments: the [TreeItem] " -"that is drawn and its position and size as a [Rect2]." +"The method named [param callback] should accept two arguments: the " +"[TreeItem] that is drawn and its position and size as a [Rect2]." msgstr "" #: doc/classes/TreeItem.xml @@ -120637,7 +122321,8 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" -"If [param enabled] is [code]true[/code], the given [param column] is editable." +"If [param enabled] is [code]true[/code], the given [param column] is " +"editable." msgstr "" #: doc/classes/TreeItem.xml @@ -120670,8 +122355,8 @@ msgstr "" msgid "" "If [param indeterminate] is [code]true[/code], the given [param column] is " "marked indeterminate.\n" -"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is " -"cleared of checked status." +"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column " +"is cleared of checked status." msgstr "" #: doc/classes/TreeItem.xml @@ -120746,8 +122431,8 @@ msgstr "" #: doc/classes/TreeItem.xml msgid "" "If [code]true[/code], the [TreeItem] is visible (default).\n" -"Note that if a [TreeItem] is set to not be visible, none of its children will " -"be visible either." +"Note that if a [TreeItem] is set to not be visible, none of its children " +"will be visible either." msgstr "" #: doc/classes/TreeItem.xml @@ -120797,9 +122482,9 @@ msgstr "" #: doc/classes/TubeTrailMesh.xml msgid "" -"If [code]true[/code], generates a cap at the top of the tube. This can be set " -"to [code]false[/code] to speed up generation and rendering when the cap is " -"never seen by the camera." +"If [code]true[/code], generates a cap at the top of the tube. This can be " +"set to [code]false[/code] to speed up generation and rendering when the cap " +"is never seen by the camera." msgstr "" #: doc/classes/TubeTrailMesh.xml @@ -120812,16 +122497,16 @@ msgstr "" #: doc/classes/TubeTrailMesh.xml msgid "" -"The number of sides on the tube. For example, a value of [code]5[/code] means " -"the tube will be pentagonal. Higher values result in a more detailed tube at " -"the cost of performance." +"The number of sides on the tube. For example, a value of [code]5[/code] " +"means the tube will be pentagonal. Higher values result in a more detailed " +"tube at the cost of performance." msgstr "" #: doc/classes/TubeTrailMesh.xml msgid "" "The baseline radius of the tube. The radius of a particular section ring is " -"obtained by multiplying this radius by the value of the [member curve] at the " -"given distance." +"obtained by multiplying this radius by the value of the [member curve] at " +"the given distance." msgstr "" #: doc/classes/TubeTrailMesh.xml @@ -120849,8 +122534,8 @@ msgstr "" msgid "" "Tweens are mostly useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" -"betweening[/i], an animation technique where you specify [i]keyframes[/i] and " -"the computer interpolates the frames that appear between them. Animating " +"betweening[/i], an animation technique where you specify [i]keyframes[/i] " +"and the computer interpolates the frames that appear between them. Animating " "something with a [Tween] is called tweening.\n" "[Tween] is more suited than [AnimationPlayer] for animations where you don't " "know the final values in advance. For example, interpolating a dynamically-" @@ -120863,7 +122548,8 @@ msgid "" "periodically by using a looped [CallbackTweener] with a delay.\n" "A [Tween] can be created by using either [method SceneTree.create_tween] or " "[method Node.create_tween]. [Tween]s created manually (i.e. by using " -"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n" +"[code]Tween.new()[/code]) are invalid and can't be used for tweening " +"values.\n" "A tween animation is created by adding [Tweener]s to the [Tween] object, " "using [method tween_property], [method tween_interval], [method " "tween_callback] or [method tween_method]:\n" @@ -120926,7 +122612,8 @@ msgid "" "tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n" "[/csharp]\n" "[/codeblocks]\n" -"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n" +"Another interesting use for [Tween]s is animating arbitrary sets of " +"objects:\n" "[codeblocks]\n" "[gdscript]\n" "var tween = create_tween()\n" @@ -120941,9 +122628,9 @@ msgid "" "[/codeblocks]\n" "In the example above, all children of a node are moved one after another to " "position (0, 0).\n" -"You should avoid using more than one [Tween] per object's property. If two or " -"more tweens animate one property at the same time, the last one created will " -"take priority and assign the final value. If you want to interrupt and " +"You should avoid using more than one [Tween] per object's property. If two " +"or more tweens animate one property at the same time, the last one created " +"will take priority and assign the final value. If you want to interrupt and " "restart an animation, consider assigning the [Tween] to a variable:\n" "[codeblocks]\n" "[gdscript]\n" @@ -120967,17 +122654,17 @@ msgid "" "Some [Tweener]s use transitions and eases. The first accepts a [enum " "TransitionType] constant, and refers to the way the timing of the animation " "is handled (see [url=https://easings.net/]easings.net[/url] for some " -"examples). The second accepts an [enum EaseType] constant, and controls where " -"the [code]trans_type[/code] is applied to the interpolation (in the " +"examples). The second accepts an [enum EaseType] constant, and controls " +"where the [code]trans_type[/code] is applied to the interpolation (in the " "beginning, the end, or both). If you don't know which transition and easing " -"to pick, you can try different [enum TransitionType] constants with [constant " -"EASE_IN_OUT], and use the one that looks best.\n" +"to pick, you can try different [enum TransitionType] constants with " +"[constant EASE_IN_OUT], and use the one that looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n" "[b]Note:[/b] Tweens are not designed to be re-used and trying to do so " "results in an undefined behavior. Create a new Tween for each animation and " -"every time you replay an animation from start. Keep in mind that Tweens start " -"immediately, so only create a Tween when you want to start animating.\n" +"every time you replay an animation from start. Keep in mind that Tweens " +"start immediately, so only create a Tween when you want to start animating.\n" "[b]Note:[/b] The tween is processed after all of the nodes in the current " "frame, i.e. node's [method Node._process] method would be called before the " "tween (or [method Node._physics_process] depending on the value passed to " @@ -120987,11 +122674,12 @@ msgstr "" #: doc/classes/Tween.xml msgid "" "Binds this [Tween] with the given [param node]. [Tween]s are processed " -"directly by the [SceneTree], so they run independently of the animated nodes. " -"When you bind a [Node] with the [Tween], the [Tween] will halt the animation " -"when the object is not inside tree and the [Tween] will be automatically " -"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will " -"make the pausing behavior dependent on the bound node.\n" +"directly by the [SceneTree], so they run independently of the animated " +"nodes. When you bind a [Node] with the [Tween], the [Tween] will halt the " +"animation when the object is not inside tree and the [Tween] will be " +"automatically killed when the bound object is freed. Also [constant " +"TWEEN_PAUSE_BOUND] will make the pausing behavior dependent on the bound " +"node.\n" "For a shorter way to create and bind a [Tween], you can use [method Node." "create_tween]." msgstr "" @@ -121038,7 +122726,8 @@ msgstr "" msgid "" "Returns the total time in seconds the [Tween] has been animating (i.e. the " "time since it started, not counting pauses etc.). The time is affected by " -"[method set_speed_scale], and [method stop] will reset it to [code]0[/code].\n" +"[method set_speed_scale], and [method stop] will reset it to [code]0[/" +"code].\n" "[b]Note:[/b] As it results from accumulating frame deltas, the time returned " "after the [Tween] has finished animating will be slightly greater than the " "actual [Tween] duration." @@ -121133,18 +122822,18 @@ msgid "" "freed, or all the animated objects have been freed (which makes further " "animation impossible).\n" "[b]Warning:[/b] Make sure to always add some duration/delay when using " -"infinite loops. To prevent the game freezing, 0-duration looped animations (e." -"g. a single [CallbackTweener] with no delay) are stopped after a small number " -"of loops, which may produce unexpected results. If a [Tween]'s lifetime " -"depends on some node, always use [method bind_node]." +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." msgstr "" #: doc/classes/Tween.xml msgid "" "If [param parallel] is [code]true[/code], the [Tweener]s appended after this " "method will by default run simultaneously, as opposed to sequentially.\n" -"[b]Note:[/b] Just like with [method parallel], the tweener added right before " -"this method will also be part of the parallel step.\n" +"[b]Note:[/b] Just like with [method parallel], the tweener added right " +"before this method will also be part of the parallel step.\n" "[codeblock]\n" "tween.tween_property(self, \"position\", Vector2(300, 0), 0.5)\n" "tween.set_parallel()\n" @@ -121181,8 +122870,8 @@ msgstr "" #: doc/classes/Tween.xml msgid "" -"Stops the tweening and resets the [Tween] to its initial state. This will not " -"remove any appended [Tweener]s.\n" +"Stops the tweening and resets the [Tween] to its initial state. This will " +"not remove any appended [Tweener]s.\n" "[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist " "indefinitely until manually started or invalidated. If you lose a reference " "to such Tween, you can retrieve it using [method SceneTree." @@ -121192,8 +122881,8 @@ msgstr "" #: doc/classes/Tween.xml msgid "" "Creates and appends a [CallbackTweener]. This method can be used to call an " -"arbitrary method in any object. Use [method Callable.bind] to bind additional " -"arguments for the call.\n" +"arbitrary method in any object. Use [method Callable.bind] to bind " +"additional arguments for the call.\n" "[b]Example:[/b] Object that keeps shooting every 1 second:\n" "[codeblocks]\n" "[gdscript]\n" @@ -121227,8 +122916,8 @@ msgstr "" msgid "" "Creates and appends an [IntervalTweener]. This method can be used to create " "delays in the tween animation, as an alternative to using the delay in other " -"[Tweener]s, or when there's no animation (in which case the [Tween] acts as a " -"timer). [param time] is the length of the interval, in seconds.\n" +"[Tweener]s, or when there's no animation (in which case the [Tween] acts as " +"a timer). [param time] is the length of the interval, in seconds.\n" "[b]Example:[/b] Creating an interval in code execution:\n" "[codeblocks]\n" "[gdscript]\n" @@ -121273,9 +122962,9 @@ msgstr "" msgid "" "Creates and appends a [MethodTweener]. This method is similar to a " "combination of [method tween_callback] and [method tween_property]. It calls " -"a method over time with a tweened value provided as an argument. The value is " -"tweened between [param from] and [param to] over the time specified by [param " -"duration], in seconds. Use [method Callable.bind] to bind additional " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [param from] and [param to] over the time specified by " +"[param duration], in seconds. Use [method Callable.bind] to bind additional " "arguments for the call. You can use [method MethodTweener.set_ease] and " "[method MethodTweener.set_trans] to tweak the easing and transition of the " "value or [method MethodTweener.set_delay] to delay the tweening.\n" @@ -121325,10 +123014,10 @@ msgstr "" #: doc/classes/Tween.xml msgid "" "Creates and appends a [PropertyTweener]. This method tweens a [param " -"property] of an [param object] between an initial value and [param final_val] " -"in a span of time equal to [param duration], in seconds. The initial value by " -"default is the property's value at the time the tweening of the " -"[PropertyTweener] starts.\n" +"property] of an [param object] between an initial value and [param " +"final_val] in a span of time equal to [param duration], in seconds. The " +"initial value by default is the property's value at the time the tweening of " +"the [PropertyTweener] starts.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -121353,8 +123042,8 @@ msgid "" "property in the Inspector. You can also provide the components of a property " "directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" "code]), where it would only apply to that particular component.\n" -"[b]Example:[/b] Moving an object twice from the same position, with different " -"transition types:\n" +"[b]Example:[/b] Moving an object twice from the same position, with " +"different transition types:\n" "[codeblocks]\n" "[gdscript]\n" "var tween = create_tween()\n" @@ -121455,7 +123144,8 @@ msgid "" msgstr "" #: doc/classes/Tween.xml -msgid "The animation is interpolated with a cubic (to the power of 3) function." +msgid "" +"The animation is interpolated with a cubic (to the power of 3) function." msgstr "" #: doc/classes/Tween.xml @@ -121515,8 +123205,9 @@ msgstr "" #: doc/classes/UDPServer.xml msgid "" -"A simple server that opens a UDP socket and returns connected [PacketPeerUDP] " -"upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].\n" +"A simple server that opens a UDP socket and returns connected " +"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." +"connect_to_host].\n" "After starting the server ([method listen]), you will need to [method poll] " "it at regular intervals (e.g. inside [method Node._process]) for it to " "process new packets, delivering them to the appropriate [PacketPeerUDP], and " @@ -121643,12 +123334,13 @@ msgstr "" #: doc/classes/UDPServer.xml msgid "" -"Returns [code]true[/code] if a packet with a new address/port combination was " -"received on the socket." +"Returns [code]true[/code] if a packet with a new address/port combination " +"was received on the socket." msgstr "" #: doc/classes/UDPServer.xml -msgid "Returns [code]true[/code] if the socket is open and listening on a port." +msgid "" +"Returns [code]true[/code] if the socket is open and listening on a port." msgstr "" #: doc/classes/UDPServer.xml @@ -121660,8 +123352,8 @@ msgstr "" #: doc/classes/UDPServer.xml msgid "" -"Call this method at regular intervals (e.g. inside [method Node._process]) to " -"process new packets. And packet from known address/port pair will be " +"Call this method at regular intervals (e.g. inside [method Node._process]) " +"to process new packets. And packet from known address/port pair will be " "delivered to the appropriate [PacketPeerUDP], any packet received from an " "unknown address/port pair will be added as a pending connection (see [method " "is_connection_available], [method take_connection]). The maximum number of " @@ -121679,7 +123371,8 @@ msgstr "" msgid "" "Returns the first pending connection (connected to the appropriate address/" "port). Will return [code]null[/code] if no new connection is available. See " -"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]." +"also [method is_connection_available], [method PacketPeerUDP." +"connect_to_host]." msgstr "" #: doc/classes/UDPServer.xml @@ -121713,7 +123406,8 @@ msgid "" " pass # Put your code here.\n" "\n" "func undo_something():\n" -" pass # Put here the code that reverts what's done by \"do_something()\".\n" +" pass # Put here the code that reverts what's done by " +"\"do_something()\".\n" "\n" "func _on_my_button_pressed():\n" " var node = get_node(\"MyNode2D\")\n" @@ -121763,10 +123457,10 @@ msgid "" "If you are making an [EditorPlugin] and want to integrate into the editor's " "undo history, use [EditorUndoRedoManager] instead.\n" "If you are registering multiple properties/method which depend on one " -"another, be aware that by default undo operation are called in the same order " -"they have been added. Therefore instead of grouping do operation with their " -"undo operations it is better to group do on one side and undo on the other as " -"shown below.\n" +"another, be aware that by default undo operation are called in the same " +"order they have been added. Therefore instead of grouping do operation with " +"their undo operations it is better to group do on one side and undo on the " +"other as shown below.\n" "[codeblocks]\n" "[gdscript]\n" "undo_redo.create_action(\"Add object\")\n" @@ -121786,7 +123480,8 @@ msgid "" "\n" "// DO\n" "_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n" -"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n" +"_undo_redo.AddDoMethod(new Callable(this, MethodName." +"AddObjectToSingleton));\n" "\n" "// UNDO\n" "_undo_redo.AddUndoMethod(new Callable(this, MethodName." @@ -121804,15 +123499,15 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "" -"Register a [param property] that would change its value to [param value] when " -"the action is committed." +"Register a [param property] that would change its value to [param value] " +"when the action is committed." msgstr "" #: doc/classes/UndoRedo.xml msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " -"lost. This is useful mostly for new nodes created for the \"do\" call. Do not " -"use for resources.\n" +"lost. This is useful mostly for new nodes created for the \"do\" call. Do " +"not use for resources.\n" "[codeblock]\n" "var node = Node2D.new()\n" "undo_redo.create_action(\"Add node\")\n" @@ -121829,15 +123524,15 @@ msgstr "" #: doc/classes/UndoRedo.xml msgid "" -"Register a [param property] that would change its value to [param value] when " -"the action is undone." +"Register a [param property] that would change its value to [param value] " +"when the action is undone." msgstr "" #: doc/classes/UndoRedo.xml msgid "" -"Register a reference for \"undo\" that will be erased if the \"undo\" history " -"is lost. This is useful mostly for nodes removed with the \"do\" call (not " -"the \"undo\" call!).\n" +"Register a reference for \"undo\" that will be erased if the \"undo\" " +"history is lost. This is useful mostly for nodes removed with the \"do\" " +"call (not the \"undo\" call!).\n" "[codeblock]\n" "var node = $Node2D\n" "undo_redo.create_action(\"Remove node\")\n" @@ -121871,9 +123566,9 @@ msgid "" "The way actions are merged is dictated by [param merge_mode]. See [enum " "MergeMode] for details.\n" "The way undo operation are ordered in actions is dictated by [param " -"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo " -"option are ordered in the same order they were added. Which means the first " -"operation to be added will be the first to be undone." +"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] " +"undo option are ordered in the same order they were added. Which means the " +"first operation to be added will be the first to be undone." msgstr "" #: doc/classes/UndoRedo.xml @@ -122003,8 +123698,8 @@ msgid "" "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery " "without blocking the main thread, use [Thread]s like this:\n" "[codeblock]\n" -"# Emitted when UPnP port mapping setup is completed (regardless of success or " -"failure).\n" +"# Emitted when UPnP port mapping setup is completed (regardless of success " +"or failure).\n" "signal upnp_completed(error)\n" "\n" "# Replace this with your own server port number between 1024 and 65535.\n" @@ -122039,33 +123734,33 @@ msgid "" "[/codeblock]\n" "[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or " "\"internet gateway device\", short IGD) refers to network devices that allow " -"computers in the local network to access the internet (\"wide area network\", " -"WAN). These gateways are often also called \"routers\".\n" +"computers in the local network to access the internet (\"wide area " +"network\", WAN). These gateways are often also called \"routers\".\n" "[b]Pitfalls:[/b]\n" "- As explained above, these calls are blocking and shouldn't be run on the " -"main thread, especially as they can block for multiple seconds at a time. Use " -"threading!\n" +"main thread, especially as they can block for multiple seconds at a time. " +"Use threading!\n" "- Networking is physical and messy. Packets get lost in transit or get " -"filtered, addresses, free ports and assigned mappings change, and devices may " -"leave or join the network at any time. Be mindful of this, be diligent when " -"checking and handling errors, and handle these gracefully if you can: add " -"clear error UI, timeouts and re-try handling.\n" +"filtered, addresses, free ports and assigned mappings change, and devices " +"may leave or join the network at any time. Be mindful of this, be diligent " +"when checking and handling errors, and handle these gracefully if you can: " +"add clear error UI, timeouts and re-try handling.\n" "- Port mappings may change (and be removed) at any time, and the remote/" "external IP address of the gateway can change likewise. You should consider " "re-querying the external IP and try to update/refresh the port mapping " "periodically (for example, every 5 minutes and on networking failures).\n" -"- Not all devices support UPnP, and some users disable UPnP support. You need " -"to handle this (e.g. documenting and requiring the user to manually forward " -"ports, or adding alternative methods of NAT traversal, like a relay/mirror " -"server, or NAT hole punching, STUN/TURN, etc.).\n" +"- Not all devices support UPnP, and some users disable UPnP support. You " +"need to handle this (e.g. documenting and requiring the user to manually " +"forward ports, or adding alternative methods of NAT traversal, like a relay/" +"mirror server, or NAT hole punching, STUN/TURN, etc.).\n" "- Consider what happens on mapping conflicts. Maybe multiple users on the " "same network would like to play your game at the same time, or maybe another " "application uses the same port. Make the port configurable, and optimally " "choose a port automatically (re-trying with a different port on failure).\n" -"[b]Further reading:[/b] If you want to know more about UPnP (and the Internet " -"Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " -"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " -"a good first stop, the specification can be found at the [url=https://" +"[b]Further reading:[/b] If you want to know more about UPnP (and the " +"Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), " +"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] " +"is a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " "Connectivity Foundation[/url] and Godot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." @@ -122089,23 +123784,24 @@ msgid "" "(below 1024) with UPnP may fail depending on the device.\n" "Depending on the gateway device, if a mapping for that port already exists, " "it will either be updated or it will refuse this command due to that " -"conflict, especially if the existing mapping for that port wasn't created via " -"UPnP or points to a different network address (or device) than this one.\n" +"conflict, especially if the existing mapping for that port wasn't created " +"via UPnP or points to a different network address (or device) than this " +"one.\n" "If [param port_internal] is [code]0[/code] (the default), the same port " "number is used for both the external and the internal port (the [param port] " "value).\n" "The description ([param desc]) is shown in some routers management UIs and " "can be used to point out which application added the mapping.\n" "The mapping's lease [param duration] can be limited by specifying a duration " -"in seconds. The default of [code]0[/code] means no duration, i.e. a permanent " -"lease and notably some devices only support these permanent leases. Note that " -"whether permanent or not, this is only a request and the gateway may still " -"decide at any point to remove the mapping (which usually happens on a reboot " -"of the gateway, when its external IP address changes, or on some models when " -"it detects a port mapping has become inactive, i.e. had no traffic for " -"multiple minutes). If not [code]0[/code] (permanent), the allowed range " -"according to spec is between [code]120[/code] (2 minutes) and [code]86400[/" -"code] seconds (24 hours).\n" +"in seconds. The default of [code]0[/code] means no duration, i.e. a " +"permanent lease and notably some devices only support these permanent " +"leases. Note that whether permanent or not, this is only a request and the " +"gateway may still decide at any point to remove the mapping (which usually " +"happens on a reboot of the gateway, when its external IP address changes, or " +"on some models when it detects a port mapping has become inactive, i.e. had " +"no traffic for multiple minutes). If not [code]0[/code] (permanent), the " +"allowed range according to spec is between [code]120[/code] (2 minutes) and " +"[code]86400[/code] seconds (24 hours).\n" "See [enum UPNPResult] for possible return values." msgstr "" @@ -122119,9 +123815,9 @@ msgid "" "default gateway (see [method get_gateway]) if one exists. [param port] must " "be a valid port between 1 and 65535, [param proto] can be either " "[code]\"TCP\"[/code] or [code]\"UDP\"[/code]. May be refused for mappings " -"pointing to addresses other than this one, for well-known ports (below 1024), " -"or for mappings not added via UPnP. See [enum UPNPResult] for possible return " -"values." +"pointing to addresses other than this one, for well-known ports (below " +"1024), or for mappings not added via UPnP. See [enum UPNPResult] for " +"possible return values." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -122156,7 +123852,8 @@ msgid "" msgstr "" #: modules/upnp/doc_classes/UPNP.xml -msgid "Removes the device at [param index] from the list of discovered devices." +msgid "" +"Removes the device at [param index] from the list of discovered devices." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -122173,8 +123870,8 @@ msgstr "" msgid "" "If [code]0[/code], the local port to use for discovery is chosen " "automatically by the system. If [code]1[/code], discovery will be done from " -"the source port 1900 (same as destination port). Otherwise, the value will be " -"used as the port." +"the source port 1900 (same as destination port). Otherwise, the value will " +"be used as the port." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -122205,8 +123902,8 @@ msgstr "" #: modules/upnp/doc_classes/UPNP.xml msgid "" -"No such entry in array. May be returned if a given port, protocol combination " -"is not found on an [UPNPDevice]." +"No such entry in array. May be returned if a given port, protocol " +"combination is not found on an [UPNPDevice]." msgstr "" #: modules/upnp/doc_classes/UPNP.xml @@ -122324,10 +124021,10 @@ msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml msgid "" "Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and " -"utility functions. Provides low-level access to UPNP control commands. Allows " -"to manage port mappings (port forwarding) and to query network information of " -"the device (like local and external IP address and status). Note that methods " -"on this class are synchronous and block the calling thread." +"utility functions. Provides low-level access to UPNP control commands. " +"Allows to manage port mappings (port forwarding) and to query network " +"information of the device (like local and external IP address and status). " +"Note that methods on this class are synchronous and block the calling thread." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -122350,7 +124047,8 @@ msgid "" msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml -msgid "Returns the external IP address of this [UPNPDevice] or an empty string." +msgid "" +"Returns the external IP address of this [UPNPDevice] or an empty string." msgstr "" #: modules/upnp/doc_classes/UPNPDevice.xml @@ -122417,8 +124115,8 @@ msgstr "" #: doc/classes/Variant.xml msgid "" -"In computer programming, a Variant class is a class that is designed to store " -"a variety of other types. Dynamic programming languages like PHP, Lua, " +"In computer programming, a Variant class is a class that is designed to " +"store a variety of other types. Dynamic programming languages like PHP, Lua, " "JavaScript and GDScript like to use them to store variables' data on the " "backend. With these Variants, properties are able to change value types " "freely.\n" @@ -122452,17 +124150,17 @@ msgid "" "[/codeblocks]\n" "Godot tracks all scripting API variables within Variants. Without even " "realizing it, you use Variants all the time. When a particular language " -"enforces its own rules for keeping data typed, then that language is applying " -"its own custom logic over the base Variant scripting API.\n" +"enforces its own rules for keeping data typed, then that language is " +"applying its own custom logic over the base Variant scripting API.\n" "- GDScript automatically wrap values in them. It keeps all data in plain " "Variants by default and then optionally enforces custom static typing rules " "on variable types.\n" -"- C# is statically typed, but uses its own implementation of the Variant type " -"in place of Godot's [Variant] class when it needs to represent a dynamic " -"value. C# Variant can be assigned any compatible type implicitly but " +"- C# is statically typed, but uses its own implementation of the Variant " +"type in place of Godot's [Variant] class when it needs to represent a " +"dynamic value. C# Variant can be assigned any compatible type implicitly but " "converting requires an explicit cast.\n" -"The global [method @GlobalScope.typeof] function returns the enumerated value " -"of the Variant type stored in the current variable (see [enum Variant." +"The global [method @GlobalScope.typeof] function returns the enumerated " +"value of the Variant type stored in the current variable (see [enum Variant." "Type]).\n" "[codeblocks]\n" "[gdscript]\n" @@ -122549,7 +124247,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -122597,8 +124295,8 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns this vector's angle with respect to the positive X axis, or [code](1, " -"0)[/code] vector, in radians.\n" +"Returns this vector's angle with respect to the positive X axis, or [code]" +"(1, 0)[/code] vector, in radians.\n" "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, " "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter " "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return " @@ -122642,14 +124340,15 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the point at the given [param t] on the [url=https://en.wikipedia.org/" -"wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the " +"Returns the point at the given [param t] on the [url=https://en.wikipedia." +"org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the " "given [param control_1], [param control_2], and [param end] points." msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns a new vector \"bounced off\" from a plane defined by the given normal." +"Returns a new vector \"bounced off\" from a plane defined by the given " +"normal." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -122668,11 +124367,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the 2D analog of the cross product for this vector and [param with].\n" +"Returns the 2D analog of the cross product for this vector and [param " +"with].\n" "This is the signed area of the parallelogram formed by the two vectors. If " "the second vector is clockwise from the first vector, then the cross product " -"is the positive area. If counter-clockwise, the cross product is the negative " -"area.\n" +"is the positive area. If counter-clockwise, the cross product is the " +"negative area.\n" "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " "embeds the 2D vectors in the XY plane of 3D space and uses their cross " "product's Z component as the analog." @@ -122680,18 +124380,18 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" -"Performs a cubic interpolation between this vector and [param b] using [param " -"pre_a] and [param post_b] as handles, and returns the result at position " -"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing " -"the amount of interpolation." +"Performs a cubic interpolation between this vector and [param b] using " +"[param pre_a] and [param post_b] as handles, and returns the result at " +"position [param weight]. [param weight] is on the range of 0.0 to 1.0, " +"representing the amount of interpolation." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" -"Performs a cubic interpolation between this vector and [param b] using [param " -"pre_a] and [param post_b] as handles, and returns the result at position " -"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing " -"the amount of interpolation.\n" +"Performs a cubic interpolation between this vector and [param b] using " +"[param pre_a] and [param post_b] as handles, and returns the result at " +"position [param weight]. [param weight] is on the range of 0.0 to 1.0, " +"representing the amount of interpolation.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" @@ -122770,8 +124470,8 @@ msgstr "" msgid "" "Returns [code]true[/code] if this vector's values are approximately zero, by " "running [method @GlobalScope.is_zero_approx] on each component.\n" -"This method is faster than using [method is_equal_approx] with one value as a " -"zero vector." +"This method is faster than using [method is_equal_approx] with one value as " +"a zero vector." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector2i.xml doc/classes/Vector3.xml @@ -122789,9 +124489,10 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" -"Returns the result of the linear interpolation between this vector and [param " -"to] by amount [param weight]. [param weight] is on the range of [code]0.0[/" -"code] to [code]1.0[/code], representing the amount of interpolation." +"Returns the result of the linear interpolation between this vector and " +"[param to] by amount [param weight]. [param weight] is on the range of " +"[code]0.0[/code] to [code]1.0[/code], representing the amount of " +"interpolation." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -122804,13 +124505,15 @@ msgstr "" #: doc/classes/Vector3i.xml doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Returns the axis of the vector's highest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant AXIS_X]." +"constants. If all components are equal, this method returns [constant " +"AXIS_X]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector2i.xml msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant AXIS_Y]." +"constants. If all components are equal, this method returns [constant " +"AXIS_Y]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -122847,7 +124550,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -122858,14 +124565,14 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of rotating this vector by [param angle] (in radians). See " -"also [method @GlobalScope.deg_to_rad]." +"Returns the result of rotating this vector by [param angle] (in radians). " +"See also [method @GlobalScope.deg_to_rad]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" -"Returns a new vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -122888,8 +124595,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -122939,7 +124650,8 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" -"Infinity vector, a vector with all components set to [constant @GDScript.INF]." +"Infinity vector, a vector with all components set to [constant @GDScript." +"INF]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector2i.xml @@ -123068,8 +124780,8 @@ msgstr "" msgid "" "Compares two [Vector2] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors. This operator is useful for sorting vectors.\n" +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors. This operator is useful for sorting vectors.\n" "[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " "same as other vectors. Therefore, the results from this operator may not be " "accurate if NaNs are included." @@ -123110,9 +124822,9 @@ msgid "" "A 2-element structure that can be used to represent 2D grid coordinates or " "any other pair of integers.\n" "It uses integer coordinates and is therefore preferable to [Vector2] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector2] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"exact precision is required. Note that the values are limited to 32 bits, " +"and unlike [Vector2] this cannot be configured with an engine build option. " +"Use [int] or [PackedInt64Array] if 64-bit values are needed.\n" "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/" "code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i " "will always evaluate to [code]true[/code]." @@ -123156,14 +124868,14 @@ msgstr "" #: doc/classes/Vector2i.xml msgid "" -"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can " -"be used as a negative integer equivalent of [constant Vector2.INF]." +"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. " +"Can be used as a negative integer equivalent of [constant Vector2.INF]." msgstr "" #: doc/classes/Vector2i.xml msgid "" -"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can " -"be used as an integer equivalent of [constant Vector2.INF]." +"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. " +"Can be used as an integer equivalent of [constant Vector2.INF]." msgstr "" #: doc/classes/Vector2i.xml doc/classes/Vector3i.xml doc/classes/Vector4i.xml @@ -123172,10 +124884,11 @@ msgstr "" #: doc/classes/Vector2i.xml msgid "" -"Gets the remainder of each component of the [Vector2i] with the components of " -"the given [Vector2i]. This operation uses truncated division, which is often " -"not desired as it does not work well with negative numbers. Consider using " -"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"Gets the remainder of each component of the [Vector2i] with the components " +"of the given [Vector2i]. This operation uses truncated division, which is " +"often not desired as it does not work well with negative numbers. Consider " +"using [method @GlobalScope.posmod] instead if you want to handle negative " +"numbers.\n" "[codeblock]\n" "print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints \"(3, -4)\"\n" "[/codeblock]" @@ -123184,9 +124897,9 @@ msgstr "" #: doc/classes/Vector2i.xml msgid "" "Gets the remainder of each component of the [Vector2i] with the given [int]. " -"This operation uses truncated division, which is often not desired as it does " -"not work well with negative numbers. Consider using [method @GlobalScope." -"posmod] instead if you want to handle negative numbers.\n" +"This operation uses truncated division, which is often not desired as it " +"does not work well with negative numbers. Consider using [method " +"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n" "[/codeblock]" @@ -123278,8 +124991,8 @@ msgstr "" msgid "" "Compares two [Vector2i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors. This operator is useful for sorting vectors." +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors. This operator is useful for sorting vectors." msgstr "" #: doc/classes/Vector2i.xml @@ -123298,7 +125011,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -123355,7 +125068,8 @@ msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant AXIS_Z]." +"constants. If all components are equal, this method returns [constant " +"AXIS_Z]." msgstr "" #: doc/classes/Vector3.xml @@ -123366,14 +125080,14 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. " -"Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form " -"of compression can be used to pass greater amounts of [method normalized] " -"[Vector3]s without increasing storage or memory requirements. See also " -"[method octahedron_decode].\n" +"Returns the octahedral-encoded (oct32) form of this [Vector3] as a " +"[Vector2]. Since a [Vector2] occupies 1/3 less memory compared to [Vector3], " +"this form of compression can be used to pass greater amounts of [method " +"normalized] [Vector3]s without increasing storage or memory requirements. " +"See also [method octahedron_decode].\n" "[b]Note:[/b] [method octahedron_encode] can only be used for [method " -"normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether " -"this [Vector3] is normalized, and will return a value that does not " +"normalized] vectors. [method octahedron_encode] does [i]not[/i] check " +"whether this [Vector3] is normalized, and will return a value that does not " "decompress to the original value if the [Vector3] is not normalized.\n" "[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual " "differences are rarely perceptible in real world scenarios." @@ -123385,8 +125099,8 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns the result of reflecting the vector from a plane defined by the given " -"normal [param n]." +"Returns the result of reflecting the vector from a plane defined by the " +"given normal [param n]." msgstr "" #: doc/classes/Vector3.xml @@ -123404,7 +125118,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -123480,7 +125200,8 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Unit vector pointing towards the rear side (back) of imported 3D assets." +msgid "" +"Unit vector pointing towards the rear side (back) of imported 3D assets." msgstr "" #: doc/classes/Vector3.xml @@ -123590,9 +125311,9 @@ msgstr "" msgid "" "Compares two [Vector3] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors, and then with the Z values. This operator is useful for sorting " -"vectors.\n" +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors, and then with the Z values. This operator is useful for " +"sorting vectors.\n" "[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " "same as other vectors. Therefore, the results from this operator may not be " "accurate if NaNs are included." @@ -123613,16 +125334,16 @@ msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml msgid "" "Access vector components using their [param index]. [code]v[0][/code] is " -"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/" -"code], and [code]v[2][/code] is equivalent to [code]v.z[/code]." +"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v." +"y[/code], and [code]v[2][/code] is equivalent to [code]v.z[/code]." msgstr "" #: doc/classes/Vector3.xml msgid "" "Returns the negative value of the [Vector3]. This is the same as writing " -"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of " -"the vector while keeping the same magnitude. With floats, the number zero can " -"be either positive or negative." +"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction " +"of the vector while keeping the same magnitude. With floats, the number zero " +"can be either positive or negative." msgstr "" #: doc/classes/Vector3i.xml @@ -123634,9 +125355,9 @@ msgid "" "A 3-element structure that can be used to represent 3D grid coordinates or " "any other triplet of integers.\n" "It uses integer coordinates and is therefore preferable to [Vector3] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector3] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"exact precision is required. Note that the values are limited to 32 bits, " +"and unlike [Vector3] this cannot be configured with an engine build option. " +"Use [int] or [PackedInt64Array] if 64-bit values are needed.\n" "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/" "code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i " "will always evaluate to [code]true[/code]." @@ -123666,14 +125387,14 @@ msgstr "" #: doc/classes/Vector3i.xml msgid "" -"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can " -"be used as a negative integer equivalent of [constant Vector3.INF]." +"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. " +"Can be used as a negative integer equivalent of [constant Vector3.INF]." msgstr "" #: doc/classes/Vector3i.xml msgid "" -"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can " -"be used as an integer equivalent of [constant Vector3.INF]." +"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. " +"Can be used as an integer equivalent of [constant Vector3.INF]." msgstr "" #: doc/classes/Vector3i.xml @@ -123684,10 +125405,11 @@ msgstr "" #: doc/classes/Vector3i.xml msgid "" -"Gets the remainder of each component of the [Vector3i] with the components of " -"the given [Vector3i]. This operation uses truncated division, which is often " -"not desired as it does not work well with negative numbers. Consider using " -"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"Gets the remainder of each component of the [Vector3i] with the components " +"of the given [Vector3i]. This operation uses truncated division, which is " +"often not desired as it does not work well with negative numbers. Consider " +"using [method @GlobalScope.posmod] instead if you want to handle negative " +"numbers.\n" "[codeblock]\n" "print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints \"(3, -4, 3)\"\n" "[/codeblock]" @@ -123696,9 +125418,9 @@ msgstr "" #: doc/classes/Vector3i.xml msgid "" "Gets the remainder of each component of the [Vector3i] with the given [int]. " -"This operation uses truncated division, which is often not desired as it does " -"not work well with negative numbers. Consider using [method @GlobalScope." -"posmod] instead if you want to handle negative numbers.\n" +"This operation uses truncated division, which is often not desired as it " +"does not work well with negative numbers. Consider using [method " +"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" "[codeblock]\n" "print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n" "[/codeblock]" @@ -123788,9 +125510,9 @@ msgstr "" msgid "" "Compares two [Vector3i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors, and then with the Z values. This operator is useful for sorting " -"vectors." +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors, and then with the Z values. This operator is useful for " +"sorting vectors." msgstr "" #: doc/classes/Vector3i.xml @@ -123810,7 +125532,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -123823,8 +125545,8 @@ msgid "" "[code]precision=double[/code].\n" "See [Vector4i] for its integer counterpart.\n" "[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/" -"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 " -"will always evaluate to [code]true[/code]." +"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a " +"Vector4 will always evaluate to [code]true[/code]." msgstr "" #: doc/classes/Vector4.xml @@ -123858,7 +125580,8 @@ msgstr "" #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " -"constants. If all components are equal, this method returns [constant AXIS_W]." +"constants. If all components are equal, this method returns [constant " +"AXIS_W]." msgstr "" #: doc/classes/Vector4.xml doc/classes/Vector4i.xml @@ -123886,8 +125609,8 @@ msgid "" "Multiplies each component of the [Vector4] by the components of the given " "[Vector4].\n" "[codeblock]\n" -"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, 150, " -"240)\"\n" +"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, " +"150, 240)\"\n" "[/codeblock]" msgstr "" @@ -123973,9 +125696,9 @@ msgstr "" msgid "" "Compares two [Vector4] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors, Z values of the two vectors, and then with the W values. This " -"operator is useful for sorting vectors.\n" +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors, Z values of the two vectors, and then with the W values. " +"This operator is useful for sorting vectors.\n" "[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the " "same as other vectors. Therefore, the results from this operator may not be " "accurate if NaNs are included." @@ -123996,9 +125719,9 @@ msgstr "" #: doc/classes/Vector4.xml doc/classes/Vector4i.xml msgid "" "Access vector components using their [param index]. [code]v[0][/code] is " -"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/" -"code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/" -"code] is equivalent to [code]v.w[/code]." +"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v." +"y[/code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3]" +"[/code] is equivalent to [code]v.w[/code]." msgstr "" #: doc/classes/Vector4.xml @@ -124018,9 +125741,9 @@ msgid "" "A 4-element structure that can be used to represent 4D grid coordinates or " "any other quadruplet of integers.\n" "It uses integer coordinates and is therefore preferable to [Vector4] when " -"exact precision is required. Note that the values are limited to 32 bits, and " -"unlike [Vector4] this cannot be configured with an engine build option. Use " -"[int] or [PackedInt64Array] if 64-bit values are needed.\n" +"exact precision is required. Note that the values are limited to 32 bits, " +"and unlike [Vector4] this cannot be configured with an engine build option. " +"Use [int] or [PackedInt64Array] if 64-bit values are needed.\n" "[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/" "code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a " "Vector4i will always evaluate to [code]true[/code]." @@ -124050,25 +125773,26 @@ msgstr "" #: doc/classes/Vector4i.xml msgid "" -"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can " -"be used as a negative integer equivalent of [constant Vector4.INF]." +"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. " +"Can be used as a negative integer equivalent of [constant Vector4.INF]." msgstr "" #: doc/classes/Vector4i.xml msgid "" -"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can " -"be used as an integer equivalent of [constant Vector4.INF]." +"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. " +"Can be used as an integer equivalent of [constant Vector4.INF]." msgstr "" #: doc/classes/Vector4i.xml msgid "" -"Gets the remainder of each component of the [Vector4i] with the components of " -"the given [Vector4i]. This operation uses truncated division, which is often " -"not desired as it does not work well with negative numbers. Consider using " -"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"Gets the remainder of each component of the [Vector4i] with the components " +"of the given [Vector4i]. This operation uses truncated division, which is " +"often not desired as it does not work well with negative numbers. Consider " +"using [method @GlobalScope.posmod] instead if you want to handle negative " +"numbers.\n" "[codeblock]\n" -"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, -4, " -"3, 0)\"\n" +"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, " +"-4, 3, 0)\"\n" "[/codeblock]" msgstr "" @@ -124121,8 +125845,8 @@ msgid "" "Subtracts each component of the [Vector4i] by the components of the given " "[Vector4i].\n" "[codeblock]\n" -"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, 25, " -"34)\"\n" +"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, " +"25, 34)\"\n" "[/codeblock]" msgstr "" @@ -124175,9 +125899,9 @@ msgstr "" msgid "" "Compares two [Vector4i] vectors by first checking if the X value of the left " "vector is greater than the X value of the [param right] vector. If the X " -"values are exactly equal, then it repeats this check with the Y values of the " -"two vectors, Z values of the two vectors, and then with the W values. This " -"operator is useful for sorting vectors." +"values are exactly equal, then it repeats this check with the Y values of " +"the two vectors, Z values of the two vectors, and then with the W values. " +"This operator is useful for sorting vectors." msgstr "" #: doc/classes/Vector4i.xml @@ -124206,15 +125930,15 @@ msgid "" "It is based on the raycast vehicle system commonly found in physics engines. " "Aside from a [CollisionShape3D] for the main body of the vehicle, you must " "also add a [VehicleWheel3D] node for each wheel. You should also add a " -"[MeshInstance3D] to this node for the 3D model of the vehicle, but this model " -"should generally not include meshes for the wheels. You can control the " -"vehicle by using the [member brake], [member engine_force], and [member " +"[MeshInstance3D] to this node for the 3D model of the vehicle, but this " +"model should generally not include meshes for the wheels. You can control " +"the vehicle by using the [member brake], [member engine_force], and [member " "steering] properties. The position or orientation of this node shouldn't be " "changed directly.\n" -"[b]Note:[/b] The origin point of your VehicleBody3D will determine the center " -"of gravity of your vehicle. To make the vehicle more grounded, the origin " -"point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] " -"upwards.\n" +"[b]Note:[/b] The origin point of your VehicleBody3D will determine the " +"center of gravity of your vehicle. To make the vehicle more grounded, the " +"origin point is usually kept low, moving the [CollisionShape3D] and " +"[MeshInstance3D] upwards.\n" "[b]Note:[/b] This class has known issues and isn't designed to provide " "realistic 3D vehicle physics. If you want advanced vehicle physics, you may " "have to write your own physics integration using [CharacterBody3D] or " @@ -124232,12 +125956,12 @@ msgstr "" #: doc/classes/VehicleBody3D.xml msgid "" -"Accelerates the vehicle by applying an engine force. The vehicle is only sped " -"up if the wheels that have [member VehicleWheel3D.use_as_traction] set to " -"[code]true[/code] and are in contact with a surface. The [member RigidBody3D." -"mass] of the vehicle has an effect on the acceleration of the vehicle. For a " -"vehicle with a mass set to 1000, try a value in the 25 - 50 range for " -"acceleration.\n" +"Accelerates the vehicle by applying an engine force. The vehicle is only " +"sped up if the wheels that have [member VehicleWheel3D.use_as_traction] set " +"to [code]true[/code] and are in contact with a surface. The [member " +"RigidBody3D.mass] of the vehicle has an effect on the acceleration of the " +"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 " +"range for acceleration.\n" "[b]Note:[/b] The simulation does not take the effect of gears into account, " "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." @@ -124249,8 +125973,8 @@ msgid "" "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically " "be rotated.\n" -"[b]Note:[/b] This property is edited in the inspector in degrees. In code the " -"property is set in radians." +"[b]Note:[/b] This property is edited in the inspector in degrees. In code " +"the property is set in radians." msgstr "" #: doc/classes/VehicleWheel3D.xml @@ -124298,9 +126022,9 @@ msgstr "" msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " -"adequately slow down your vehicle depends on the [member RigidBody3D.mass] of " -"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " -"30 range for hard braking." +"adequately slow down your vehicle depends on the [member RigidBody3D.mass] " +"of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 " +"- 30 range for hard braking." msgstr "" #: doc/classes/VehicleWheel3D.xml @@ -124313,10 +126037,10 @@ msgstr "" #: doc/classes/VehicleWheel3D.xml msgid "" -"The damping applied to the spring when relaxing. This value should be between " -"0.0 (no damping) and 1.0. This value should always be slightly higher than " -"the [member damping_compression] property. For a [member damping_compression] " -"value of 0.3, try a relaxation value of 0.5." +"The damping applied to the spring when relaxing. This value should be " +"between 0.0 (no damping) and 1.0. This value should always be slightly " +"higher than the [member damping_compression] property. For a [member " +"damping_compression] value of 0.3, try a relaxation value of 0.5." msgstr "" #: doc/classes/VehicleWheel3D.xml @@ -124339,30 +126063,30 @@ msgstr "" #: doc/classes/VehicleWheel3D.xml msgid "" "The maximum force the spring can resist. This value should be higher than a " -"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring " -"will not carry the weight of the vehicle. Good results are often obtained by " -"a value that is about 3× to 4× this number." +"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the " +"spring will not carry the weight of the vehicle. Good results are often " +"obtained by a value that is about 3× to 4× this number." msgstr "" #: doc/classes/VehicleWheel3D.xml msgid "" -"This value defines the stiffness of the suspension. Use a value lower than 50 " -"for an off-road car, a value between 50 and 100 for a race car and try " +"This value defines the stiffness of the suspension. Use a value lower than " +"50 for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" #: doc/classes/VehicleWheel3D.xml msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " -"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " -"depending on the type of car." +"This is the distance the suspension can travel. As Godot units are " +"equivalent to meters, keep this setting relatively low. Try a value between " +"0.1 and 0.3 depending on the type of car." msgstr "" #: doc/classes/VehicleWheel3D.xml msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " -"value is used in conjunction with [member VehicleBody3D.steering] and ignored " -"if you are using the per-wheel [member steering] value instead." +"value is used in conjunction with [member VehicleBody3D.steering] and " +"ignored if you are using the per-wheel [member steering] value instead." msgstr "" #: doc/classes/VehicleWheel3D.xml @@ -124392,8 +126116,8 @@ msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " "origin point of your wheel (the gizmo in Godot) to the position the wheel " -"will take when bottoming out, then use the rest length to move the wheel down " -"to the position it should be in when the car is in rest." +"will take when bottoming out, then use the rest length to move the wheel " +"down to the position it should be in when the car is in rest." msgstr "" #: doc/classes/VehicleWheel3D.xml @@ -124405,8 +126129,8 @@ msgstr "" #: doc/classes/VFlowContainer.xml msgid "" -"A container that arranges its child controls vertically and wraps them around " -"at the borders." +"A container that arranges its child controls vertically and wraps them " +"around at the borders." msgstr "" #: doc/classes/VFlowContainer.xml @@ -124525,8 +126249,8 @@ msgstr "" #: doc/classes/VideoStreamPlayback.xml msgid "" -"Ticks video playback for [param delta] seconds. Called every frame as long as " -"[method _is_paused] and [method _is_playing] return true." +"Ticks video playback for [param delta] seconds. Called every frame as long " +"as [method _is_paused] and [method _is_playing] return true." msgstr "" #: doc/classes/VideoStreamPlayback.xml @@ -124664,17 +126388,17 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children Camera3D " -"3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " "audio depending on a 2D or 3D camera child of it.\n" -"Also, viewports can be assigned to different screens in case the devices have " -"multiple screens.\n" -"Finally, viewports can also behave as render targets, in which case they will " -"not be visible unless the associated texture is used to draw." +"Also, viewports can be assigned to different screens in case the devices " +"have multiple screens.\n" +"Finally, viewports can also behave as render targets, in which case they " +"will not be visible unless the associated texture is used to draw." msgstr "" #: doc/classes/Viewport.xml @@ -124711,8 +126435,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Returns the transform from the viewport's coordinate system to the embedder's " -"coordinate system." +"Returns the transform from the viewport's coordinate system to the " +"embedder's coordinate system." msgstr "" #: doc/classes/Viewport.xml @@ -124729,8 +126453,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Returns rendering statistics of the given type. See [enum RenderInfoType] and " -"[enum RenderInfo] for options." +"Returns rendering statistics of the given type. See [enum RenderInfoType] " +"and [enum RenderInfo] for options." msgstr "" #: doc/classes/Viewport.xml @@ -124743,9 +126467,9 @@ msgstr "" msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] When trying to store the current texture (e.g. in a file), it " -"might be completely black or outdated if used too early, especially when used " -"in e.g. [method Node._ready]. To make sure the texture you get is correct, " -"you can await [signal RenderingServer.frame_post_draw] signal.\n" +"might be completely black or outdated if used too early, especially when " +"used in e.g. [method Node._ready]. To make sure the texture you get is " +"correct, you can await [signal RenderingServer.frame_post_draw] signal.\n" "[codeblock]\n" "func _ready():\n" " await RenderingServer.frame_post_draw\n" @@ -124815,9 +126539,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Triggers the given [param event] in this [Viewport]. This can be used to pass " -"an [InputEvent] between viewports, or to locally apply inputs that were sent " -"over the network or saved to a file.\n" +"Triggers the given [param event] in this [Viewport]. This can be used to " +"pass an [InputEvent] between viewports, or to locally apply inputs that were " +"sent over the network or saved to a file.\n" "If [param in_local_coords] is [code]false[/code], the event's position is in " "the embedder's coordinates and will be converted to viewport coordinates. If " "[param in_local_coords] is [code]true[/code], the event's position is in " @@ -124826,8 +126550,8 @@ msgid "" "parse_input_event], it does not remap the specified [param event] based on " "project settings like [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse].\n" -"Calling this method will propagate calls to child nodes for following methods " -"in the given order:\n" +"Calling this method will propagate calls to child nodes for following " +"methods in the given order:\n" "- [method Node._input]\n" "- [method Control._gui_input] for [Control] nodes\n" "- [method Node._shortcut_input]\n" @@ -124841,9 +126565,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Helper method which calls the [code]set_text()[/code] method on the currently " -"focused [Control], provided that it is defined (e.g. if the focused Control " -"is [Button] or [LineEdit])." +"Helper method which calls the [code]set_text()[/code] method on the " +"currently focused [Control], provided that it is defined (e.g. if the " +"focused Control is [Button] or [LineEdit])." msgstr "" #: doc/classes/Viewport.xml @@ -124852,15 +126576,15 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Triggers the given [param event] in this [Viewport]. This can be used to pass " -"an [InputEvent] between viewports, or to locally apply inputs that were sent " -"over the network or saved to a file.\n" +"Triggers the given [param event] in this [Viewport]. This can be used to " +"pass an [InputEvent] between viewports, or to locally apply inputs that were " +"sent over the network or saved to a file.\n" "If [param in_local_coords] is [code]false[/code], the event's position is in " "the embedder's coordinates and will be converted to viewport coordinates. If " "[param in_local_coords] is [code]true[/code], the event's position is in " "viewport coordinates.\n" -"Calling this method will propagate calls to child nodes for following methods " -"in the given order:\n" +"Calling this method will propagate calls to child nodes for following " +"methods in the given order:\n" "- [method Node._shortcut_input]\n" "- [method Node._unhandled_key_input]\n" "- [method Node._unhandled_input]\n" @@ -124868,8 +126592,8 @@ msgid "" "set_input_as_handled], any later method in this list will not be called.\n" "If none of the methods handle the event and [member physics_object_picking] " "is [code]true[/code], the event is used for physics object picking.\n" -"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s " -"or [SubViewport]s." +"[b]Note:[/b] This method doesn't propagate input events to embedded " +"[Window]s or [SubViewport]s." msgstr "" #: doc/classes/Viewport.xml @@ -124881,8 +126605,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "Stops the input from propagating further down the [SceneTree].\n" -"[b]Note:[/b] This does not affect the methods in [Input], only the way events " -"are propagated." +"[b]Note:[/b] This does not affect the methods in [Input], only the way " +"events are propagated." msgstr "" #: doc/classes/Viewport.xml @@ -124897,10 +126621,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "Force instantly updating the display based on the current mouse cursor " -"position. This includes updating the mouse cursor shape and sending necessary " -"[signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], " -"[signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] " -"signals and their respective [code]mouse_exited[/code] counterparts." +"position. This includes updating the mouse cursor shape and sending " +"necessary [signal Control.mouse_entered], [signal CollisionObject2D." +"mouse_entered], [signal CollisionObject3D.mouse_entered] and [signal Window." +"mouse_entered] signals and their respective [code]mouse_exited[/code] " +"counterparts." msgstr "" #: doc/classes/Viewport.xml @@ -124954,16 +126679,16 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "Determines how sharp the upscaled image will be when using the FSR upscaling " -"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) " -"to 2.0. Values above 2.0 won't make a visible difference.\n" +"mode. Sharpness halves with every whole number. Values go from 0.0 " +"(sharpest) to 2.0. Values above 2.0 won't make a visible difference.\n" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting." msgstr "" #: doc/classes/Viewport.xml msgid "" -"The global canvas transform of the viewport. The canvas transform is relative " -"to this." +"The global canvas transform of the viewport. The canvas transform is " +"relative to this." msgstr "" #: doc/classes/Viewport.xml @@ -124988,23 +126713,25 @@ msgid "" "If [code]true[/code], this viewport will mark incoming input events as " "handled by itself. If [code]false[/code], this is instead done by the first " "parent viewport that is set to handle input locally.\n" -"A [SubViewportContainer] will automatically set this property to [code]false[/" -"code] for the [Viewport] contained inside of it.\n" +"A [SubViewportContainer] will automatically set this property to " +"[code]false[/code] for the [Viewport] contained inside of it.\n" "See also [method set_input_as_handled] and [method is_input_handled]." msgstr "" #: doc/classes/Viewport.xml msgid "" -"The automatic LOD bias to use for meshes rendered within the [Viewport] (this " -"is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values " -"will use less detailed versions of meshes that have LOD variations generated. " -"If set to [code]0.0[/code], automatic LOD is disabled. Increase [member " -"mesh_lod_threshold] to improve performance at the cost of geometry detail.\n" +"The automatic LOD bias to use for meshes rendered within the [Viewport] " +"(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher " +"values will use less detailed versions of meshes that have LOD variations " +"generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase " +"[member mesh_lod_threshold] to improve performance at the cost of geometry " +"detail.\n" "To control this property on the root viewport, set the [member " "ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project " "setting.\n" -"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] " -"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)." +"[b]Note:[/b] [member mesh_lod_threshold] does not affect " +"[GeometryInstance3D] visibility ranges (also known as \"manual\" LOD or " +"hierarchical LOD)." msgstr "" #: doc/classes/Viewport.xml @@ -125036,15 +126763,15 @@ msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process.\n" "[b]Note:[/b] The number of simultaneously pickable objects is limited to 64 " -"and they are selected in a non-deterministic order, which can be different in " -"each picking process." +"and they are selected in a non-deterministic order, which can be different " +"in each picking process." msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the input_event signal will only be sent to one physics " -"object in the mouse picking process. If you want to get the top object only, " -"you must also enable [member physics_object_picking_sort].\n" +"If [code]true[/code], the input_event signal will only be sent to one " +"physics object in the mouse picking process. If you want to get the top " +"object only, you must also enable [member physics_object_picking_sort].\n" "If [code]false[/code], an input_event signal will be sent to all physics " "objects in the mouse picking process.\n" "This applies to 2D CanvasItem object picking only." @@ -125053,14 +126780,14 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], objects receive mouse picking events sorted primarily " -"by their [member CanvasItem.z_index] and secondarily by their position in the " -"scene tree. If [code]false[/code], the order is undetermined.\n" +"by their [member CanvasItem.z_index] and secondarily by their position in " +"the scene tree. If [code]false[/code], the order is undetermined.\n" "[b]Note:[/b] This setting is disabled by default because of its potential " "expensive computational cost.\n" -"[b]Note:[/b] Sorting happens after selecting the pickable objects. Because of " -"the limitation of 64 simultaneously pickable objects, it is not guaranteed " -"that the object with the highest [member CanvasItem.z_index] receives the " -"picking event." +"[b]Note:[/b] Sorting happens after selecting the pickable objects. Because " +"of the limitation of 64 simultaneously pickable objects, it is not " +"guaranteed that the object with the highest [member CanvasItem.z_index] " +"receives the picking event." msgstr "" #: doc/classes/Viewport.xml @@ -125084,9 +126811,9 @@ msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value is " "rounded up to the nearest power of 2.\n" "[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be " -"visible at all. This can improve performance significantly on low-end systems " -"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw " -"the scene without shadows)." +"visible at all. This can improve performance significantly on low-end " +"systems by reducing both the CPU and GPU load (as fewer draw calls are " +"needed to draw the scene without shadows)." msgstr "" #: doc/classes/Viewport.xml @@ -125107,8 +126834,8 @@ msgid "" "specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the " "output image to the full viewport size. Values lower than [code]1.0[/code] " "can be used to speed up 3D rendering at the cost of quality (undersampling). " -"Values greater than [code]1.0[/code] are only valid for bilinear mode and can " -"be used to improve 3D rendering quality at a high performance cost " +"Values greater than [code]1.0[/code] are only valid for bilinear mode and " +"can be used to improve 3D rendering quality at a high performance cost " "(supersampling). See also [member ProjectSettings.rendering/anti_aliasing/" "quality/msaa_3d] for multi-sample antialiasing, which is significantly " "cheaper but only smooths the edges of polygons.\n" @@ -125123,10 +126850,10 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "Sets the screen-space antialiasing method used. Screen-space antialiasing " -"works by selectively blurring edges in a post-process shader. It differs from " -"MSAA which takes multiple coverage samples while rendering objects. Screen-" -"space AA methods are typically faster than MSAA and will smooth out specular " -"aliasing, but tend to make scenes appear blurry." +"works by selectively blurring edges in a post-process shader. It differs " +"from MSAA which takes multiple coverage samples while rendering objects. " +"Screen-space AA methods are typically faster than MSAA and will smooth out " +"specular aliasing, but tend to make scenes appear blurry." msgstr "" #: doc/classes/Viewport.xml @@ -125163,8 +126890,8 @@ msgid "" "Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/" "anti_aliasing/quality/use_debanding].\n" "In some cases, debanding may introduce a slightly noticeable dithering " -"pattern. It's recommended to enable debanding only when actually needed since " -"the dithering pattern will make lossless-compressed screenshots larger." +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots larger." msgstr "" #: doc/classes/Viewport.xml @@ -125173,43 +126900,43 @@ msgid "" "format framebuffer matching the bit depth of the 3D framebuffer. When using " "the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while " "when using the Mobile renderer it will be a [code]RGB10_A2[/code] " -"framebuffer. Additionally, 2D rendering will take place in linear color space " -"and will be converted to sRGB space immediately before blitting to the screen " -"(if the Viewport is attached to the screen). Practically speaking, this means " -"that the end result of the Viewport will not be clamped into the [code]0-1[/" -"code] range and can be used in 3D rendering without color space adjustments. " -"This allows 2D rendering to take advantage of effects requiring high dynamic " -"range (e.g. 2D glow) as well as substantially improves the appearance of " -"effects requiring highly detailed gradients.\n" -"[b]Note:[/b] This setting will have no effect when using the GL Compatibility " -"renderer as the GL Compatibility renderer always renders in low dynamic range " -"for performance reasons." +"framebuffer. Additionally, 2D rendering will take place in linear color " +"space and will be converted to sRGB space immediately before blitting to the " +"screen (if the Viewport is attached to the screen). Practically speaking, " +"this means that the end result of the Viewport will not be clamped into the " +"[code]0-1[/code] range and can be used in 3D rendering without color space " +"adjustments. This allows 2D rendering to take advantage of effects requiring " +"high dynamic range (e.g. 2D glow) as well as substantially improves the " +"appearance of effects requiring highly detailed gradients.\n" +"[b]Note:[/b] This setting will have no effect when using the GL " +"Compatibility renderer as the GL Compatibility renderer always renders in " +"low dynamic range for performance reasons." msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion " -"culling in 3D for this viewport. For the root viewport, [member " +"If [code]true[/code], [OccluderInstance3D] nodes will be usable for " +"occlusion culling in 3D for this viewport. For the root viewport, [member " "ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be " "set to [code]true[/code] instead.\n" "[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable " "occlusion culling if you actually plan to use it, and think whether your " "scene can actually benefit from occlusion culling. Large, open scenes with " "few or no objects blocking the view will generally not benefit much from " -"occlusion culling. Large open scenes generally benefit more from mesh LOD and " -"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and " -"[member GeometryInstance3D.visibility_range_end]) compared to occlusion " +"occlusion culling. Large open scenes generally benefit more from mesh LOD " +"and visibility ranges ([member GeometryInstance3D.visibility_range_begin] " +"and [member GeometryInstance3D.visibility_range_end]) compared to occlusion " "culling.\n" -"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by " -"default in Web export templates. It can be enabled by compiling custom Web " -"export templates with [code]module_raycast_enabled=yes[/code]." +"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported " +"by default in Web export templates. It can be enabled by compiling custom " +"Web export templates with [code]module_raycast_enabled=yes[/code]." msgstr "" #: doc/classes/Viewport.xml msgid "" "Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the " -"camera and accumulating the images of the last rendered frames, motion vector " -"rendering is used to account for camera and object motion.\n" +"camera and accumulating the images of the last rendered frames, motion " +"vector rendering is used to account for camera and object motion.\n" "[b]Note:[/b] The implementation is not complete yet, some visual instances " "such as particles and skinned meshes may show artifacts." msgstr "" @@ -125217,14 +126944,14 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport will use the primary XR interface to " -"render XR output. When applicable this can result in a stereoscopic image and " -"the resulting render being output to a headset." +"render XR output. When applicable this can result in a stereoscopic image " +"and the resulting render being output to a headset." msgstr "" #: doc/classes/Viewport.xml msgid "" -"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if " -"hardware does not support VRS this property is ignored." +"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, " +"if hardware does not support VRS this property is ignored." msgstr "" #: doc/classes/Viewport.xml @@ -125236,16 +126963,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -125258,7 +126985,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -125290,15 +127020,15 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 256 ways and used by up to 256 shadow maps. " -"Unless the [member positional_shadow_atlas_size] is very high, the shadows in " -"this quadrant will be very low resolution." +"Unless the [member positional_shadow_atlas_size] is very high, the shadows " +"in this quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml msgid "" "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. " -"Unless the [member positional_shadow_atlas_size] is very high, the shadows in " -"this quadrant will be very low resolution." +"Unless the [member positional_shadow_atlas_size] is very high, the shadows " +"in this quadrant will be very low resolution." msgstr "" #: doc/classes/Viewport.xml @@ -125343,8 +127073,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Use 4× Multisample Antialiasing. This has a significant performance cost, and " -"is generally a good compromise between performance and quality." +"Use 4× Multisample Antialiasing. This has a significant performance cost, " +"and is generally a good compromise between performance and quality." msgstr "" #: doc/classes/Viewport.xml @@ -125386,7 +127116,8 @@ msgstr "" msgid "" "Objects are displayed semi-transparent with additive blending so you can see " "where they are drawing over top of one another. A higher overdraw means you " -"are wasting performance on drawing pixels that are being hidden behind others." +"are wasting performance on drawing pixels that are being hidden behind " +"others." msgstr "" #: doc/classes/Viewport.xml @@ -125401,25 +127132,25 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"Draws the screen-space ambient occlusion texture instead of the scene so that " -"you can clearly see how it is affecting objects. In order for this display " -"mode to work, you must have [member Environment.ssao_enabled] set in your " -"[WorldEnvironment]." +"Draws the screen-space ambient occlusion texture instead of the scene so " +"that you can clearly see how it is affecting objects. In order for this " +"display mode to work, you must have [member Environment.ssao_enabled] set in " +"your [WorldEnvironment]." msgstr "" #: doc/classes/Viewport.xml msgid "" -"Draws the screen-space indirect lighting texture instead of the scene so that " -"you can clearly see how it is affecting objects. In order for this display " -"mode to work, you must have [member Environment.ssil_enabled] set in your " -"[WorldEnvironment]." +"Draws the screen-space indirect lighting texture instead of the scene so " +"that you can clearly see how it is affecting objects. In order for this " +"display mode to work, you must have [member Environment.ssil_enabled] set in " +"your [WorldEnvironment]." msgstr "" #: doc/classes/Viewport.xml msgid "" -"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different " -"color so you can see where the splits are. In order, they will be colored " -"red, green, blue, and yellow." +"Colors each PSSM split for the [DirectionalLight3D]s in the scene a " +"different color so you can see where the splits are. In order, they will be " +"colored red, green, blue, and yellow." msgstr "" #: doc/classes/Viewport.xml @@ -125448,8 +127179,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture " -"for each view." +"VRS uses a texture. Note, for stereoscopic use a texture atlas with a " +"texture for each view." msgstr "" #: doc/classes/Viewport.xml @@ -125502,8 +127233,8 @@ msgid "" "See [VisibleOnScreenNotifier2D] if you only want to be notified when the " "region is visible on screen.\n" "[b]Note:[/b] [VisibleOnScreenEnabler2D] uses the render culling code to " -"determine whether it's visible on screen, so it won't function unless [member " -"CanvasItem.visible] is set to [code]true[/code]." +"determine whether it's visible on screen, so it won't function unless " +"[member CanvasItem.visible] is set to [code]true[/code]." msgstr "" #: doc/classes/VisibleOnScreenEnabler2D.xml @@ -125554,9 +127285,9 @@ msgid "" "See [VisibleOnScreenNotifier3D] if you only want to be notified when the " "region is visible on screen.\n" "[b]Note:[/b] [VisibleOnScreenEnabler3D] uses an approximate heuristic that " -"doesn't take walls and other occlusion into account, unless occlusion culling " -"is used. It also won't function unless [member Node3D.visible] is set to " -"[code]true[/code]." +"doesn't take walls and other occlusion into account, unless occlusion " +"culling is used. It also won't function unless [member Node3D.visible] is " +"set to [code]true[/code]." msgstr "" #: doc/classes/VisibleOnScreenEnabler3D.xml @@ -125570,7 +127301,8 @@ msgstr "" #: doc/classes/VisibleOnScreenNotifier2D.xml msgid "" -"A rectangular region of 2D space that detects whether it is visible on screen." +"A rectangular region of 2D space that detects whether it is visible on " +"screen." msgstr "" #: doc/classes/VisibleOnScreenNotifier2D.xml @@ -125579,20 +127311,20 @@ msgid "" "any part of this region becomes visible on screen or in a viewport, it will " "emit a [signal screen_entered] signal, and likewise it will emit a [signal " "screen_exited] signal when no part of it remains visible.\n" -"If you want a node to be enabled automatically when this region is visible on " -"screen, use [VisibleOnScreenEnabler2D].\n" +"If you want a node to be enabled automatically when this region is visible " +"on screen, use [VisibleOnScreenEnabler2D].\n" "[b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to " -"determine whether it's visible on screen, so it won't function unless [member " -"CanvasItem.visible] is set to [code]true[/code]." +"determine whether it's visible on screen, so it won't function unless " +"[member CanvasItem.visible] is set to [code]true[/code]." msgstr "" #: doc/classes/VisibleOnScreenNotifier2D.xml msgid "" "If [code]true[/code], the bounding rectangle is on the screen.\n" "[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s " -"visibility to be determined once added to the scene tree, so this method will " -"always return [code]false[/code] right after it is instantiated, before the " -"draw pass." +"visibility to be determined once added to the scene tree, so this method " +"will always return [code]false[/code] right after it is instantiated, before " +"the draw pass." msgstr "" #: doc/classes/VisibleOnScreenNotifier2D.xml @@ -125618,12 +127350,12 @@ msgid "" "any part of this region becomes visible on screen or in a [Camera3D]'s view, " "it will emit a [signal screen_entered] signal, and likewise it will emit a " "[signal screen_exited] signal when no part of it remains visible.\n" -"If you want a node to be enabled automatically when this region is visible on " -"screen, use [VisibleOnScreenEnabler3D].\n" +"If you want a node to be enabled automatically when this region is visible " +"on screen, use [VisibleOnScreenEnabler3D].\n" "[b]Note:[/b] [VisibleOnScreenNotifier3D] uses an approximate heuristic that " -"doesn't take walls and other occlusion into account, unless occlusion culling " -"is used. It also won't function unless [member Node3D.visible] is set to " -"[code]true[/code]." +"doesn't take walls and other occlusion into account, unless occlusion " +"culling is used. It also won't function unless [member Node3D.visible] is " +"set to [code]true[/code]." msgstr "" #: doc/classes/VisibleOnScreenNotifier3D.xml @@ -125675,15 +127407,15 @@ msgstr "" #: doc/classes/VisualInstance3D.xml msgid "" -"Returns the RID of this instance. This RID is the same as the RID returned by " -"[method RenderingServer.instance_create]. This RID is needed if you want to " -"call [RenderingServer] functions directly on this [VisualInstance3D]." +"Returns the RID of this instance. This RID is the same as the RID returned " +"by [method RenderingServer.instance_create]. This RID is needed if you want " +"to call [RenderingServer] functions directly on this [VisualInstance3D]." msgstr "" #: doc/classes/VisualInstance3D.xml msgid "" -"Returns whether or not the specified layer of the [member layers] is enabled, " -"given a [param layer_number] between 1 and 20." +"Returns whether or not the specified layer of the [member layers] is " +"enabled, given a [param layer_number] between 1 and 20." msgstr "" #: doc/classes/VisualInstance3D.xml @@ -125702,8 +127434,8 @@ msgstr "" #: doc/classes/VisualInstance3D.xml msgid "" "The render layer(s) this [VisualInstance3D] is drawn on.\n" -"This object will only be visible for [Camera3D]s whose cull mask includes any " -"of the render layers this [VisualInstance3D] is set to.\n" +"This object will only be visible for [Camera3D]s whose cull mask includes " +"any of the render layers this [VisualInstance3D] is set to.\n" "For [Light3D]s, this can be used to control which [VisualInstance3D]s are " "affected by a specific light. For [GPUParticles3D], this can be used to " "control which particles are effected by a specific attractor. For [Decal]s, " @@ -125712,8 +127444,8 @@ msgid "" "To adjust [member layers] more easily using a script, use [method " "get_layer_mask_value] and [method set_layer_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " -"into account to determine what contributes to global illumination. If this is " -"an issue, set [member GeometryInstance3D.gi_mode] to [constant " +"into account to determine what contributes to global illumination. If this " +"is an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." @@ -125722,22 +127454,22 @@ msgstr "" #: doc/classes/VisualInstance3D.xml msgid "" "The amount by which the depth of this [VisualInstance3D] will be adjusted " -"when sorting by depth. Uses the same units as the engine (which are typically " -"meters). Adjusting it to a higher value will make the [VisualInstance3D] " -"reliably draw on top of other [VisualInstance3D]s that are otherwise " -"positioned at the same spot. To ensure it always draws on top of other " -"objects around it (not positioned at the same spot), set the value to be " -"greater than the distance between this [VisualInstance3D] and the other " -"nearby [VisualInstance3D]s." +"when sorting by depth. Uses the same units as the engine (which are " +"typically meters). Adjusting it to a higher value will make the " +"[VisualInstance3D] reliably draw on top of other [VisualInstance3D]s that " +"are otherwise positioned at the same spot. To ensure it always draws on top " +"of other objects around it (not positioned at the same spot), set the value " +"to be greater than the distance between this [VisualInstance3D] and the " +"other nearby [VisualInstance3D]s." msgstr "" #: doc/classes/VisualInstance3D.xml msgid "" "If [code]true[/code], the object is sorted based on the [AABB] center. The " "object will be sorted based on the global position otherwise.\n" -"The [AABB] center based sorting is generally more accurate for 3D models. The " -"position based sorting instead allows to better control the drawing order " -"when working with [GPUParticles3D] and [CPUParticles3D]." +"The [AABB] center based sorting is generally more accurate for 3D models. " +"The position based sorting instead allows to better control the drawing " +"order when working with [GPUParticles3D] and [CPUParticles3D]." msgstr "" #: doc/classes/VisualShader.xml @@ -125777,8 +127509,8 @@ msgstr "" #: doc/classes/VisualShader.xml msgid "" -"Connects the specified nodes and ports, even if they can't be connected. Such " -"connection is invalid and will not function properly." +"Connects the specified nodes and ports, even if they can't be connected. " +"Such connection is invalid and will not function properly." msgstr "" #: doc/classes/VisualShader.xml @@ -125861,13 +127593,14 @@ msgstr "" #: doc/classes/VisualShader.xml msgid "" -"A function for the \"collide\" stage (particle collision handler) of particle " -"shader." +"A function for the \"collide\" stage (particle collision handler) of " +"particle shader." msgstr "" #: doc/classes/VisualShader.xml msgid "" -"A function for the \"start\" stage of particle shader, with customized output." +"A function for the \"start\" stage of particle shader, with customized " +"output." msgstr "" #: doc/classes/VisualShader.xml @@ -125941,11 +127674,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -125966,8 +127699,8 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" -"Returns the input port which should be connected by default when this node is " -"created as a result of dragging a connection from an existing node to the " +"Returns the input port which should be connected by default when this node " +"is created as a result of dragging a connection from an existing node to the " "empty space on the graph." msgstr "" @@ -126021,20 +127754,20 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" -"2D vector of floating-point values. Translated to [code skip-lint]vec2[/code] " -"type in shader code." +"2D vector of floating-point values. Translated to [code skip-lint]vec2[/" +"code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" -"3D vector of floating-point values. Translated to [code skip-lint]vec3[/code] " -"type in shader code." +"3D vector of floating-point values. Translated to [code skip-lint]vec3[/" +"code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" -"4D vector of floating-point values. Translated to [code skip-lint]vec4[/code] " -"type in shader code." +"4D vector of floating-point values. Translated to [code skip-lint]vec4[/" +"code] type in shader code." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -126044,7 +127777,8 @@ msgstr "" #: doc/classes/VisualShaderNode.xml msgid "" -"Transform type. Translated to [code skip-lint]mat4[/code] type in shader code." +"Transform type. Translated to [code skip-lint]mat4[/code] type in shader " +"code." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -126159,7 +127893,8 @@ msgstr "" msgid "A type of operands and returned value." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeDerivativeFunc.xml #: doc/classes/VisualShaderNodeMix.xml #: doc/classes/VisualShaderNodeParticleRandomness.xml @@ -126167,17 +127902,20 @@ msgstr "" msgid "A floating-point scalar." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeSwitch.xml msgid "An integer scalar." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeSwitch.xml msgid "An unsigned integer scalar." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeDerivativeFunc.xml #: doc/classes/VisualShaderNodeMix.xml #: doc/classes/VisualShaderNodeMultiplyAdd.xml @@ -126188,7 +127926,8 @@ msgstr "" msgid "A 2D vector type." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeDerivativeFunc.xml #: doc/classes/VisualShaderNodeMix.xml #: doc/classes/VisualShaderNodeMultiplyAdd.xml @@ -126199,7 +127938,8 @@ msgstr "" msgid "A 3D vector type." msgstr "" -#: doc/classes/VisualShaderNodeClamp.xml doc/classes/VisualShaderNodeCompare.xml +#: doc/classes/VisualShaderNodeClamp.xml +#: doc/classes/VisualShaderNodeCompare.xml #: doc/classes/VisualShaderNodeDerivativeFunc.xml #: doc/classes/VisualShaderNodeMix.xml #: doc/classes/VisualShaderNodeMultiplyAdd.xml @@ -126304,8 +128044,8 @@ msgid "Applies [member operator] to two color inputs." msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "" "An operator to be applied to the inputs. See [enum Operator] for options." msgstr "" @@ -126407,7 +128147,8 @@ msgid "" msgstr "" #: doc/classes/VisualShaderNodeColorOp.xml -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml #: doc/classes/VisualShaderNodeTransformOp.xml #: doc/classes/VisualShaderNodeTransformVecMult.xml #: doc/classes/VisualShaderNodeUIntOp.xml @@ -126497,8 +128238,9 @@ msgstr "" #: doc/classes/VisualShaderNodeCompare.xml msgid "" -"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if " -"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." +"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used " +"if [member type] set to [constant CTYPE_BOOLEAN] or [constant " +"CTYPE_TRANSFORM]." msgstr "" #: doc/classes/VisualShaderNodeCompare.xml @@ -126722,9 +128464,9 @@ msgstr "" msgid "" "Override this method to add shader code on top of the global shader, to " "define your own standard library of reusable methods, varyings, constants, " -"uniforms, etc. The shader code should be returned as a string, which can have " -"multiple lines (the [code]\"\"\"[/code] multiline string construct can be " -"used for convenience).\n" +"uniforms, etc. The shader code should be returned as a string, which can " +"have multiple lines (the [code]\"\"\"[/code] multiline string construct can " +"be used for convenience).\n" "Be careful with this functionality as it can cause name conflicts with other " "custom nodes, so be sure to give the defined entities unique names.\n" "You can customize the generated code based on the shader [param mode] (see " @@ -126752,9 +128494,9 @@ msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" "Override this method to define the names of input ports of the associated " -"custom node. The names are used both for the input slots in the editor and as " -"identifiers in the shader code, and are passed in the [code]input_vars[/code] " -"array in [method _get_code].\n" +"custom node. The names are used both for the input slots in the editor and " +"as identifiers in the shader code, and are passed in the [code]input_vars[/" +"code] array in [method _get_code].\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " "input ports are named as [code]\"in\" + str(port)[/code]." msgstr "" @@ -126765,7 +128507,8 @@ msgid "" "associated custom node (see [enum VisualShaderNode.PortType] for possible " "types).\n" "Defining this method is [b]optional[/b], but recommended. If not overridden, " -"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type." +"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] " +"type." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml @@ -126826,8 +128569,8 @@ msgstr "" #: doc/classes/VisualShaderNodeCustom.xml msgid "" -"Override this method to define the options inside the drop-down list property " -"of the associated custom node.\n" +"Override this method to define the options inside the drop-down list " +"property of the associated custom node.\n" "Defining this method is [b]optional[/b]." msgstr "" @@ -126835,8 +128578,8 @@ msgstr "" msgid "" "Override this method to define the return icon of the associated custom node " "in the Visual Shader Editor's members dialog.\n" -"Defining this method is [b]optional[/b]. If not overridden, no return icon is " -"shown." +"Defining this method is [b]optional[/b]. If not overridden, no return icon " +"is shown." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml @@ -126852,8 +128595,8 @@ msgstr "" msgid "" "Override this method to enable high-end mark in the Visual Shader Editor's " "members dialog.\n" -"Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/" -"code]." +"Defining this method is [b]optional[/b]. If not overridden, it's " +"[code]false[/code]." msgstr "" #: doc/classes/VisualShaderNodeCustom.xml @@ -126902,9 +128645,9 @@ msgstr "" #: doc/classes/VisualShaderNodeDerivativeFunc.xml msgid "" -"No precision is specified, the GPU driver is allowed to use whatever level of " -"precision it chooses. This is the default option and is equivalent to using " -"[code]dFdx()[/code] or [code]dFdy()[/code] in text shaders." +"No precision is specified, the GPU driver is allowed to use whatever level " +"of precision it chooses. This is the default option and is equivalent to " +"using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders." msgstr "" #: doc/classes/VisualShaderNodeDerivativeFunc.xml @@ -126966,17 +128709,18 @@ msgid "" "Custom Godot Shading Language expression, with a custom number of input and " "output ports.\n" "The provided code is directly injected into the graph's matching shader " -"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), " -"so it cannot be used to declare functions, varyings, uniforms, or global " -"constants. See [VisualShaderNodeGlobalExpression] for such global definitions." +"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/" +"code]), so it cannot be used to declare functions, varyings, uniforms, or " +"global constants. See [VisualShaderNodeGlobalExpression] for such global " +"definitions." msgstr "" #: doc/classes/VisualShaderNodeExpression.xml msgid "" "An expression in Godot Shading Language, which will be injected at the start " -"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" -"code], or [code]light[/code]), and thus cannot be used to declare functions, " -"varyings, uniforms, or global constants." +"of the graph's matching shader function ([code]vertex[/code], " +"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to " +"declare functions, varyings, uniforms, or global constants." msgstr "" #: doc/classes/VisualShaderNodeFaceForward.xml @@ -126991,8 +128735,8 @@ msgid "" "The function has three vector parameters: [code]N[/code], the vector to " "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the " "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] " -"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/" -"code] is returned." +"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-" +"N[/code] is returned." msgstr "" #: doc/classes/VisualShaderNodeFloatConstant.xml @@ -127022,7 +128766,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml #: doc/classes/VisualShaderNodeIntFunc.xml #: doc/classes/VisualShaderNodeUIntFunc.xml -msgid "A function to be applied to the scalar. See [enum Function] for options." +msgid "" +"A function to be applied to the scalar. See [enum Function] for options." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127033,8 +128778,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml msgid "" -"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the " -"Godot Shader Language." +"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " +"the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127075,8 +128820,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml msgid "" -"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/" -"code] in the Godot Shader Language." +"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)" +"[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127107,8 +128852,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml #: doc/classes/VisualShaderNodeIntFunc.xml msgid "" -"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the " -"Godot Shader Language." +"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " +"the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127155,8 +128900,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml msgid "" -"Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)" -"[/code] in the Godot Shader Language." +"Returns the arc-hyperbolic-sine of the parameter. Translates to " +"[code]asinh(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127209,9 +128954,9 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml msgid "" -"Returns a value equal to the nearest integer to [code]x[/code] whose absolute " -"value is not larger than the absolute value of [code]x[/code]. Translates to " -"[code]trunc(x)[/code] in the Godot Shader Language." +"Returns a value equal to the nearest integer to [code]x[/code] whose " +"absolute value is not larger than the absolute value of [code]x[/code]. " +"Translates to [code]trunc(x)[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatFunc.xml @@ -127229,30 +128974,30 @@ msgid "" "[code]b[/code]." msgstr "" -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "Sums two numbers using [code]a + b[/code]." msgstr "" -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "Subtracts two numbers using [code]a - b[/code]." msgstr "" -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "Multiplies two numbers using [code]a * b[/code]." msgstr "" -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "Divides two numbers using [code]a / b[/code]." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml msgid "" -"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] " -"in the Godot Shader Language." +"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" +"code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeFloatOp.xml @@ -127261,8 +129006,8 @@ msgid "" "[code]pow(a, b)[/code] in the Godot Shader Language." msgstr "" -#: doc/classes/VisualShaderNodeFloatOp.xml doc/classes/VisualShaderNodeIntOp.xml -#: doc/classes/VisualShaderNodeUIntOp.xml +#: doc/classes/VisualShaderNodeFloatOp.xml +#: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "" "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in " "the Godot Shader Language." @@ -127298,8 +129043,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatParameter.xml msgid "" -"A hint applied to the uniform, which controls the values it can take when set " -"through the Inspector." +"A hint applied to the uniform, which controls the values it can take when " +"set through the Inspector." msgstr "" #: doc/classes/VisualShaderNodeFloatParameter.xml @@ -127316,8 +129061,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFloatParameter.xml msgid "" -"Step (increment) value for the range hint with step. Used if [member hint] is " -"set to [constant HINT_RANGE_STEP]." +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." msgstr "" #: doc/classes/VisualShaderNodeFloatParameter.xml @@ -127349,8 +129094,8 @@ msgstr "" #: doc/classes/VisualShaderNodeFresnel.xml msgid "" -"Returns falloff based on the dot product of surface normal and view direction " -"of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view " +"direction of camera (pass associated inputs to it)." msgstr "" #: doc/classes/VisualShaderNodeGlobalExpression.xml @@ -127363,8 +129108,9 @@ msgstr "" msgid "" "Custom Godot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " -"later in [VisualShaderNodeExpression]s (which are injected in the main shader " -"functions). You can also declare varyings, uniforms and global constants." +"later in [VisualShaderNodeExpression]s (which are injected in the main " +"shader functions). You can also declare varyings, uniforms and global " +"constants." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml @@ -127464,8 +129210,8 @@ msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml msgid "" -"Defines all input ports using a [String] formatted as a colon-separated list: " -"[code]id,type,name;[/code] (see [method add_input_port])." +"Defines all input ports using a [String] formatted as a colon-separated " +"list: [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" #: doc/classes/VisualShaderNodeGroupBase.xml @@ -127485,17 +129231,20 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison within " -"the visual shader graph." +"Outputs a 3D vector based on the result of a floating-point comparison " +"within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point number " -"to be considered equal. Ports 4 to 6 are the possible outputs, returned if " -"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively." +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"respectively." msgstr "" #: doc/classes/VisualShaderNodeInput.xml @@ -127504,9 +129253,9 @@ msgstr "" #: doc/classes/VisualShaderNodeInput.xml msgid "" -"Gives access to input variables (built-ins) available for the shader. See the " -"shading reference for the list of available built-ins for each shader type " -"(check [code]Tutorials[/code] section for link)." +"Gives access to input variables (built-ins) available for the shader. See " +"the shading reference for the list of available built-ins for each shader " +"type (check [code]Tutorials[/code] section for link)." msgstr "" #: doc/classes/VisualShaderNodeInput.xml @@ -127599,8 +129348,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml msgid "" -"Returns the result of bitwise left shift operation on the integer. Translates " -"to [code]a << b[/code] in the Godot Shader Language." +"Returns the result of bitwise left shift operation on the integer. " +"Translates to [code]a << b[/code] in the Godot Shader Language." msgstr "" #: doc/classes/VisualShaderNodeIntOp.xml doc/classes/VisualShaderNodeUIntOp.xml @@ -127650,9 +129399,9 @@ msgstr "" #: doc/classes/VisualShaderNodeIntParameter.xml msgid "" -"The step between parameter's values. Forces the parameter to be a multiple of " -"the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to " -"take effect." +"The step between parameter's values. Forces the parameter to be a multiple " +"of the given value. [member hint] must be [constant HINT_RANGE_STEP] for " +"this to take effect." msgstr "" #: doc/classes/VisualShaderNodeIntParameter.xml @@ -127672,7 +129421,8 @@ msgid "" msgstr "" #: doc/classes/VisualShaderNodeIs.xml -msgid "A boolean comparison operator to be used within the visual shader graph." +msgid "" +"A boolean comparison operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIs.xml @@ -127691,8 +129441,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -127706,7 +129456,8 @@ msgid "This node can be used in fragment shaders." msgstr "" #: doc/classes/VisualShaderNodeMix.xml -msgid "Linearly interpolates between two values within the visual shader graph." +msgid "" +"Linearly interpolates between two values within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeMix.xml @@ -127757,9 +129508,9 @@ msgid "" "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a " "column vector (matrix with one column) and the second parameter [code]r[/" "code] as a row vector (matrix with one row) and does a linear algebraic " -"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is " -"the number of components in [code]c[/code] and whose number of columns is the " -"number of components in [code]r[/code]." +"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows " +"is the number of components in [code]c[/code] and whose number of columns is " +"the number of components in [code]r[/code]." msgstr "" #: doc/classes/VisualShaderNodeOutput.xml @@ -127768,8 +129519,8 @@ msgstr "" #: doc/classes/VisualShaderNodeOutput.xml msgid "" -"This visual shader node is present in all shader graphs in form of \"Output\" " -"block with multiple output value ports." +"This visual shader node is present in all shader graphs in form of " +"\"Output\" block with multiple output value ports." msgstr "" #: doc/classes/VisualShaderNodeParameter.xml @@ -127778,8 +129529,8 @@ msgstr "" #: doc/classes/VisualShaderNodeParameter.xml msgid "" -"A parameter represents a variable in the shader which is set externally, i.e. " -"from the [ShaderMaterial]. Parameters are exposed as properties in the " +"A parameter represents a variable in the shader which is set externally, i." +"e. from the [ShaderMaterial]. Parameters are exposed as properties in the " "[ShaderMaterial] and can be assigned from the Inspector or from a script." msgstr "" @@ -127933,8 +129684,8 @@ msgstr "" #: doc/classes/VisualShaderNodeParticleEmitter.xml msgid "" -"If [code]true[/code], the result of this emitter is projected to 2D space. By " -"default it is [code]false[/code] and meant for use in 3D space." +"If [code]true[/code], the result of this emitter is projected to 2D space. " +"By default it is [code]false[/code] and meant for use in 3D space." msgstr "" #: doc/classes/VisualShaderNodeParticleMeshEmitter.xml @@ -127945,9 +129696,9 @@ msgstr "" #: doc/classes/VisualShaderNodeParticleMeshEmitter.xml msgid "" -"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape " -"of the assigned [member mesh]. It will emit from the mesh's surfaces, either " -"all or only the specified one." +"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a " +"shape of the assigned [member mesh]. It will emit from the mesh's surfaces, " +"either all or only the specified one." msgstr "" #: doc/classes/VisualShaderNodeParticleMeshEmitter.xml @@ -128042,8 +129793,8 @@ msgstr "" #: doc/classes/VisualShaderNodeRandomRange.xml msgid "" "Random range node will output a pseudo-random scalar value in the specified " -"range, based on the seed. The value is always the same for the given seed and " -"range, so you should provide a changing input, e.g. by using time." +"range, based on the seed. The value is always the same for the given seed " +"and range, so you should provide a changing input, e.g. by using time." msgstr "" #: doc/classes/VisualShaderNodeRemap.xml @@ -128052,9 +129803,9 @@ msgstr "" #: doc/classes/VisualShaderNodeRemap.xml msgid "" -"Remap will transform the input range into output range, e.g. you can change a " -"[code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope." -"remap] for more details." +"Remap will transform the input range into output range, e.g. you can change " +"a [code]0..1[/code] value to [code]-2..2[/code] etc. See [method " +"@GlobalScope.remap] for more details." msgstr "" #: doc/classes/VisualShaderNodeResizableBase.xml @@ -128079,8 +129830,9 @@ msgstr "" #: doc/classes/VisualShaderNodeRotationByAxis.xml msgid "" -"RotationByAxis node will transform the vertices of a mesh with specified axis " -"and angle in radians. It can be used to rotate an object in an arbitrary axis." +"RotationByAxis node will transform the vertices of a mesh with specified " +"axis and angle in radians. It can be used to rotate an object in an " +"arbitrary axis." msgstr "" #: doc/classes/VisualShaderNodeSample3D.xml @@ -128115,8 +129867,8 @@ msgstr "" #: doc/classes/VisualShaderNodeScreenUVToSDF.xml msgid "" -"A function to convert screen UV to an SDF (signed-distance field), to be used " -"within the visual shader graph." +"A function to convert screen UV to an SDF (signed-distance field), to be " +"used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeScreenUVToSDF.xml @@ -128137,8 +129889,8 @@ msgstr "" #: doc/classes/VisualShaderNodeSDFToScreenUV.xml msgid "" -"A function to convert an SDF (signed-distance field) to screen UV, to be used " -"within the visual shader graph." +"A function to convert an SDF (signed-distance field) to screen UV, to be " +"used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeSDFToScreenUV.xml @@ -128154,10 +129906,10 @@ msgstr "" msgid "" "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader " "language.\n" -"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] " -"and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. " -"Otherwise, the return value is interpolated between [code]0.0[/code] and " -"[code]1.0[/code] using Hermite polynomials." +"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/" +"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/" +"code]. Otherwise, the return value is interpolated between [code]0.0[/code] " +"and [code]1.0[/code] using Hermite polynomials." msgstr "" #: doc/classes/VisualShaderNodeSmoothStep.xml @@ -128255,8 +130007,8 @@ msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Use the depth texture captured during the depth prepass. Only available when " -"the depth prepass is used (i.e. in spatial shaders and in the forward_plus or " -"gl_compatibility renderers)." +"the depth prepass is used (i.e. in spatial shaders and in the forward_plus " +"or gl_compatibility renderers)." msgstr "" #: doc/classes/VisualShaderNodeTexture.xml @@ -128273,8 +130025,8 @@ msgstr "" #: doc/classes/VisualShaderNodeTexture.xml msgid "" "Use the roughness buffer captured during the depth prepass. Only available " -"when the normal-roughness buffer is available (i.e. in spatial shaders and in " -"the forward_plus renderer)." +"when the normal-roughness buffer is available (i.e. in spatial shaders and " +"in the forward_plus renderer)." msgstr "" #: doc/classes/VisualShaderNodeTexture2DArray.xml @@ -128299,8 +130051,9 @@ msgstr "" #: doc/classes/VisualShaderNodeTexture2DArrayParameter.xml msgid "" -"This parameter allows to provide a collection of textures for the shader. You " -"can use [VisualShaderNodeTexture2DArray] to extract the textures from array." +"This parameter allows to provide a collection of textures for the shader. " +"You can use [VisualShaderNodeTexture2DArray] to extract the textures from " +"array." msgstr "" #: doc/classes/VisualShaderNodeTexture2DParameter.xml @@ -128389,13 +130142,13 @@ msgstr "" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" -"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " -"angle between the surface and the camera view. This makes the texture look " -"pixelated from up close, and smooth from a distance. Anisotropic filtering " -"improves texture quality on surfaces that are almost in line with the camera, " -"but is slightly slower. The anisotropic filtering level can be changed by " -"adjusting [member ProjectSettings.rendering/textures/default_filters/" -"anisotropic_filtering_level].\n" +"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on " +"the angle between the surface and the camera view. This makes the texture " +"look pixelated from up close, and smooth from a distance. Anisotropic " +"filtering improves texture quality on surfaces that are almost in line with " +"the camera, but is slightly slower. The anisotropic filtering level can be " +"changed by adjusting [member ProjectSettings.rendering/textures/" +"default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "FILTER_NEAREST_MIPMAP] is usually more appropriate in this case." msgstr "" @@ -128474,7 +130227,8 @@ msgstr "" #: doc/classes/VisualShaderNodeTextureSDFNormal.xml msgid "" -"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language." +"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader " +"language." msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml @@ -128484,7 +130238,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -128509,7 +130263,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -128518,7 +130272,8 @@ msgid "Computes a [Transform3D] function within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml -msgid "Computes an inverse or transpose function on the provided [Transform3D]." +msgid "" +"Computes an inverse or transpose function on the provided [Transform3D]." msgstr "" #: doc/classes/VisualShaderNodeTransformFunc.xml @@ -128538,7 +130293,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -128604,7 +130359,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -128635,7 +130390,8 @@ msgstr "" #: doc/classes/VisualShaderNodeUIntConstant.xml msgid "" -"An unsigned scalar integer constant to be used within the visual shader graph." +"An unsigned scalar integer constant to be used within the visual shader " +"graph." msgstr "" #: doc/classes/VisualShaderNodeUIntConstant.xml @@ -128648,7 +130404,8 @@ msgstr "" #: doc/classes/VisualShaderNodeUIntFunc.xml msgid "" -"An unsigned scalar integer function to be used within the visual shader graph." +"An unsigned scalar integer function to be used within the visual shader " +"graph." msgstr "" #: doc/classes/VisualShaderNodeUIntFunc.xml @@ -128659,7 +130416,8 @@ msgstr "" #: doc/classes/VisualShaderNodeUIntOp.xml msgid "" -"An unsigned integer scalar operator to be used within the visual shader graph." +"An unsigned integer scalar operator to be used within the visual shader " +"graph." msgstr "" #: doc/classes/VisualShaderNodeUIntOp.xml @@ -128681,8 +130439,8 @@ msgstr "" #: doc/classes/VisualShaderNodeUVFunc.xml msgid "" -"Contains functions to modify texture coordinates ([code]uv[/code]) to be used " -"within the visual shader graph." +"Contains functions to modify texture coordinates ([code]uv[/code]) to be " +"used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeUVFunc.xml @@ -128761,8 +130519,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVaryingSetter.xml msgid "" -"Inputs a value to a varying defined in the shader. You need to first create a " -"varying that can be used in the given function, e.g. varying setter in " +"Inputs a value to a varying defined in the shader. You need to first create " +"a varying that can be used in the given function, e.g. varying setter in " "Fragment shader requires a varying with mode set to [constant VisualShader." "VARYING_MODE_FRAG_TO_LIGHT]." msgstr "" @@ -128892,8 +130650,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml msgid "" -"Normalizes the vector so that it has a length of [code]1[/code] but points in " -"the same direction." +"Normalizes the vector so that it has a length of [code]1[/code] but points " +"in the same direction." msgstr "" #: doc/classes/VisualShaderNodeVectorFunc.xml @@ -129044,8 +130802,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" -"A visual shader node for use of vector operators. Operates on vector [code]a[/" -"code] and vector [code]b[/code]." +"A visual shader node for use of vector operators. Operates on vector " +"[code]a[/code] and vector [code]b[/code]." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml @@ -129096,8 +130854,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" -"Returns the vector that points in the direction of reflection. [code]a[/code] " -"is incident vector and [code]b[/code] is the normal vector." +"Returns the vector that points in the direction of reflection. [code]a[/" +"code] is incident vector and [code]b[/code] is the normal vector." msgstr "" #: doc/classes/VisualShaderNodeVectorOp.xml @@ -129108,8 +130866,8 @@ msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml msgid "" -"Returns the vector that points in the direction of refraction. For use within " -"the visual shader graph." +"Returns the vector that points in the direction of refraction. For use " +"within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeVectorRefract.xml @@ -129121,8 +130879,8 @@ msgstr "" #: doc/classes/VisualShaderNodeWorldPositionFromDepth.xml msgid "" -"A visual shader node that calculates the position of the pixel in world space " -"using the depth texture." +"A visual shader node that calculates the position of the pixel in world " +"space using the depth texture." msgstr "" #: doc/classes/VisualShaderNodeWorldPositionFromDepth.xml @@ -129148,21 +130906,21 @@ msgid "" "not Mobile or Compatibility.\n" "[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, " "which makes it suitable for procedurally generated or user-built levels as " -"long as all the geometry is generated in advance. For games where geometry is " -"generated at any time during gameplay, SDFGI is more suitable (see [member " -"Environment.sdfgi_enabled]).\n" +"long as all the geometry is generated in advance. For games where geometry " +"is generated at any time during gameplay, SDFGI is more suitable (see " +"[member Environment.sdfgi_enabled]).\n" "[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not " -"suited to low-end hardware such as integrated graphics (consider [LightmapGI] " -"instead). To improve performance, adjust [member ProjectSettings.rendering/" -"global_illumination/voxel_gi/quality] and enable [member ProjectSettings." -"rendering/global_illumination/gi/use_half_resolution] in the Project " -"Settings. To provide a fallback for low-end hardware, consider adding an " -"option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node " -"can be disabled by hiding it.\n" -"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks " -"(avoid one-sided walls). For interior levels, enclose your level geometry in " -"a sufficiently large box and bridge the loops to close the mesh. To further " -"prevent light leaks, you can also strategically place temporary " +"suited to low-end hardware such as integrated graphics (consider " +"[LightmapGI] instead). To improve performance, adjust [member " +"ProjectSettings.rendering/global_illumination/voxel_gi/quality] and enable " +"[member ProjectSettings.rendering/global_illumination/gi/" +"use_half_resolution] in the Project Settings. To provide a fallback for low-" +"end hardware, consider adding an option to disable [VoxelGI] in your " +"project's options menus. A [VoxelGI] node can be disabled by hiding it.\n" +"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light " +"leaks (avoid one-sided walls). For interior levels, enclose your level " +"geometry in a sufficiently large box and bridge the loops to close the mesh. " +"To further prevent light leaks, you can also strategically place temporary " "[MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to " "[constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then " "be hidden after baking the [VoxelGI] node." @@ -129178,9 +130936,9 @@ msgid "" "GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either " "[constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [param " "create_visual_debug] is [code]true[/code], after baking the light, this will " -"generate a [MultiMesh] that has a cube representing each solid cell with each " -"cube colored to the cell's albedo color. This can be used to visualize the " -"[VoxelGI]'s data and debug any issues that may be occurring.\n" +"generate a [MultiMesh] that has a cube representing each solid cell with " +"each cube colored to the cell's albedo color. This can be used to visualize " +"the [VoxelGI]'s data and debug any issues that may be occurring.\n" "[b]Note:[/b] [method bake] works from the editor and in exported projects. " "This makes it suitable for procedurally generated or user-built levels. " "Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. " @@ -129226,8 +130984,8 @@ msgstr "" #: doc/classes/VoxelGI.xml msgid "" -"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use " -"it if you can, but especially use it on lower-end hardware." +"Use 64 subdivisions. This is the lowest quality setting, but the fastest. " +"Use it if you can, but especially use it on lower-end hardware." msgstr "" #: doc/classes/VoxelGI.xml @@ -129255,16 +131013,17 @@ msgstr "" #: doc/classes/VoxelGIData.xml msgid "" -"[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] " -"node. [VoxelGIData] also offers several properties to adjust the final " -"appearance of the global illumination. These properties can be adjusted at " -"run-time without having to bake the [VoxelGI] node again.\n" +"[VoxelGIData] contains baked voxel global illumination for use in a " +"[VoxelGI] node. [VoxelGIData] also offers several properties to adjust the " +"final appearance of the global illumination. These properties can be " +"adjusted at run-time without having to bake the [VoxelGI] node again.\n" "[b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from " "growing too much and becoming slow to load and save, always save " -"[VoxelGIData] to an external binary resource file ([code].res[/code]) instead " -"of embedding it within the scene. This can be done by clicking the dropdown " -"arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the " -"floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b]." +"[VoxelGIData] to an external binary resource file ([code].res[/code]) " +"instead of embedding it within the scene. This can be done by clicking the " +"dropdown arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], " +"clicking the floppy disk icon at the top of the Inspector then choosing " +"[b]Save As...[/b]." msgstr "" #: doc/classes/VoxelGIData.xml @@ -129282,8 +131041,8 @@ msgid "" "reduce self-reflections visible in non-rough materials, at the cost of more " "visible light leaking and flatter-looking indirect lighting. To prioritize " "hiding self-reflections over lighting quality, set [member bias] to " -"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] " -"and [code]2.0[/code]." +"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/" +"code] and [code]2.0[/code]." msgstr "" #: doc/classes/VoxelGIData.xml @@ -129297,11 +131056,12 @@ msgstr "" #: doc/classes/VoxelGIData.xml msgid "" -"The energy of the indirect lighting and reflections produced by the [VoxelGI] " -"node. Higher values result in brighter indirect lighting. If indirect " -"lighting looks too flat, try decreasing [member propagation] while increasing " -"[member energy] at the same time. See also [member use_two_bounces] which " -"influences the indirect lighting's effective brightness." +"The energy of the indirect lighting and reflections produced by the " +"[VoxelGI] node. Higher values result in brighter indirect lighting. If " +"indirect lighting looks too flat, try decreasing [member propagation] while " +"increasing [member energy] at the same time. See also [member " +"use_two_bounces] which influences the indirect lighting's effective " +"brightness." msgstr "" #: doc/classes/VoxelGIData.xml @@ -129316,10 +131076,10 @@ msgstr "" msgid "" "The normal bias to use for indirect lighting and reflections. Higher values " "reduce self-reflections visible in non-rough materials, at the cost of more " -"visible light leaking and flatter-looking indirect lighting. See also [member " -"bias]. To prioritize hiding self-reflections over lighting quality, set " -"[member bias] to [code]0.0[/code] and [member normal_bias] to a value between " -"[code]1.0[/code] and [code]2.0[/code]." +"visible light leaking and flatter-looking indirect lighting. See also " +"[member bias]. To prioritize hiding self-reflections over lighting quality, " +"set [member bias] to [code]0.0[/code] and [member normal_bias] to a value " +"between [code]1.0[/code] and [code]2.0[/code]." msgstr "" #: doc/classes/VoxelGIData.xml @@ -129346,10 +131106,10 @@ msgstr "" #: doc/classes/VScrollBar.xml msgid "" -"A vertical scrollbar, typically used to navigate through content that extends " -"beyond the visible height of a control. It is a [Range]-based control and " -"goes from top (min) to bottom (max). Note that this direction is the opposite " -"of [VSlider]'s." +"A vertical scrollbar, typically used to navigate through content that " +"extends beyond the visible height of a control. It is a [Range]-based " +"control and goes from top (min) to bottom (max). Note that this direction is " +"the opposite of [VSlider]'s." msgstr "" #: doc/classes/VSeparator.xml @@ -129396,13 +131156,14 @@ msgstr "" #: doc/classes/WeakRef.xml msgid "" "A weakref can hold a [RefCounted] without contributing to the reference " -"counter. A weakref can be created from an [Object] using [method @GlobalScope." -"weakref]. If this object is not a reference, weakref still works, however, it " -"does not have any effect on the object. Weakrefs are useful in cases where " -"multiple classes have variables that refer to each other. Without weakrefs, " -"using these classes could lead to memory leaks, since both references keep " -"each other from being released. Making part of the variables a weakref can " -"prevent this cyclic dependency, and allows the references to be released." +"counter. A weakref can be created from an [Object] using [method " +"@GlobalScope.weakref]. If this object is not a reference, weakref still " +"works, however, it does not have any effect on the object. Weakrefs are " +"useful in cases where multiple classes have variables that refer to each " +"other. Without weakrefs, using these classes could lead to memory leaks, " +"since both references keep each other from being released. Making part of " +"the variables a weakref can prevent this cyclic dependency, and allows the " +"references to be released." msgstr "" #: doc/classes/WeakRef.xml @@ -129442,8 +131203,8 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "" -"Returns the [code]maxRetransmits[/code] value assigned to this channel during " -"creation.\n" +"Returns the [code]maxRetransmits[/code] value assigned to this channel " +"during creation.\n" "Will be [code]65535[/code] if not specified." msgstr "" @@ -129572,9 +131333,9 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml msgid "" "Initialize the multiplayer peer as a server (with unique ID of [code]1[/" -"code]). This mode enables [method MultiplayerPeer.is_server_relay_supported], " -"allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet " -"relaying.\n" +"code]). This mode enables [method MultiplayerPeer." +"is_server_relay_supported], allowing the upper [MultiplayerAPI] layer to " +"perform peer exchange and packet relaying.\n" "You can optionally specify a [param channels_config] array of [enum " "MultiplayerPeer.TransferMode] which will be used to create extra channels " "(WebRTC only supports one transfer mode per channel)." @@ -129615,18 +131376,19 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"A WebRTC connection between the local computer and a remote peer. Provides an " -"interface to connect, maintain and monitor the connection.\n" -"Setting up a WebRTC connection between two peers may not seem a trivial task, " -"but it can be broken down into 3 main steps:\n" -"- The peer that wants to initiate the connection ([code]A[/code] from now on) " -"creates an offer and send it to the other peer ([code]B[/code] from now on).\n" +"A WebRTC connection between the local computer and a remote peer. Provides " +"an interface to connect, maintain and monitor the connection.\n" +"Setting up a WebRTC connection between two peers may not seem a trivial " +"task, but it can be broken down into 3 main steps:\n" +"- The peer that wants to initiate the connection ([code]A[/code] from now " +"on) creates an offer and send it to the other peer ([code]B[/code] from now " +"on).\n" "- [code]B[/code] receives the offer, generate and answer, and sends it to " "[code]A[/code]).\n" "- [code]A[/code] and [code]B[/code] then generates and exchange ICE " "candidates with each other.\n" -"After these steps, the connection should become connected. Keep on reading or " -"look into the tutorial for more information." +"After these steps, the connection should become connected. Keep on reading " +"or look into the tutorial for more information." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129656,9 +131418,9 @@ msgid "" "Valid [param options] are:\n" "[codeblock]\n" "{\n" -" \"negotiated\": true, # When set to true (default off), means the channel " -"is negotiated out of band. \"id\" must be set too. \"data_channel_received\" " -"will not be called.\n" +" \"negotiated\": true, # When set to true (default off), means the " +"channel is negotiated out of band. \"id\" must be set too. " +"\"data_channel_received\" will not be called.\n" " \"id\": 1, # When \"negotiated\" is true this value must also be set to " "the same value on both peer.\n" "\n" @@ -129685,8 +131447,9 @@ msgid "" "Creates a new SDP offer to start a WebRTC connection with a remote peer. At " "least one [WebRTCDataChannel] must have been created before calling this " "method.\n" -"If this functions returns [constant OK], [signal session_description_created] " -"will be called when the session is ready to be sent." +"If this functions returns [constant OK], [signal " +"session_description_created] will be called when the session is ready to be " +"sent." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129707,9 +131470,10 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"Re-initialize this peer connection, closing any previously active connection, " -"and going back to state [constant STATE_NEW]. A dictionary of [param " -"configuration] options can be passed to configure the peer connection.\n" +"Re-initialize this peer connection, closing any previously active " +"connection, and going back to state [constant STATE_NEW]. A dictionary of " +"[param configuration] options can be passed to configure the peer " +"connection.\n" "Valid [param configuration] options are:\n" "[codeblock]\n" "{\n" @@ -129746,8 +131510,8 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"Sets the SDP description of the local peer. This should be called in response " -"to [signal session_description_created].\n" +"Sets the SDP description of the local peer. This should be called in " +"response to [signal session_description_created].\n" "After calling this function the peer will start emitting [signal " "ice_candidate_created] (unless an [enum Error] different from [constant OK] " "is returned)." @@ -129782,8 +131546,8 @@ msgstr "" msgid "" "Emitted after a successful call to [method create_offer] or [method " "set_remote_description] (when it generates an answer). The parameters are " -"meant to be passed to [method set_local_description] on this object, and sent " -"to the remote peer over the signaling server." +"meant to be passed to [method set_local_description] on this object, and " +"sent to the remote peer over the signaling server." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129794,7 +131558,8 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"The peer is connecting, ICE is in progress, none of the transports has failed." +"The peer is connecting, ICE is in progress, none of the transports has " +"failed." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129815,7 +131580,8 @@ msgid "" msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml -msgid "The peer connection was just created and hasn't done any networking yet." +msgid "" +"The peer connection was just created and hasn't done any networking yet." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129833,24 +131599,24 @@ msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"There is no ongoing exchange of offer and answer underway. This may mean that " -"the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that negotiation " -"is complete and a connection has been established ([constant " +"There is no ongoing exchange of offer and answer underway. This may mean " +"that the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that " +"negotiation is complete and a connection has been established ([constant " "STATE_CONNECTED])." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" "The local peer has called [method set_local_description], passing in SDP " -"representing an offer (usually created by calling [method create_offer]), and " -"the offer has been applied successfully." +"representing an offer (usually created by calling [method create_offer]), " +"and the offer has been applied successfully." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml msgid "" -"The remote peer has created an offer and used the signaling server to deliver " -"it to the local peer, which has set the offer as the remote description by " -"calling [method set_remote_description]." +"The remote peer has created an offer and used the signaling server to " +"deliver it to the local peer, which has set the offer as the remote " +"description by calling [method set_remote_description]." msgstr "" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml @@ -129998,8 +131764,8 @@ msgid "" " set_process(false) # Stop processing.\n" "[/gdscript]\n" "[/codeblocks]\n" -"To use the peer as part of a WebSocket server refer to [method accept_stream] " -"and the online tutorial." +"To use the peer as part of a WebSocket server refer to [method " +"accept_stream] and the online tutorial." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -130016,8 +131782,9 @@ msgid "" "Closes this WebSocket connection. [param code] is the status code for the " "closure (see RFC 6455 section 7.4 for a list of valid status codes). [param " "reason] is the human readable reason for closing the connection (can be any " -"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, the " -"connection will be closed immediately without notifying the remote peer.\n" +"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, " +"the connection will be closed immediately without notifying the remote " +"peer.\n" "[b]Note:[/b] To achieve a clean close, you will need to keep polling until " "[constant STATE_CLOSED] is reached.\n" "[b]Note:[/b] The Web export might not support all status codes. Please refer " @@ -130027,13 +131794,13 @@ msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" "Connects to the given URL. TLS certificates will be verified against the " -"hostname when connecting using the [code]wss://[/code] protocol. You can pass " -"the optional [param tls_client_options] parameter to customize the trusted " -"certification authorities, or disable the common name verification. See " -"[method TLSOptions.client] and [method TLSOptions.client_unsafe].\n" +"hostname when connecting using the [code]wss://[/code] protocol. You can " +"pass the optional [param tls_client_options] parameter to customize the " +"trusted certification authorities, or disable the common name verification. " +"See [method TLSOptions.client] and [method TLSOptions.client_unsafe].\n" "[b]Note:[/b] To avoid mixed content warnings or errors in Web, you may have " -"to use a [param url] that starts with [code]wss://[/code] (secure) instead of " -"[code]ws://[/code]. When doing so, make sure to use the fully qualified " +"to use a [param url] that starts with [code]wss://[/code] (secure) instead " +"of [code]ws://[/code]. When doing so, make sure to use the fully qualified " "domain name that matches the one defined in the server's TLS certificate. Do " "not connect directly via the IP address for [code]wss://[/code] connections, " "as it won't match with the TLS certificate." @@ -130090,8 +131857,8 @@ msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" -"Updates the connection state and receive incoming packets. Call this function " -"regularly to keep it in a clean state." +"Updates the connection state and receive incoming packets. Call this " +"function regularly to keep it in a clean state." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -130102,9 +131869,9 @@ msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml msgid "" -"Sends the given [param message] using WebSocket text mode. Prefer this method " -"over [method PacketPeer.put_packet] when interacting with third-party text-" -"based API (e.g. when using [JSON] formatted messages)." +"Sends the given [param message] using WebSocket text mode. Prefer this " +"method over [method PacketPeer.put_packet] when interacting with third-party " +"text-based API (e.g. when using [JSON] formatted messages)." msgstr "" #: modules/websocket/doc_classes/WebSocketPeer.xml @@ -130192,9 +131959,9 @@ msgid "" "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n" "Since WebXR is based on JavaScript, it makes extensive use of callbacks, " "which means that [WebXRInterface] is forced to use signals, where other XR " -"interfaces would instead use functions that return a result immediately. This " -"makes [WebXRInterface] quite a bit more complicated to initialize than other " -"XR interfaces.\n" +"interfaces would instead use functions that return a result immediately. " +"This makes [WebXRInterface] quite a bit more complicated to initialize than " +"other XR interfaces.\n" "Here's the minimum code required to start an immersive VR session:\n" "[codeblock]\n" "extends Node3D\n" @@ -130214,7 +131981,8 @@ msgid "" " # signals in order to receive them.\n" " webxr_interface.session_supported.connect(self." "_webxr_session_supported)\n" -" webxr_interface.session_started.connect(self._webxr_session_started)\n" +" webxr_interface.session_started.connect(self." +"_webxr_session_started)\n" " webxr_interface.session_ended.connect(self._webxr_session_ended)\n" " webxr_interface.session_failed.connect(self._webxr_session_failed)\n" "\n" @@ -130265,7 +132033,8 @@ msgid "" " # This tells Godot to start rendering to the headset.\n" " get_viewport().use_xr = true\n" " # This will be the reference space type you ultimately got, out of the\n" -" # types that you requested above. This is useful if you want the game to\n" +" # types that you requested above. This is useful if you want the game " +"to\n" " # work a little differently in 'bounded-floor' versus 'local-floor'.\n" " print (\"Reference space type: \" + webxr_interface." "reference_space_type)\n" @@ -130283,13 +132052,13 @@ msgid "" "There are a couple ways to handle \"controller\" input:\n" "- Using [XRController3D] nodes and their [signal XRController3D." "button_pressed] and [signal XRController3D.button_released] signals. This is " -"how controllers are typically handled in XR apps in Godot, however, this will " -"only work with advanced VR controllers like the Oculus Touch or Index " +"how controllers are typically handled in XR apps in Godot, however, this " +"will only work with advanced VR controllers like the Oculus Touch or Index " "controllers, for example.\n" "- Using the [signal select], [signal squeeze] and related signals. This " "method will work for both advanced VR controllers, and non-traditional input " -"sources like a tap on the screen, a spoken voice command or a button press on " -"the device itself.\n" +"sources like a tap on the screen, a spoken voice command or a button press " +"on the device itself.\n" "You can use both methods to allow your game or app to support a wider or " "narrower set of devices and input methods, or to allow more advanced " "interactions with more advanced devices." @@ -130302,8 +132071,8 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "Returns display refresh rates supported by the current HMD. Only returned if " -"this feature is supported by the web browser and after the interface has been " -"initialized." +"this feature is supported by the web browser and after the interface has " +"been initialized." msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -130348,7 +132117,8 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" -"Checks if the given [param session_mode] is supported by the user's browser.\n" +"Checks if the given [param session_mode] is supported by the user's " +"browser.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n" @@ -130363,6 +132133,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -130379,9 +132157,9 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" -"The reference space type (from the list of requested types set in the [member " -"requested_reference_space_types] property), that was ultimately used by " -"[method XRInterface.initialize] when setting up the WebXR session.\n" +"The reference space type (from the list of requested types set in the " +"[member requested_reference_space_types] property), that was ultimately used " +"by [method XRInterface.initialize] when setting up the WebXR session.\n" "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/" "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to " "use a particular reference space type, it must be listed in either [member " @@ -130392,8 +132170,8 @@ msgstr "" msgid "" "A comma-seperated list of reference space types used by [method XRInterface." "initialize] when setting up the WebXR session.\n" -"The reference space types are requested in order, and the first one supported " -"by the users device or browser will be used. The [member " +"The reference space types are requested in order, and the first one " +"supported by the users device or browser will be used. The [member " "reference_space_type] property contains the reference space type that was " "ultimately selected.\n" "This doesn't have any effect on the interface when already initialized.\n" @@ -130441,7 +132219,8 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" -"Emitted to indicate that the reference space has been reset or reconfigured.\n" +"Emitted to indicate that the reference space has been reset or " +"reconfigured.\n" "When (or whether) this is emitted depends on the user's browser or device, " "but may include when the user has changed the dimensions of their play space " "(which you may be able to access via [method XRInterface.get_play_area]) or " @@ -130476,8 +132255,8 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" -"Emitted when the user ends the WebXR session (which can be done using UI from " -"the browser or device).\n" +"Emitted when the user ends the WebXR session (which can be done using UI " +"from the browser or device).\n" "At this point, you should do [code]get_viewport().use_xr = false[/code] to " "instruct Godot to resume rendering to the screen." msgstr "" @@ -130558,25 +132337,25 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"A node that creates a window. The window can either be a native system window " -"or embedded inside another [Window] (see [member Viewport." +"A node that creates a window. The window can either be a native system " +"window or embedded inside another [Window] (see [member Viewport." "gui_embed_subwindows]).\n" "At runtime, [Window]s will not close automatically when requested. You need " -"to handle it manually using the [signal close_requested] signal (this applies " -"both to pressing the close button and clicking outside of a popup)." +"to handle it manually using the [signal close_requested] signal (this " +"applies both to pressing the close button and clicking outside of a popup)." msgstr "" #: doc/classes/Window.xml msgid "" -"Virtual method to be implemented by the user. Overrides the value returned by " -"[method get_contents_minimum_size]." +"Virtual method to be implemented by the user. Overrides the value returned " +"by [method get_contents_minimum_size]." msgstr "" #: doc/classes/Window.xml msgid "" -"Creates a local override for a theme [Color] with the specified [param name]. " -"Local overrides always take precedence when fetching theme items for the " -"control. An override can be removed with [method " +"Creates a local override for a theme [Color] with the specified [param " +"name]. Local overrides always take precedence when fetching theme items for " +"the control. An override can be removed with [method " "remove_theme_color_override].\n" "See also [method get_theme_color] and [method Control." "add_theme_color_override] for more details." @@ -130604,7 +132383,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -130628,8 +132407,9 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] " -"has a color item with the specified [param name] and [param theme_type].\n" +"Returns a [Color] from the first matching [Theme] in the tree if that " +"[Theme] has a color item with the specified [param name] and [param " +"theme_type].\n" "See [method Control.get_theme_color] for more details." msgstr "" @@ -130706,43 +132486,44 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a color item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a color item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a constant item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a constant item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a font item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a font size item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font size item with the specified [param name] and [param " +"theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"an icon item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has an icon item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if there is a matching [Theme] in the tree that has " -"a stylebox item with the specified [param name] and [param theme_type].\n" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a stylebox item with the specified [param name] and [param theme_type].\n" "See [method Control.get_theme_color] for details." msgstr "" @@ -130760,8 +132541,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Returns [code]true[/code] if the window can be maximized (the maximize button " -"is enabled)." +"Returns [code]true[/code] if the window can be maximized (the maximize " +"button is enabled)." msgstr "" #: doc/classes/Window.xml @@ -130782,9 +132563,9 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Shows the [Window] and makes it transient (see [member transient]). If [param " -"rect] is provided, it will be set as the [Window]'s size. Fails if called on " -"the main window." +"Shows the [Window] and makes it transient (see [member transient]). If " +"[param rect] is provided, it will be set as the [Window]'s size. Fails if " +"called on the main window." msgstr "" #: doc/classes/Window.xml @@ -130807,8 +132588,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"If [Window] is embedded, popups the [Window] centered inside its embedder and " -"sets its size as a [param ratio] of embedder's size.\n" +"If [Window] is embedded, popups the [Window] centered inside its embedder " +"and sets its size as a [param ratio] of embedder's size.\n" "If [Window] is a native window, popups the [Window] centered inside the " "screen of its parent [Window] and sets its size as a [param ratio] of the " "screen size." @@ -130844,8 +132625,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Attempts to parent this dialog to the last exclusive window relative to " -"[param from_node], and then calls [method Window.popup_centered_ratio] on it. " -"The dialog must have no current parent, otherwise the method fails.\n" +"[param from_node], and then calls [method Window.popup_centered_ratio] on " +"it. The dialog must have no current parent, otherwise the method fails.\n" "See also [method set_unparent_when_invisible] and [method Node." "get_last_exclusive_window]." msgstr "" @@ -130861,8 +132642,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Popups the [Window] with a position shifted by parent [Window]'s position. If " -"the [Window] is embedded, has the same effect as [method popup]." +"Popups the [Window] with a position shifted by parent [Window]'s position. " +"If the [Window] is embedded, has the same effect as [method popup]." msgstr "" #: doc/classes/Window.xml @@ -130905,8 +132686,8 @@ msgid "" "If [param unparent] is [code]true[/code], the window is automatically " "unparented when going invisible.\n" "[b]Note:[/b] Make sure to keep a reference to the node, otherwise it will be " -"orphaned. You also need to manually call [method Node.queue_free] to free the " -"window if it's not parented." +"orphaned. You also need to manually call [method Node.queue_free] to free " +"the window if it's not parented." msgstr "" #: doc/classes/Window.xml @@ -130918,8 +132699,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Makes the [Window] appear. This enables interactions with the [Window] and " -"doesn't change any of its property other than visibility (unlike e.g. [method " -"popup])." +"doesn't change any of its property other than visibility (unlike e.g. " +"[method popup])." msgstr "" #: doc/classes/Window.xml @@ -130997,8 +132778,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" "If non-zero, the [Window] can't be resized to be bigger than this size.\n" -"[b]Note:[/b] This property will be ignored if the value is lower than [member " -"min_size]." +"[b]Note:[/b] This property will be ignored if the value is lower than " +"[member min_size]." msgstr "" #: doc/classes/Window.xml @@ -131014,16 +132795,18 @@ msgid "" "Set's the window's current mode.\n" "[b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and " "Linux.\n" -"[b]Note:[/b] This method only works with native windows, i.e. the main window " -"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is " -"disabled in the main viewport." +"[b]Note:[/b] This method only works with native windows, i.e. the main " +"window and [Window]-derived nodes when [member Viewport." +"gui_embed_subwindows] is disabled in the main viewport." msgstr "" #: doc/classes/Window.xml msgid "" "If [code]true[/code], all mouse events will be passed to the underlying " -"window of the same application. See also [member mouse_passthrough_polygon].\n" -"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows.\n" +"window of the same application. See also [member " +"mouse_passthrough_polygon].\n" +"[b]Note:[/b] This property is implemented on Linux (X11), macOS and " +"Windows.\n" "[b]Note:[/b] This property only works with native windows." msgstr "" @@ -131057,17 +132840,17 @@ msgid "" "GetNode(\"Window\").MousePassthrough = new Vector2[] {};\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to " -"[code]true[/code].\n" -"[b]Note:[/b] On Windows, the portion of a window that lies outside the region " -"is not drawn, while on Linux (X11) and macOS it is.\n" +"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set " +"to [code]true[/code].\n" +"[b]Note:[/b] On Windows, the portion of a window that lies outside the " +"region is not drawn, while on Linux (X11) and macOS it is.\n" "[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows." msgstr "" #: doc/classes/Window.xml msgid "" -"If [code]true[/code], the [Window] will be considered a popup. Popups are sub-" -"windows that don't show as separate windows in system's window manager's " +"If [code]true[/code], the [Window] will be considered a popup. Popups are " +"sub-windows that don't show as separate windows in system's window manager's " "window list and will send close request when anything is clicked outside of " "them (unless [member exclusive] is enabled)." msgstr "" @@ -131077,8 +132860,8 @@ msgid "" "The window's position in pixels.\n" "If [member ProjectSettings.display/window/subwindows/embed_subwindows] is " "[code]false[/code], the position is in absolute screen coordinates. This " -"typically applies to editor plugins. If the setting is [code]true[/code], the " -"window's position is in the coordinates of its parent [Viewport].\n" +"typically applies to editor plugins. If the setting is [code]true[/code], " +"the window's position is in the coordinates of its parent [Viewport].\n" "[b]Note:[/b] This property only works if [member initial_position] is set to " "[constant WINDOW_INITIAL_POSITION_ABSOLUTE]." msgstr "" @@ -131101,8 +132884,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"If [code]true[/code], the [Window] is transient, i.e. it's considered a child " -"of another [Window]. The transient window will be destroyed with its " +"If [code]true[/code], the [Window] is transient, i.e. it's considered a " +"child of another [Window]. The transient window will be destroyed with its " "transient parent and will return focus to their parent when closed. The " "transient window is displayed on top of a non-exclusive full-screen parent " "window. Transient windows can't enter full-screen mode.\n" @@ -131122,9 +132905,9 @@ msgstr "" msgid "" "If [code]true[/code], the [Window]'s background can be transparent. This is " "best used with embedded windows.\n" -"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, " -"but availability might vary depending on GPU driver, display manager, and " -"compositor capabilities.\n" +"[b]Note:[/b] Transparency support is implemented on Linux, macOS and " +"Windows, but availability might vary depending on GPU driver, display " +"manager, and compositor capabilities.\n" "[b]Note:[/b] This property has no effect if [member ProjectSettings.display/" "window/per_pixel_transparency/allowed] is set to [code]false[/code]." msgstr "" @@ -131148,8 +132931,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" "If [code]true[/code], the window's size will automatically update when a " -"child node is added or removed, ignoring [member min_size] if the new size is " -"bigger.\n" +"child node is added or removed, ignoring [member min_size] if the new size " +"is bigger.\n" "If [code]false[/code], you need to call [method child_controls_changed] " "manually." msgstr "" @@ -131170,8 +132953,8 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e.g. " -"moving the window from a Retina display to a lower resolution one).\n" +"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e." +"g. moving the window from a Retina display to a lower resolution one).\n" "[b]Note:[/b] Only implemented on macOS." msgstr "" @@ -131208,18 +132991,18 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Emitted when the mouse cursor enters the [Window]'s visible area, that is not " -"occluded behind other [Control]s or windows, provided its [member Viewport." -"gui_disable_input] is [code]false[/code] and regardless if it's currently " -"focused or not." +"Emitted when the mouse cursor enters the [Window]'s visible area, that is " +"not occluded behind other [Control]s or windows, provided its [member " +"Viewport.gui_disable_input] is [code]false[/code] and regardless if it's " +"currently focused or not." msgstr "" #: doc/classes/Window.xml msgid "" -"Emitted when the mouse cursor leaves the [Window]'s visible area, that is not " -"occluded behind other [Control]s or windows, provided its [member Viewport." -"gui_disable_input] is [code]false[/code] and regardless if it's currently " -"focused or not." +"Emitted when the mouse cursor leaves the [Window]'s visible area, that is " +"not occluded behind other [Control]s or windows, provided its [member " +"Viewport.gui_disable_input] is [code]false[/code] and regardless if it's " +"currently focused or not." msgstr "" #: doc/classes/Window.xml @@ -131253,9 +133036,10 @@ msgid "" "ancestors.\n" "- The [member theme_type_variation] property is changed on this node.\n" "- The node enters the scene tree.\n" -"[b]Note:[/b] As an optimization, this notification won't be sent from changes " -"that occur while this node is outside of the scene tree. Instead, all of the " -"theme item updates can be applied at once when the node enters the scene tree." +"[b]Note:[/b] As an optimization, this notification won't be sent from " +"changes that occur while this node is outside of the scene tree. Instead, " +"all of the theme item updates can be applied at once when the node enters " +"the scene tree." msgstr "" #: doc/classes/Window.xml @@ -131293,9 +133077,9 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be changed " -"when the window is visible. An active popup window will exclusively receive " -"all input, without stealing focus from its parent. Popup windows are " +"Window is part of menu or [OptionButton] dropdown. This flag can't be " +"changed when the window is visible. An active popup window will exclusively " +"receive all input, without stealing focus from its parent. Popup windows are " "automatically closed when uses click outside it, or when an application is " "switched. Popup window must have transient parent set (see [member " "transient]).\n" @@ -131383,9 +133167,9 @@ msgstr "" #: doc/classes/Window.xml msgid "" -"The content will be stretched only according to an integer factor, preserving " -"sharp pixels. This may leave a black background visible on the window's edges " -"depending on the window size." +"The content will be stretched only according to an integer factor, " +"preserving sharp pixels. This may leave a black background visible on the " +"window's edges depending on the window size." msgstr "" #: doc/classes/Window.xml @@ -131407,7 +133191,8 @@ msgid "Initial window position is the center of the main window screen." msgstr "" #: doc/classes/Window.xml -msgid "Initial window position is the center of [member current_screen] screen." +msgid "" +"Initial window position is the center of [member current_screen] screen." msgstr "" #: doc/classes/Window.xml @@ -131494,11 +133279,11 @@ msgid "" "threads) on project startup and provides methods for offloading tasks to " "them. This can be used for simple multithreading without having to create " "[Thread]s.\n" -"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can be " -"used to create regular tasks, which will be taken by one worker thread, or " -"group tasks, which can be distributed between multiple worker threads. Group " -"tasks execute the [Callable] multiple times, which makes them useful for " -"iterating over a lot of elements, such as the enemies in an arena.\n" +"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can " +"be used to create regular tasks, which will be taken by one worker thread, " +"or group tasks, which can be distributed between multiple worker threads. " +"Group tasks execute the [Callable] multiple times, which makes them useful " +"for iterating over a lot of elements, such as the enemies in an arena.\n" "Here's a sample on how to offload an expensive function to worker threads:\n" "[codeblocks]\n" "[gdscript]\n" @@ -131543,11 +133328,11 @@ msgstr "" #: doc/classes/WorkerThreadPool.xml msgid "" -"Adds [param action] as a group task to be executed by the worker threads. The " -"[Callable] will be called a number of times based on [param elements], with " -"the first thread calling it with the value [code]0[/code] as a parameter, and " -"each consecutive execution incrementing this value by 1 until it reaches " -"[code]element - 1[/code].\n" +"Adds [param action] as a group task to be executed by the worker threads. " +"The [Callable] will be called a number of times based on [param elements], " +"with the first thread calling it with the value [code]0[/code] as a " +"parameter, and each consecutive execution incrementing this value by 1 until " +"it reaches [code]element - 1[/code].\n" "The number of threads the task is distributed to is defined by [param " "tasks_needed], where the default value [code]-1[/code] means it is " "distributed to all worker threads. [param high_priority] determines if the " @@ -131567,8 +133352,8 @@ msgstr "" #: doc/classes/WorkerThreadPool.xml msgid "" -"Returns how many times the [Callable] of the group task with the given ID has " -"already been executed by the worker threads.\n" +"Returns how many times the [Callable] of the group task with the given ID " +"has already been executed by the worker threads.\n" "[b]Note:[/b] If a thread has started executing the [Callable] but is yet to " "finish, it won't be counted." msgstr "" @@ -131614,8 +133399,8 @@ msgstr "" #: doc/classes/World2D.xml msgid "" "Class that has everything pertaining to a 2D world: A physics space, a " -"canvas, and a sound space. 2D nodes register their resources into the current " -"2D world." +"canvas, and a sound space. 2D nodes register their resources into the " +"current 2D world." msgstr "" #: doc/classes/World2D.xml @@ -131644,8 +133429,8 @@ msgstr "" #: doc/classes/World3D.xml msgid "" -"A resource that holds all components of a 3D world, such as a visual scenario " -"and a physics space." +"A resource that holds all components of a 3D world, such as a visual " +"scenario and a physics space." msgstr "" #: doc/classes/World3D.xml @@ -131673,8 +133458,8 @@ msgstr "" #: doc/classes/World3D.xml msgid "" -"The World3D's fallback environment will be used if [member environment] fails " -"or is missing." +"The World3D's fallback environment will be used if [member environment] " +"fails or is missing." msgstr "" #: doc/classes/World3D.xml @@ -131698,20 +133483,21 @@ msgstr "" msgid "" "A 2D world boundary shape, intended for use in physics. " "[WorldBoundaryShape2D] works like an infinite straight line that forces all " -"physics bodies to stay above it. The line's normal determines which direction " -"is considered as \"above\" and in the editor, the smaller line over it " -"represents this direction. It can for example be used for endless flat floors." +"physics bodies to stay above it. The line's normal determines which " +"direction is considered as \"above\" and in the editor, the smaller line " +"over it represents this direction. It can for example be used for endless " +"flat floors." msgstr "" #: doc/classes/WorldBoundaryShape2D.xml msgid "" "The distance from the origin to the line, expressed in terms of [member " "normal] (according to its direction and magnitude). Actual absolute distance " -"from the origin to the line can be calculated as [code]abs(distance) / normal." -"length()[/code].\n" -"In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/" -"code], while the [code](a, b)[/code] coordinates are represented by the " -"[member normal] property." +"from the origin to the line can be calculated as [code]abs(distance) / " +"normal.length()[/code].\n" +"In the scalar equation of the line [code]ax + by = d[/code], this is " +"[code]d[/code], while the [code](a, b)[/code] coordinates are represented by " +"the [member normal] property." msgstr "" #: doc/classes/WorldBoundaryShape2D.xml @@ -131741,8 +133527,8 @@ msgstr "" #: doc/classes/WorldEnvironment.xml msgid "" -"Default environment properties for the entire scene (post-processing effects, " -"lighting and background settings)." +"Default environment properties for the entire scene (post-processing " +"effects, lighting and background settings)." msgstr "" #: doc/classes/WorldEnvironment.xml @@ -131752,11 +133538,11 @@ msgid "" "The parameters defined in the [WorldEnvironment] can be overridden by an " "[Environment] node set on the current [Camera3D]. Additionally, only one " "[WorldEnvironment] may be instantiated in a given scene at a time.\n" -"The [WorldEnvironment] allows the user to specify default lighting parameters " -"(e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, " -"Tonemapping), and how to draw the background (e.g. solid color, skybox). " -"Usually, these are added in order to improve the realism/color balance of the " -"scene." +"The [WorldEnvironment] allows the user to specify default lighting " +"parameters (e.g. ambient lighting), various post-processing effects (e.g. " +"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, " +"skybox). Usually, these are added in order to improve the realism/color " +"balance of the scene." msgstr "" #: doc/classes/WorldEnvironment.xml @@ -131775,8 +133561,8 @@ msgstr "" #: doc/classes/X509Certificate.xml msgid "" -"The X509Certificate class represents an X509 certificate. Certificates can be " -"loaded and saved like any other [Resource].\n" +"The X509Certificate class represents an X509 certificate. Certificates can " +"be loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerTLS." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to a TLS server via " @@ -131798,8 +133584,8 @@ msgstr "" #: doc/classes/X509Certificate.xml msgid "" -"Returns a string representation of the certificate, or an empty string if the " -"certificate is invalid." +"Returns a string representation of the certificate, or an empty string if " +"the certificate is invalid." msgstr "" #: doc/classes/XMLParser.xml @@ -131994,24 +133780,26 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " -"your scene for that anchor. You can predefine nodes and set the ID; the nodes " -"will simply remain on 0,0,0 until a plane is recognized.\n" +"your scene for that anchor. You can predefine nodes and set the ID; the " +"nodes will simply remain on 0,0,0 until a plane is recognized.\n" "Keep in mind that, as long as plane detection is enabled, the size, placing " "and orientation of an anchor will be updated as the detection logic learns " -"more about the real world out there especially if only part of the surface is " -"in view." +"more about the real world out there especially if only part of the surface " +"is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -132019,7 +133807,8 @@ msgid "XR documentation index" msgstr "" #: doc/classes/XRAnchor3D.xml -msgid "Returns a plane aligned with our anchor; handy for intersection testing." +msgid "" +"Returns a plane aligned with our anchor; handy for intersection testing." msgstr "" #: doc/classes/XRAnchor3D.xml @@ -132029,6 +133818,448 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Returns the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Sets the transform for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Represents the size of the [enum Joint] enum." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -132042,11 +134273,11 @@ msgid "" "as the HMD information overrides them. The only properties that can be " "trusted are the near and far planes.\n" "The position and orientation of this node is automatically updated by the XR " -"Server to represent the location of the HMD if such tracking is available and " -"can thus be used by game logic. Note that, in contrast to the XR Controller, " -"the render thread has access to the most up-to-date tracking data of the HMD " -"and the location of the XRCamera3D can lag a few milliseconds behind what is " -"used for rendering as a result." +"Server to represent the location of the HMD if such tracking is available " +"and can thus be used by game logic. Note that, in contrast to the XR " +"Controller, the render thread has access to the most up-to-date tracking " +"data of the HMD and the location of the XRCamera3D can lag a few " +"milliseconds behind what is used for rendering as a result." msgstr "" #: doc/classes/XRController3D.xml @@ -132056,8 +134287,8 @@ msgstr "" #: doc/classes/XRController3D.xml msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " -"It also offers several handy passthroughs to the state of buttons and such on " -"the controllers.\n" +"It also offers several handy passthroughs to the state of buttons and such " +"on the controllers.\n" "Controllers are linked by their ID. You can create controller nodes before " "the controllers are available. If your game always uses two controllers (one " "for each hand), you can predefine the controllers with ID 1 and 2; they will " @@ -132078,8 +134309,8 @@ msgstr "" #: doc/classes/XRController3D.xml msgid "" -"Returns a [Variant] for the input with the given [param name]. This works for " -"any input type, the variant will be typed according to the actions " +"Returns a [Variant] for the input with the given [param name]. This works " +"for any input type, the variant will be typed according to the actions " "configuration." msgstr "" @@ -132152,8 +134383,8 @@ msgid "" "An instance of this object represents a tracked face and its corresponding " "blend shapes. The blend shapes come from the [url=https://docs.vrcft.io/docs/" "tutorial-avatars/tutorial-avatars-extras/unified-blendshapes]Unified " -"Expressions[/url] standard, and contain extended details and visuals for each " -"blend shape. Additionally the [url=https://docs.vrcft.io/docs/tutorial-" +"Expressions[/url] standard, and contain extended details and visuals for " +"each blend shape. Additionally the [url=https://docs.vrcft.io/docs/tutorial-" "avatars/tutorial-avatars-extras/compatibility/overview]Tracking Standard " "Comparison[/url] page documents the relationship between Unified Expressions " "and other standards.\n" @@ -132170,8 +134401,8 @@ msgstr "" #: doc/classes/XRFaceTracker.xml msgid "" -"The array of face blend shape weights with indices corresponding to the [enum " -"BlendShapeEntry] enum." +"The array of face blend shape weights with indices corresponding to the " +"[enum BlendShapeEntry] enum." msgstr "" #: doc/classes/XRFaceTracker.xml @@ -132559,7 +134790,8 @@ msgid "Tongue tip rotates clockwise, with the rest following gradually." msgstr "" #: doc/classes/XRFaceTracker.xml -msgid "Tongue tip rotates counter-clockwise, with the rest following gradually." +msgid "" +"Tongue tip rotates counter-clockwise, with the rest following gradually." msgstr "" #: doc/classes/XRFaceTracker.xml @@ -132746,6 +134978,243 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Returns the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the angular velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the linear velocity for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the radius of the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Sets the transform for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum Hand] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -132776,16 +135245,18 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to the " -"virtual space around the [XROrigin3D] point. The points form a convex polygon " -"that can be used to react to or visualize the play area. This returns an " -"empty array if this feature is not supported or if the information is not yet " -"available." +"Returns an array of vectors that represent the physical play area mapped to " +"the virtual space around the [XROrigin3D] point. The points form a convex " +"polygon that can be used to react to or visualize the play area. This " +"returns an empty array if this feature is not supported or if the " +"information is not yet available." msgstr "" #: doc/classes/XRInterface.xml @@ -132807,9 +135278,9 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" "Returns a [Dictionary] with extra system info. Interfaces are expected to " -"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing " -"info about the used XR runtime. Additional entries may be provided specific " -"to an interface.\n" +"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] " +"providing info about the used XR runtime. Additional entries may be provided " +"specific to an interface.\n" "[b]Note:[/b]This information may only be available after [method initialize] " "was successfully called." msgstr "" @@ -132846,8 +135317,8 @@ msgid "" "[b]Note:[/b] You must enable the XR mode on the main viewport for any device " "that uses the main output of Godot, such as for mobile VR.\n" "If you do this for a platform that handles its own output (such as OpenVR) " -"Godot will show just one eye without distortion on screen. Alternatively, you " -"can add a separate viewport node to your scene and enable AR/VR on that " +"Godot will show just one eye without distortion on screen. Alternatively, " +"you can add a separate viewport node to your scene and enable AR/VR on that " "viewport. It will be used to output to the HMD, leaving you free to do " "anything you like in the main window, such as using a separate camera as a " "spectator camera or rendering something completely different.\n" @@ -132923,8 +135394,8 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Starts passthrough, will return [code]false[/code] if passthrough couldn't be " -"started.\n" +"Starts passthrough, will return [code]false[/code] if passthrough couldn't " +"be started.\n" "[b]Note:[/b] The viewport used for XR must have a transparent background, " "otherwise passthrough may not properly render." msgstr "" @@ -132989,7 +135460,8 @@ msgid "No XR capabilities." msgstr "" #: doc/classes/XRInterface.xml -msgid "This interface can work with normal rendering output (non-HMD based AR)." +msgid "" +"This interface can work with normal rendering output (non-HMD based AR)." msgstr "" #: doc/classes/XRInterface.xml @@ -133013,8 +135485,8 @@ msgid "" "This interface outputs to an external device. If the main viewport is used, " "the on screen output is an unmodified buffer of either the left or right eye " "(stretched if the viewport size is not changed to the same aspect ratio of " -"[method get_render_target_size]). Using a separate viewport node frees up the " -"main viewport for other purposes." +"[method get_render_target_size]). Using a separate viewport node frees up " +"the main viewport for other purposes." msgstr "" #: doc/classes/XRInterface.xml @@ -133078,8 +135550,8 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Additive blend mode. This is typically used for AR devices or VR devices with " -"passthrough." +"Additive blend mode. This is typically used for AR devices or VR devices " +"with passthrough." msgstr "" #: doc/classes/XRInterface.xml @@ -133087,8 +135559,8 @@ msgid "" "Alpha blend mode. This is typically used for AR or VR devices with " "passthrough capabilities. The alpha channel controls how much of the " "passthrough is visible. Alpha of 0.0 means the passthrough is visible and " -"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is " -"not visible and this pixel works in OPAQUE mode." +"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough " +"is not visible and this pixel works in OPAQUE mode." msgstr "" #: doc/classes/XRInterfaceExtension.xml @@ -133137,7 +135609,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -133212,8 +135684,8 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Called if this [XRInterfaceExtension] is active before rendering starts. Most " -"XR interfaces will sync tracking at this point in time." +"Called if this [XRInterfaceExtension] is active before rendering starts. " +"Most XR interfaces will sync tracking at this point in time." msgstr "" #: doc/classes/XRInterfaceExtension.xml @@ -133263,9 +135735,10 @@ msgstr "" #: doc/classes/XRNode3D.xml msgid "" -"This node can be bound to a specific pose of a [XRPositionalTracker] and will " -"automatically have its [member Node3D.transform] updated by the [XRServer]. " -"Nodes of this type must be added as children of the [XROrigin3D] node." +"This node can be bound to a specific pose of a [XRPositionalTracker] and " +"will automatically have its [member Node3D.transform] updated by the " +"[XRServer]. Nodes of this type must be added as children of the [XROrigin3D] " +"node." msgstr "" #: doc/classes/XRNode3D.xml @@ -133276,8 +135749,8 @@ msgstr "" #: doc/classes/XRNode3D.xml msgid "" -"Returns [code]true[/code] if the [member tracker] has been registered and the " -"[member pose] is being tracked." +"Returns [code]true[/code] if the [member tracker] has been registered and " +"the [member pose] is being tracked." msgstr "" #: doc/classes/XRNode3D.xml @@ -133332,9 +135805,9 @@ msgid "" "It is the position of this node that you update when your character needs to " "move through your game world while we're not moving in the real world. " "Movement in the real world is always in relation to this origin point.\n" -"For example, if your character is driving a car, the [XROrigin3D] node should " -"be a child node of this car. Or, if you're implementing a teleport system to " -"move your character, you should change the position of this node." +"For example, if your character is driving a car, the [XROrigin3D] node " +"should be a child node of this car. Or, if you're implementing a teleport " +"system to move your character, you should change the position of this node." msgstr "" #: doc/classes/XROrigin3D.xml @@ -133346,8 +135819,8 @@ msgstr "" #: doc/classes/XROrigin3D.xml msgid "" "The scale of the game world compared to the real world. This is the same as " -"[member XRServer.world_scale]. By default, most AR/VR platforms assume that 1 " -"game unit corresponds to 1 real world meter." +"[member XRServer.world_scale]. By default, most AR/VR platforms assume that " +"1 game unit corresponds to 1 real world meter." msgstr "" #: doc/classes/XRPose.xml @@ -133392,7 +135865,8 @@ msgid "" "that do not have further nodes.\n" "- [code]aim[/code] defines the tip of a controller with the orientation " "pointing outwards, for example: add your raycasts to this.\n" -"- [code]grip[/code] defines the location where the user grips the controller\n" +"- [code]grip[/code] defines the location where the user grips the " +"controller\n" "- [code]skeleton[/code] defines the root location a hand mesh should be " "placed when using hand tracking and the animated skeleton supplied by the XR " "runtime." @@ -133416,12 +135890,13 @@ msgstr "" #: doc/classes/XRPose.xml msgid "" -"Tracking information may be inaccurate or estimated. For example, with inside " -"out tracking this would indicate a controller may be (partially) obscured." +"Tracking information may be inaccurate or estimated. For example, with " +"inside out tracking this would indicate a controller may be (partially) " +"obscured." msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -133433,9 +135908,9 @@ msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " "internally.\n" -"As controllers are turned on and the [XRInterface] detects them, instances of " -"this object are automatically added to this list of active tracking objects " -"accessible through the [XRServer].\n" +"As controllers are turned on and the [XRInterface] detects them, instances " +"of this object are automatically added to this list of active tracking " +"objects accessible through the [XRServer].\n" "The [XRController3D] and [XRAnchor3D] both consume objects of this type and " "should be used in your project. The positional trackers are just under-the-" "hood objects that make this all work. These are mostly exposed so that " @@ -133475,9 +135950,9 @@ msgstr "" #: doc/classes/XRPositionalTracker.xml msgid "" -"Sets the transform, linear velocity, angular velocity and tracking confidence " -"for the given pose. This method is called by a [XRInterface] implementation " -"and should not be used directly." +"Sets the transform, linear velocity, angular velocity and tracking " +"confidence for the given pose. This method is called by a [XRInterface] " +"implementation and should not be used directly." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -133496,8 +135971,8 @@ msgid "" "implement if applicable:\n" "- [code]left_hand[/code] identifies the controller held in the players left " "hand\n" -"- [code]right_hand[/code] identifies the controller held in the players right " -"hand" +"- [code]right_hand[/code] identifies the controller held in the players " +"right hand" msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -133564,10 +136039,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -133586,13 +136069,13 @@ msgid "" "is the location of our HMD, but you have little control over the direction " "the player is facing in the real world.\n" "For platforms that do offer spatial tracking, our origin point depends very " -"much on the system. For OpenVR, our origin point is usually the center of the " -"tracking space, on the ground. For other platforms, it's often the location " -"of the tracking camera.\n" +"much on the system. For OpenVR, our origin point is usually the center of " +"the tracking space, on the ground. For other platforms, it's often the " +"location of the tracking camera.\n" "This method allows you to center your tracker on the location of the HMD. It " "will take the current location of the HMD and use that to adjust all your " -"tracking data; in essence, realigning the real world to your player's current " -"position in the game world.\n" +"tracking data; in essence, realigning the real world to your player's " +"current position in the game world.\n" "For this method to produce usable results, tracking information must be " "available. This often takes a few frames after starting your game.\n" "You should call this method after a few seconds have passed. For example, " @@ -133614,6 +136097,16 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -133624,6 +136117,16 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -133650,8 +136153,8 @@ msgstr "" #: doc/classes/XRServer.xml msgid "" -"Returns the reference frame transform. Mostly used internally and exposed for " -"GDExtension build interfaces." +"Returns the reference frame transform. Mostly used internally and exposed " +"for GDExtension build interfaces." msgstr "" #: doc/classes/XRServer.xml @@ -133662,10 +136165,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -133682,8 +136193,8 @@ msgstr "" msgid "" "The current origin of our tracking space in the virtual world. This is used " "by the renderer to properly position the camera with new tracking data.\n" -"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is " -"exposed for access from GDExtensions." +"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It " +"is exposed for access from GDExtensions." msgstr "" #: doc/classes/XRServer.xml @@ -133692,6 +136203,18 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new body tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a body tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing body tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -133704,10 +136227,22 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +msgid "Emitted when a new hand tracker is added." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when a hand tracker is removed." +msgstr "" + +#: doc/classes/XRServer.xml +msgid "Emitted when an existing hand tracker is updated." +msgstr "" + #: doc/classes/XRServer.xml msgid "" -"Emitted when a new tracker has been added. If you don't use a fixed number of " -"controllers or if you're using [XRAnchor3D]s for an AR solution, it is " +"Emitted when a new tracker has been added. If you don't use a fixed number " +"of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " "important to react to this signal to add the appropriate [XRController3D] or " "[XRAnchor3D] nodes related to this new tracker." msgstr "" @@ -133730,8 +136265,8 @@ msgstr "" #: doc/classes/XRServer.xml msgid "" "The tracker tracks the location of the players head. This is usually a " -"location centered between the players eyes. Note that for handheld AR devices " -"this can be the current location of the device." +"location centered between the players eyes. Note that for handheld AR " +"devices this can be the current location of the device." msgstr "" #: doc/classes/XRServer.xml @@ -133760,9 +136295,9 @@ msgstr "" #: doc/classes/XRServer.xml msgid "" -"Fully reset the orientation of the HMD. Regardless of what direction the user " -"is looking to in the real world. The user will look dead ahead in the virtual " -"world." +"Fully reset the orientation of the HMD. Regardless of what direction the " +"user is looking to in the real world. The user will look dead ahead in the " +"virtual world." msgstr "" #: doc/classes/XRServer.xml @@ -133836,8 +136371,8 @@ msgstr "" #: modules/zip/doc_classes/ZIPPacker.xml msgid "" -"Append a new zip archive to the end of the already existing file at the given " -"path." +"Append a new zip archive to the end of the already existing file at the " +"given path." msgstr "" #: modules/zip/doc_classes/ZIPPacker.xml diff --git a/classes/tl.po b/classes/tl.po index 2cdf800..6c8e7f6 100644 --- a/classes/tl.po +++ b/classes/tl.po @@ -181,6 +181,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1015,6 +1019,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2273,7 +2291,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2291,8 +2309,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2305,12 +2324,20 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Ibinabalik ang absolute value ng [code]s[/code] parameter (hal: positive " +"value).\n" +"[codeblock]\n" +"a = abs(-1) # a ay 1\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2550,9 +2577,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -2569,11 +2597,22 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Ri-naround ang [code]s[/code] pababa (patungo sa negatibong walang hanggan) " +"at ibinabalik ang pinakamalaking integer na hindi hihigit sa [code]s[/" +"code].\n" +"[codeblock]\n" +"a = floor(2.99) # katumbas ng 2.0\n" +"a = floor(-2.99) # katumbas ng 2.0\n" +"a = floor(-2.99) # katumbas ng -3.0\n" +"[/codeblock]\n" +"[b] Tandaan: [/b] Ang method na 'to ay nagbabalik ng float. Kung kailangan " +"mo ng integer at kung [code]s[/code] ay hindi negative, maaari mong " +"direktang gamitin ang [code]int(s)[/code]." #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -7557,7 +7596,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -7620,7 +7663,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -7695,10 +7738,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -8781,7 +8824,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -15897,7 +15940,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17069,6 +17112,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17341,9 +17390,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17392,6 +17441,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17406,7 +17472,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -17450,6 +17518,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -17460,6 +17535,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -17504,8 +17590,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19237,7 +19327,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19277,7 +19367,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -19508,7 +19598,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -20807,22 +20897,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21313,8 +21401,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -21463,12 +21552,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -23759,22 +23847,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -23783,6 +23868,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -23793,9 +23884,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28216,18 +28305,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30126,13 +30214,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33475,10 +33564,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -33697,9 +33782,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33707,8 +33798,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33732,12 +33822,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -33850,10 +33943,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35152,9 +35241,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35262,13 +35349,13 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -37946,7 +38033,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38142,11 +38229,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39081,19 +39169,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39346,14 +39446,17 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40127,6 +40230,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40161,6 +40271,107 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40317,7 +40528,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40492,12 +40703,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40677,17 +40888,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -40868,6 +41077,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -40905,6 +41123,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -42960,18 +43187,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -42986,32 +43215,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43020,42 +43257,53 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43080,27 +43328,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43108,8 +43357,11 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/Engine.xml msgid "" @@ -43119,51 +43371,61 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43172,26 +43434,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" -"so-sort ay hindi pinapagana." #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43208,18 +43483,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43227,70 +43514,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43298,16 +43587,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43335,31 +43624,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -43714,7 +44006,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43725,11 +44021,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -43762,33 +44063,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43799,7 +44126,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43808,7 +44138,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43816,13 +44149,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -43830,7 +44169,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44801,6 +45143,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45655,6 +46022,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -45746,7 +46117,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46056,11 +46427,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46269,8 +46640,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48427,6 +48797,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -48984,6 +49378,57 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49032,8 +49477,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49056,6 +49501,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49590,6 +50039,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49628,6 +50091,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54385,7 +54852,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54398,7 +54865,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54533,13 +55000,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55285,7 +55752,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55308,8 +55780,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55479,16 +55952,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56674,7 +57146,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60749,6 +61221,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61561,8 +62034,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61570,8 +62043,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61579,8 +62052,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61588,8 +62061,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61819,8 +62292,11 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61857,9 +62333,13 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61869,8 +62349,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62038,12 +62518,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62790,8 +63268,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64329,7 +64807,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64854,7 +65332,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65653,16 +66131,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65811,7 +66293,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65995,10 +66477,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66297,6 +66779,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66711,8 +67202,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68480,9 +68971,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68870,20 +69361,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68933,14 +69424,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69166,8 +69657,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69366,7 +69859,9 @@ msgstr "" "so-sort ay hindi pinapagana." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69782,6 +70277,21 @@ msgstr "" "Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" "so-sort ay hindi pinapagana." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70316,9 +70826,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70522,9 +71032,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71590,7 +72100,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -72094,6 +72604,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72312,6 +72826,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72319,12 +72839,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72332,6 +72864,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72339,6 +72877,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72352,6 +72896,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72506,15 +73056,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72526,7 +73076,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73578,7 +74128,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -74034,21 +74584,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74163,21 +74713,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -75102,7 +75652,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75630,8 +76180,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75824,10 +76374,104 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77281,10 +77925,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78306,6 +78957,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82576,6 +83239,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82587,6 +83254,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82681,12 +83361,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -82866,6 +83557,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82873,6 +83568,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -83437,7 +84141,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84693,8 +85397,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84902,7 +85606,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85716,18 +86420,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86629,7 +87333,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88435,14 +89139,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88456,7 +89163,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88593,15 +89303,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89635,7 +90348,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89709,16 +90422,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89944,21 +90657,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89967,22 +90703,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89996,7 +90741,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -90007,7 +90755,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -90026,15 +90777,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -90051,40 +90806,52 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -90105,101 +90872,127 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90222,6 +91015,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90237,9 +91048,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -92113,8 +92926,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -97153,6 +97966,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98332,8 +99153,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99351,7 +100172,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -102271,7 +103092,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102509,6 +103330,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103370,6 +104228,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103515,7 +104383,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103909,25 +104777,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -104303,14 +105152,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104318,7 +105169,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104629,7 +105481,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104743,11 +105601,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" -"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" -"so-sort ay hindi pinapagana." #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -104782,7 +105640,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" "so-sort ay hindi pinapagana." @@ -104849,11 +105708,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104884,6 +105757,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -106243,15 +107134,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -106260,32 +107151,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -106322,17 +107219,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -106350,35 +107247,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106390,8 +107286,11 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/SceneTree.xml #, fuzzy @@ -106401,89 +107300,96 @@ msgstr "" "so-sort ay hindi pinapagana." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106510,11 +107416,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106545,7 +107451,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106560,12 +107469,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106577,70 +107487,89 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] enters this tree." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -108139,8 +109068,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108166,10 +109097,13 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -108387,9 +109321,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109112,6 +110045,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -109122,9 +110061,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -110057,7 +110994,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110422,7 +111359,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -112044,8 +112981,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114633,7 +115570,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114753,9 +115690,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114972,11 +115909,10 @@ msgstr "" "so-sort ay hindi pinapagana." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" -"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" -"so-sort ay hindi pinapagana." #: doc/classes/TextEdit.xml #, fuzzy @@ -115032,7 +115968,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115044,7 +115983,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115432,7 +116374,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115448,7 +116392,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -115489,7 +116435,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115502,7 +116451,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115790,15 +116742,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -116074,7 +117033,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117465,6 +118428,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119534,7 +120501,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119902,7 +120870,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121495,12 +122463,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121775,7 +122755,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121825,13 +122805,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121872,7 +122852,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121898,7 +122878,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121907,7 +122887,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121916,7 +122896,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121925,7 +122905,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121967,7 +122947,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121984,7 +122964,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -122008,7 +122988,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -122028,17 +123008,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -122046,25 +123032,58 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -122080,8 +123099,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122091,8 +123119,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122102,66 +123130,152 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." msgstr "" #: doc/classes/Translation.xml @@ -125600,7 +126714,7 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +msgid "A 2D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector2.xml @@ -125909,7 +127023,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -125950,8 +127068,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -126368,7 +127490,7 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +msgid "A 3D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector3.xml @@ -126475,7 +127597,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126883,7 +128011,7 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +msgid "A 4D vector using floating-point coordinates." msgstr "" #: doc/classes/Vector4.xml @@ -127748,9 +128876,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -128329,16 +129457,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -128351,7 +129479,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -129041,11 +130172,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130604,17 +131735,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130815,8 +131948,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131621,7 +132754,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131646,7 +132779,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131676,7 +132809,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131754,7 +132887,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -133537,6 +134670,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133779,7 +134920,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -135242,10 +136383,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -135257,9 +136398,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -135278,6 +136421,473 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "Specifies the body parts to update." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -136002,6 +137612,284 @@ msgstr "" "Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" "so-sort ay hindi pinapagana." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Gitnang pindutan ng mouse." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -136032,12 +137920,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -136406,7 +138296,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136705,7 +138595,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136851,10 +138741,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -136901,6 +138799,19 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -136914,6 +138825,19 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -136955,10 +138879,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136985,6 +138917,27 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -136997,6 +138950,27 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/tr.po b/classes/tr.po index 392116e..a3f6332 100644 --- a/classes/tr.po +++ b/classes/tr.po @@ -212,6 +212,10 @@ msgstr "" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "Bu değer, şu bayrakların bitmaskesi olarak birleştiği bir tam sayıdır." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1459,6 +1463,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2777,8 +2795,9 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2801,8 +2820,9 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2830,9 +2850,12 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -3126,7 +3149,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3147,7 +3170,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -8270,7 +8293,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8333,7 +8360,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8408,10 +8435,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9466,7 +9493,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16530,7 +16557,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17686,6 +17713,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17955,9 +17988,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -18006,6 +18039,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -18020,7 +18070,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18064,6 +18116,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18074,6 +18133,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18118,8 +18188,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19833,7 +19907,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19873,7 +19947,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20116,7 +20190,7 @@ msgstr "Doku, normal şekilde tekrar edecek." #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21415,22 +21489,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21903,8 +21975,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22053,12 +22126,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24328,22 +24400,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24352,6 +24421,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24362,9 +24437,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28765,18 +28838,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30661,13 +30733,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -33903,10 +33976,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34125,9 +34194,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34135,8 +34210,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34160,12 +34234,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34278,10 +34355,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35567,9 +35640,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35672,13 +35743,13 @@ msgstr "Eğer dikdörtgenler eşitse [code]true[/code] döndürür." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38330,7 +38401,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38526,11 +38597,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39459,19 +39531,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39724,14 +39808,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Parametrenin sinüsünü döndürür." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40500,6 +40585,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40534,6 +40626,109 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "" +"Görsel gölgelendirici grafiğinde kullanılacak bir renk, [Color], sabiti." + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of boolean type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of sampler type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of transform type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector2 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector3 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color of a port/connection of Vector4 type." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40690,7 +40885,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -40869,12 +41064,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41057,17 +41252,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41248,6 +41441,15 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "" +"Eğer [code]true[/code] ise gölgelendirici, örgü için ayarlanan ölçeği korur. " +"Aksi durumda ölçek, tabela yapma sırasında kaybolur." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41285,6 +41487,12 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43302,18 +43510,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43328,32 +43538,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43362,42 +43580,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "İki vektörün kalanını döndürür." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43422,27 +43649,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43450,8 +43678,9 @@ msgid "" msgstr "" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." -msgstr "" +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." +msgstr "Parametrenin kare kökünün tersini döndürür." #: doc/classes/Engine.xml msgid "" @@ -43461,51 +43690,58 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43514,23 +43750,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43547,18 +43799,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43566,70 +43830,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43637,16 +43903,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43674,31 +43940,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44041,7 +44310,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44052,11 +44325,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44089,33 +44367,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44126,7 +44430,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44135,7 +44442,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44143,13 +44453,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44157,7 +44473,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45128,6 +45447,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -45966,6 +46310,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46057,7 +46405,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46356,11 +46704,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46569,8 +46917,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48707,6 +49054,30 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "The original name of the animation." +msgstr "" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "" @@ -49261,6 +49632,54 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "GLTFMesh represents an GLTF mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The original name of the mesh." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49309,8 +49728,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49333,6 +49752,10 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +msgid "The original name of the node." +msgstr "" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -49864,6 +50287,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -49902,6 +50339,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54549,7 +54990,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54562,7 +55003,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54694,13 +55135,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55440,7 +55881,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55463,8 +55909,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55634,16 +56081,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -56802,7 +57248,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -60779,6 +61225,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61615,8 +62062,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61624,8 +62071,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61633,8 +62080,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61642,8 +62089,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61873,8 +62320,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Eğer dikdörtgenler eşitse [code]true[/code] döndürür." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61908,9 +62356,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Eğer dikdörtgenler eşitse [code]true[/code] döndürür." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -61920,8 +62370,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62089,12 +62539,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -62834,8 +63282,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64361,7 +64809,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -64870,7 +65318,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -65635,16 +66083,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -65789,7 +66241,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -65945,10 +66397,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66207,6 +66659,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66559,8 +67020,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68364,9 +68825,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -68792,20 +69253,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -68856,14 +69317,14 @@ msgstr "Doku tekrar etmeyecek." #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69083,8 +69544,10 @@ msgstr "" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69280,7 +69743,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -69697,6 +70162,21 @@ msgstr "" "Mevcut çözümlenen öğe boş ise [code]true[/code] döndürür, örneğin " "[code][/code]." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "" @@ -70222,9 +70702,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70428,9 +70908,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71496,7 +71976,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -71995,6 +72475,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72213,6 +72697,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72220,12 +72710,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72233,6 +72735,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72240,6 +72748,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72253,6 +72767,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72401,15 +72921,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72421,7 +72941,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73430,7 +73950,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -73880,21 +74400,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74009,21 +74529,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -74939,7 +75459,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75475,8 +75995,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -75669,10 +76189,101 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77115,10 +77726,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78122,6 +78740,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82296,6 +82926,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82307,6 +82941,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82385,12 +83032,23 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "" @@ -82561,6 +83219,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -82568,6 +83230,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "" @@ -83129,7 +83800,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84389,8 +85060,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -84598,7 +85269,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85382,18 +86053,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86292,7 +86963,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88098,14 +88769,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88119,7 +88793,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88256,15 +88933,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89292,7 +89972,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89366,16 +90046,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -89596,21 +90276,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -89619,22 +90322,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -89648,7 +90360,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -89659,7 +90374,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -89675,15 +90393,19 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -89700,40 +90422,50 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -89754,107 +90486,135 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"Eğer kuaterniyonlar eşit değilse [code]true[/code] döndürür.\n" +"Eğer [Basis] matrisleri tam olarak eşitse [code]true[/code] döndürür.\n" "[b]Not:[/b] Ondalıklı sayı keskinlik hatalarından dolayı, daha güvenilir " "olan [method is_equal_approx] yöntemini kullanmayı tercih edin." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"Eğer kuaterniyonlar tam olarak eşitse [code]true[/code] döndürür.\n" +"Eğer [Basis] matrisleri tam olarak eşitse [code]true[/code] döndürür.\n" "[b]Not:[/b] Ondalıklı sayı keskinlik hatalarından dolayı, daha güvenilir " "olan [method is_equal_approx] yöntemini kullanmayı tercih edin." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -89877,6 +90637,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -89892,9 +90670,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -91794,8 +92574,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -96755,6 +97535,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -97921,8 +98709,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -98935,7 +99723,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -101795,7 +102583,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102033,6 +102821,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -102888,6 +103713,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103033,7 +103868,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103427,25 +104262,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -103812,14 +104628,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -103827,7 +104645,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104135,7 +104954,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104249,7 +105074,10 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml @@ -104278,7 +105106,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104340,11 +105169,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104375,6 +105218,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "" +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -105692,15 +106553,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -105709,32 +106570,38 @@ msgstr "SceneTree (Sahne Ağacı)" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -105771,17 +106638,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -105799,35 +106666,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -105839,8 +106705,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Parametrenin sinüsünü döndürür." #: doc/classes/SceneTree.xml #, fuzzy @@ -105848,89 +106715,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Parametrenin sinüsünü döndürür." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -105957,11 +106829,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -105992,7 +106864,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106007,12 +106882,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106024,70 +106900,85 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." +msgid "Emitted when the [param node]'s [member Node.name] is changed." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -107555,8 +108446,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -107582,10 +108475,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Parametrenin zıt işaretlisi değeri döndürür." #: doc/classes/Skeleton3D.xml msgid "Returns the number of bones in the skeleton." @@ -107789,9 +108683,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108493,6 +109386,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -108503,9 +109402,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -109426,7 +110323,7 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -109788,7 +110685,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -111404,8 +112301,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -113938,7 +114835,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114056,9 +114953,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114272,7 +115169,9 @@ msgid "Returns the name of the gutter at the given index." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -114326,7 +115225,10 @@ msgid "Returns the number of lines in the text." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114338,7 +115240,10 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114714,7 +115619,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114730,7 +115637,9 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." msgstr "" #: doc/classes/TextEdit.xml @@ -114771,7 +115680,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -114784,7 +115696,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115069,15 +115984,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -115350,7 +116272,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -116689,6 +117615,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -118739,7 +119669,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119101,7 +120032,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -120672,12 +121603,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -120948,7 +121891,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -120998,13 +121941,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121046,7 +121989,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121072,7 +122015,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121081,7 +122024,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121090,7 +122033,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121099,7 +122042,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121141,7 +122084,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121161,7 +122104,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -121185,7 +122128,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -121208,17 +122151,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -121226,25 +122175,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Bir [Rect2i] kullanarak bir [Rect2] oluşturur." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -121260,8 +122243,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121271,8 +122263,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -121282,68 +122274,162 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Eğer [Basis] matrisleri eşit değilse [code]true[/code] döndürür.\n" +"[b]Not:[/b] Ondalıklı sayı keskinlik hatalarından dolayı, daha güvenilir " +"olan [method is_equal_approx] yöntemini kullanmayı tercih edin." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Eğer [Basis] matrisleri tam olarak eşitse [code]true[/code] döndürür.\n" +"[b]Not:[/b] Ondalıklı sayı keskinlik hatalarından dolayı, daha güvenilir " +"olan [method is_equal_approx] yöntemini kullanmayı tercih edin." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -124709,8 +125795,10 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +#, fuzzy +msgid "A 2D vector using floating-point coordinates." msgstr "" +"Bir 2B eksen-hizalı sınırlayıcı kutu; ondalıklı sayı koordinaları kullanarak." #: doc/classes/Vector2.xml msgid "" @@ -125012,7 +126100,11 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." msgstr "" #: doc/classes/Vector2.xml @@ -125053,8 +126145,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -125477,8 +126573,10 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +#, fuzzy +msgid "A 3D vector using floating-point coordinates." msgstr "" +"Bir 2B eksen-hizalı sınırlayıcı kutu; ondalıklı sayı koordinaları kullanarak." #: doc/classes/Vector3.xml msgid "" @@ -125585,7 +126683,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -125993,8 +127097,10 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +#, fuzzy +msgid "A 4D vector using floating-point coordinates." msgstr "" +"Bir 2B eksen-hizalı sınırlayıcı kutu; ondalıklı sayı koordinaları kullanarak." #: doc/classes/Vector4.xml msgid "" @@ -126849,9 +127955,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -127424,16 +128530,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -127446,7 +128552,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -128135,11 +129244,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "[enum VaryingType] numaralandırmasının boyutunu temsil eder." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -129747,17 +130856,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -129956,8 +131067,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -130755,7 +131866,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -130780,7 +131891,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -130810,7 +131921,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -130876,7 +131987,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -132650,6 +133761,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -132892,7 +134011,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -134293,10 +135412,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -134308,9 +135427,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -134329,6 +135450,454 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Parantez çiftlerini otomatik tamamlanmaya ayarlar." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "[enum BGMode] numaralandırmasının boyutunu temsil eder." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "[enum Hint] numaralandırmasının boyutunu temsil eder." + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "The joint's position data is valid." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -135049,6 +136618,255 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "[enum BlendFactor] numaralandırmasının boyutunu temsil eder." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Parametrenin sinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRHandTracker.xml +msgid "The type of hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The source of the hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "[enum Hint] numaralandırmasının boyutunu temsil eder." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "[enum Source] numaralandırmasının boyutunu temsil eder." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "[enum Hint] numaralandırmasının boyutunu temsil eder." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's orientation data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's linear velocity data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -135079,12 +136897,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -135445,7 +137265,7 @@ msgstr "" #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -135732,7 +137552,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -135875,10 +137695,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -135925,6 +137753,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "" @@ -135935,6 +137774,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Parametrenin kosinüsünü döndürür." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -135973,10 +137823,18 @@ msgstr "" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -136003,6 +137861,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." msgstr "" @@ -136015,6 +137888,21 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Eğer dikdörtgenler eşit değilse [code]true[/code] döndürür." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/uk.po b/classes/uk.po index 42294c2..85ea704 100644 --- a/classes/uk.po +++ b/classes/uk.po @@ -199,6 +199,10 @@ msgstr "" "Це значення є цілим числом, складеним у вигляді бітової маски з наступних " "прапорів." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1565,6 +1569,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3485,8 +3503,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3509,8 +3528,9 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3538,14 +3558,13 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" -"Повертає нормально розподілене псевдовипадкове значення з рухомою комою " -"використовуючи перетворення Бокса-Мюллера із заданим середнім значенням " -"[param mean] і стандартним [param deviation]. Цей розподіл також називають " -"розподілом Гауса." #: doc/classes/@GlobalScope.xml msgid "" @@ -3931,9 +3950,10 @@ msgstr "" "ease(x, -1.6521)[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3972,7 +3992,7 @@ msgstr "" #, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -10079,7 +10099,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -10157,7 +10181,7 @@ msgstr "" #, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "При успадкуванні від [AnimationRootNode] реалізуйте цей віртуальний метод, " @@ -10282,10 +10306,10 @@ msgstr "" #: doc/classes/AnimationNode.xml #, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "Домішує інший вузол анімації (якщо цей вузол містить дочірні вузли " "анімації). Ця функція корисна лише у випадку успадкування від " @@ -11708,7 +11732,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml #, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "Дозволяє масштабувати швидкість анімації (або реверсувати її) у будь-яких " @@ -19927,7 +19951,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -21097,6 +21121,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -21367,9 +21397,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -21418,6 +21448,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -21432,7 +21479,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -21476,6 +21525,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -21486,6 +21542,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -21531,8 +21598,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -23260,7 +23331,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -23300,7 +23371,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -23537,7 +23608,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -24845,22 +24916,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -25353,8 +25422,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -25503,12 +25573,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -27791,22 +27860,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -27815,6 +27881,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -27825,9 +27897,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -32480,18 +32550,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -34394,13 +34463,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -37724,10 +37794,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -37949,19 +38015,28 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" +"Дозволяє програмі ініціювати телефонний дзвінок без використання інтерфейсу " +"користувача Dialer. Див. [url=https://developer.android.com/reference/" +"android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]." #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -37985,12 +38060,19 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" +"Дозволяє програмі ініціювати телефонний дзвінок без використання інтерфейсу " +"користувача Dialer. Див. [url=https://developer.android.com/reference/" +"android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]." #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -38102,10 +38184,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -39400,9 +39478,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -39504,13 +39580,13 @@ msgstr "Якщо [code]true[/code], фільтрування ввімкнено. #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -42186,7 +42262,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -42382,11 +42458,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -43325,19 +43402,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -43590,14 +43679,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Повертає список збережених ключів анімації." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -44365,6 +44455,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -44399,6 +44496,114 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "The color theme to use in the visual shader editor." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Повертає косинус параметра." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "Панель, яка заповнює фон вікна." + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -44555,7 +44760,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -44731,12 +44936,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -44917,17 +45122,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -45113,6 +45316,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Повертає косинус параметра." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -45150,6 +45360,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -47187,18 +47404,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -47213,32 +47432,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -47247,42 +47474,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Повертає лишок за двома векторами." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -47307,27 +47543,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -47336,7 +47573,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Повертає кут до заданого вектора у радіанах." #: doc/classes/Engine.xml @@ -47347,52 +47584,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Повертає лишок за двома векторами." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -47401,24 +47645,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Повертає косинус параметра." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -47435,18 +47694,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -47454,70 +47725,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -47525,16 +47798,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -47562,31 +47835,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -47936,7 +48212,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -47947,11 +48227,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -47984,33 +48269,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -48021,7 +48332,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -48030,7 +48344,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -48038,13 +48355,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -48052,7 +48375,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -49026,6 +49352,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -49869,6 +50220,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -49977,7 +50332,7 @@ msgstr "" "видаляється." #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -50281,12 +50636,16 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +#, fuzzy +msgid "The horizontal separation of child nodes." msgstr "" +"Визначає горизонтальне відносне розташування дочірніх елементів керування." #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +#, fuzzy +msgid "The vertical separation of child nodes." msgstr "" +"Визначає вертикальне відносне розташування дочірніх елементів керування." #: doc/classes/FogMaterial.xml msgid "" @@ -50495,8 +50854,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -52665,6 +53023,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Повертає синус параметра." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -53220,6 +53603,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Повертає синус параметра." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Повертає лишок за двома векторами." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -53268,8 +53701,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -53292,6 +53725,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Повертає лишок за двома векторами." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -53826,6 +54264,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -53864,6 +54316,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -58564,7 +59020,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -58577,7 +59033,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -58711,13 +59167,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -59474,7 +59930,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -59497,8 +59958,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -59668,16 +60130,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -60848,7 +61309,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -64875,6 +65336,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -65696,8 +66158,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65705,8 +66167,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65714,8 +66176,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65723,8 +66185,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -65955,8 +66417,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Якщо [code]true[/code], то [AnimationTree] буде оброблятися." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -65991,9 +66454,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Повертає косинус параметра." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -66003,8 +66468,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -66173,12 +66638,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -66924,8 +67387,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -68469,7 +68932,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -68986,7 +69449,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -69767,16 +70230,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -69923,7 +70390,7 @@ msgstr "Інтерфейс до низькорівневих функцій ши msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -70088,10 +70555,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -70372,6 +70839,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -70752,8 +71228,8 @@ msgstr "Інтерфейс до низькорівневих функцій ши msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -72497,9 +72973,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -72893,20 +73369,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -72956,14 +73432,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -73185,8 +73661,10 @@ msgstr "Обчислює векторний добуток цього векто #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -73383,7 +73861,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -73806,6 +74286,37 @@ msgstr "" "Повертає [code]true[/code], якщо задану доріжку імпортовано. Інакше повертає " "[code]false[/code]." +#: doc/classes/NodePath.xml +#, fuzzy +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" +"Повертає фрагмент [Array], від [param begin] (включно) до [param end] " +"(включно), як новий [Array].\n" +"Абсолютне значення [param begin] і [param end] буде затиснуто до розміру " +"масиву, тому значення за замовчуванням для [param end] за замовчуванням " +"робить зріз до розміру масиву (тобто [code]arr.slice(1)[/code] є скороченням " +"для [code]arr.slice(1, arr.size())[/code]).\n" +"Якщо [param begin] або [param end] від'ємні, вони будуть братися відносно " +"кінця масиву (тобто [code]arr.slice(0, -2)[/code] є скороченням для " +"[code]arr.slice(0, arr.size() - 2)[/code]).\n" +"Якщо вказано, [param step] є відносним індексом між вихідними елементами. " +"Він може бути від'ємним, тоді [param begin] має бути більшим за [param end]. " +"Наприклад, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] повертає [code]" +"[5, 3][/code].\n" +"Якщо [param deep] має значення true, кожен елемент буде скопійовано за " +"значенням, а не за посиланням." + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -74340,9 +74851,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -74546,9 +75057,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -75618,7 +76129,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -76131,6 +76642,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -76351,6 +76866,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -76358,12 +76879,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -76371,6 +76904,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -76378,6 +76917,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -76391,6 +76936,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -76545,15 +77096,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Максимальне значення для переліку режимів." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -76565,7 +77116,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -77592,7 +78143,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -78045,21 +78596,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -78175,21 +78726,21 @@ msgstr "Повертає косинус параметра." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -79124,7 +79675,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -79674,8 +80225,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -79871,10 +80422,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Повертає косинус параметра." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -81332,10 +81975,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -82347,6 +82997,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -86578,6 +87240,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -86589,6 +87255,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -86672,12 +87351,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Повертає кут до заданого вектора у радіанах." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -86854,6 +87545,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -86861,6 +87556,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -87431,7 +88135,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -88685,8 +89389,8 @@ msgstr "" msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" @@ -88894,7 +89598,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -89688,18 +90392,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -90603,7 +91307,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -92411,14 +93115,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92432,7 +93139,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -92569,15 +93279,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -93607,7 +94320,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -93681,16 +94394,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -93913,21 +94626,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -93936,22 +94672,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -93965,7 +94710,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -93976,7 +94724,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -93993,15 +94744,19 @@ msgstr "Повертає мінімальний кут до заданого в #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -94018,40 +94773,51 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Повертає косинус параметра." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." +msgstr "Повертає кінцевий вузол заданого переходу." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "" +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -94077,101 +94843,137 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Повертає [code]true[/code], якщо AABB точно рівні.\n" +"[b]Примітка:[/b] Через похибки точності обчислень з рухомою комою, " +"розгляньте можливість використання [method is_equal_approx], який є більш " +"надійним." #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" +"Повертає [code]true[/code], якщо AABB точно рівні.\n" +"[b]Примітка:[/b] Через похибки точності обчислень з рухомою комою, " +"розгляньте можливість використання [method is_equal_approx], який є більш " +"надійним." #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -94194,6 +94996,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -94209,9 +95029,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -96089,8 +96911,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -101107,6 +101929,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -102281,8 +103111,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -103301,7 +104131,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -106183,7 +107013,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -106421,6 +107251,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -107278,6 +108145,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -107423,7 +108300,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -107817,25 +108694,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -108209,14 +109067,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108224,7 +109084,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -108537,7 +109398,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -108651,9 +109518,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Повертає косинус параметра." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -108683,7 +109552,8 @@ msgstr "Повертає косинус параметра." #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Повертає косинус параметра." #: doc/classes/RichTextLabel.xml @@ -108746,11 +109616,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -108782,6 +109666,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Повертає значення, яке є протилежним до значення параметра." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -110124,15 +111026,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -110141,32 +111043,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -110203,17 +111111,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -110231,35 +111139,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -110271,8 +111178,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Повертає лишок за двома векторами." #: doc/classes/SceneTree.xml #, fuzzy @@ -110280,59 +111188,58 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Повертає кількість ключів на заданій доріжці." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Повертає косинус параметра." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" "Завершує роботу програми в кінці поточної ітерації. Аргумент [param " @@ -110348,31 +111255,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -110399,11 +111313,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -110434,7 +111348,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -110449,12 +111366,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -110466,70 +111384,90 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] enters this tree." msgstr "" +"Випромінюється, коли [Animation], збережена з ключем [param name], " +"видаляється." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." +#, fuzzy +msgid "Emitted when the [param node] exits this tree." msgstr "" +"Випромінюється, коли [Animation], збережена з ключем [param name], " +"видаляється." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Випромінюється, коли змінюється [member anim_player]." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -112014,8 +112952,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -112043,10 +112983,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Повертає одиницю поділену на квадратний корінь з параметра." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -112262,9 +113203,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -112982,6 +113922,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -112992,9 +113938,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -113928,7 +114872,7 @@ msgstr "Повертає синус параметра." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -114293,7 +115237,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -115914,8 +116858,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -118487,7 +119431,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -118608,9 +119552,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -118834,9 +119778,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Повертає кут до заданого вектора у радіанах." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Повертає кут до заданого вектора у радіанах." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -118894,9 +119839,11 @@ msgid "Returns the number of lines in the text." msgstr "Повертає лишок за двома векторами." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Повертає тангенс параметра." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -118909,9 +119856,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Повертає тангенс параметра." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Повертає тангенс параметра." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -119315,7 +120264,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -119333,9 +120284,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Повертає синус параметра." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -119376,7 +120328,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -119389,7 +120344,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -119686,16 +120644,23 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." -msgstr "Власне малювання в 2D." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the background [Color] of this [TextEdit]." @@ -119976,7 +120941,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -121367,6 +122336,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -123441,7 +124414,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -123808,7 +124782,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -125423,12 +126397,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -125714,7 +126700,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -125765,13 +126751,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Повертає лишок за двома векторами." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -125812,7 +126798,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -125838,7 +126824,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -125847,7 +126833,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -125856,7 +126842,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -125865,7 +126851,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -125907,7 +126893,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -125924,7 +126910,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -125948,7 +126934,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -125968,17 +126954,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -125986,25 +126978,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Створює масив із [PackedVector3Array]." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -126020,8 +127046,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126031,8 +127066,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -126042,68 +127077,164 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Повертає [code]true[/code], якщо AABB точно рівні.\n" +"[b]Примітка:[/b] Через похибки точності обчислень з рухомою комою, " +"розгляньте можливість використання [method is_equal_approx], який є більш " +"надійним." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Повертає [code]true[/code], якщо AABB точно рівні.\n" +"[b]Примітка:[/b] Через похибки точності обчислень з рухомою комою, " +"розгляньте можливість використання [method is_equal_approx], який є більш " +"надійним." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -129539,7 +130670,8 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +#, fuzzy +msgid "A 2D vector using floating-point coordinates." msgstr "2D-вектор з координатами з плаваючою комою." #: doc/classes/Vector2.xml @@ -129849,10 +130981,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -129892,8 +131027,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -130316,7 +131455,8 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +#, fuzzy +msgid "A 3D vector using floating-point coordinates." msgstr "3D-вектор, що використовує координати з плаваючою комою." #: doc/classes/Vector3.xml @@ -130427,7 +131567,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -130836,7 +131982,8 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +#, fuzzy +msgid "A 4D vector using floating-point coordinates." msgstr "4D-вектор з координатами з плаваючою комою." #: doc/classes/Vector4.xml @@ -131703,9 +132850,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -132283,16 +133430,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -132305,7 +133452,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -133002,12 +134152,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Повертає синус параметра." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." -msgstr "" +#, fuzzy +msgid "Indicates an output node of [VisualShader]." +msgstr "Вхідні та вихідні вузли однакові." #: doc/classes/VisualShaderNode.xml #, fuzzy @@ -134589,17 +135740,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -134798,8 +135951,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -135606,7 +136759,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -135631,7 +136784,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -135662,7 +136815,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -135732,7 +136885,7 @@ msgstr "" #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -137514,6 +138667,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -137777,7 +138938,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -139205,10 +140366,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -139220,9 +140381,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -139241,6 +140404,467 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Повертає синус параметра." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Повертає косинус параметра." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Повертає синус параметра." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Повертає синус параметра." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -139969,6 +141593,264 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Повертає синус параметра." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Повертає кут до заданого вектора у радіанах." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Повертає кут до заданого вектора у радіанах." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Повертає модуль параметра." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Обчислює векторний добуток цього вектора і [code]b[/code]." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Повертає кут до заданого вектора у радіанах." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Повертає синус параметра." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Повертає тангенс параметра." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Повертає косинус параметра." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Повертає синус параметра." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Повертає синус параметра." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "Середня кнопка мишки." + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Повертає синус параметра." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -139999,12 +141881,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -140369,7 +142253,7 @@ msgstr "Повертає синус параметра." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -140664,7 +142548,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -140809,10 +142693,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -140859,6 +142751,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -140870,6 +142773,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Повертає значення, яке є протилежним до значення параметра." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -140909,10 +142823,18 @@ msgstr "Повертає значення, яке є протилежним до msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -140939,6 +142861,23 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Випромінюється, коли змінюється [member anim_player]." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "" +"Випромінюється, коли [Animation], збережена з ключем [param name], " +"видаляється." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Випромінюється при зміні інформації про вхідний порт." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -140956,6 +142895,23 @@ msgstr "" msgid "Emitted when an existing face tracker is updated." msgstr "Випромінюється при зміні інформації про вхідний порт." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Випромінюється, коли змінюється [member anim_player]." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "" +"Випромінюється, коли [Animation], збережена з ключем [param name], " +"видаляється." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Випромінюється при зміні інформації про вхідний порт." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/vi.po b/classes/vi.po index 3cf31bf..eece5e0 100644 --- a/classes/vi.po +++ b/classes/vi.po @@ -193,6 +193,10 @@ msgid "This value is an integer composed as a bitmask of the following flags." msgstr "" "Giá trị này là một số nguyên được tính như là bitmask của những flags sau." +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py #, fuzzy msgid "" @@ -1210,6 +1214,20 @@ msgid "" "[/codeblock]" msgstr "" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -2696,7 +2714,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml #, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2713,8 +2731,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -2727,12 +2746,19 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" +"Trả về lũy thừa cơ [code]x[/code] mũ [code]y[/code].\n" +"[codeblock]\n" +"pow(2, 5) # Trả về 32\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/@GlobalScope.xml @@ -2983,9 +3009,10 @@ msgid "" msgstr "" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3002,11 +3029,22 @@ msgid "" "Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or " "[method Vector4i.snapped]." msgstr "" +"Làm tròn [code]s[/code] xuống (tiến tới âm vô cực), trả về số nguyên gần " +"nhất nhưng không lớn hơn [code]s[/code].\n" +"[codeblock]\n" +"a = floor(2.45) #a bằng 2.0\n" +"a = floor(2.99) #a bằng 2.0\n" +"a = floor(-2.99) #a bằng -3.0\n" +"[/codeblock]\n" +"Xem thêm [method ceil], [method round], [method stepify] và [int].\n" +"[b]Lưu ý:[/b] Hàm này trả về số thực. Nếu cần số nguyên và [code]s[/code] là " +"một số không âm, bạn có thể dùng hàm [code]int(s)[/code] trực tiếp." #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -3014,6 +3052,10 @@ msgid "" "snappedf(3.14159, 0.01) # Returns 3.14\n" "[/codeblock]" msgstr "" +"Trả về lũy thừa cơ [code]x[/code] mũ [code]y[/code].\n" +"[codeblock]\n" +"pow(2, 5) # Trả về 32\n" +"[/codeblock]" #: doc/classes/@GlobalScope.xml #, fuzzy @@ -8138,7 +8180,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -8201,7 +8247,7 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" @@ -8276,10 +8322,10 @@ msgstr "" #: doc/classes/AnimationNode.xml msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" #: doc/classes/AnimationNode.xml @@ -9353,7 +9399,7 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" @@ -16467,7 +16513,7 @@ msgstr "" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -17635,6 +17681,12 @@ msgid "" "HorizontalAlignment] constants." msgstr "" +#: doc/classes/Button.xml +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -17905,9 +17957,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -17956,6 +18008,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" @@ -17970,7 +18039,9 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" #: doc/classes/Callable.xml @@ -18014,6 +18085,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" @@ -18024,6 +18102,17 @@ msgid "" "[Array]." msgstr "" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -18069,8 +18158,12 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" #: doc/classes/Callable.xml @@ -19799,7 +19892,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" @@ -19839,7 +19932,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "" #: doc/classes/CanvasItem.xml @@ -20070,7 +20163,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "" @@ -21375,22 +21468,20 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeEdit.xml @@ -21883,8 +21974,9 @@ msgstr "" msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml @@ -22033,12 +22125,11 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" #: doc/classes/CodeHighlighter.xml @@ -24324,22 +24415,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -24348,6 +24436,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -24358,9 +24452,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -28779,18 +28871,17 @@ msgstr "" msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -30693,13 +30784,14 @@ msgstr "" #: doc/classes/DisplayServer.xml msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" #: doc/classes/DisplayServer.xml @@ -34013,10 +34105,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -34236,9 +34324,15 @@ msgid "" msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Allow an application to make its activities persistent." +msgstr "" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 29." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34246,8 +34340,7 @@ msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34271,12 +34364,15 @@ msgid "" "permission#READ_CONTACTS]READ_CONTACTS[/url]." msgstr "" +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +msgid "Deprecated in API level 33." +msgstr "" + #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -34389,10 +34485,6 @@ msgid "" "permission#REORDER_TASKS]REORDER_TASKS[/url]." msgstr "" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -35683,9 +35775,7 @@ msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -35787,13 +35877,13 @@ msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -38462,7 +38552,7 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -38658,11 +38748,12 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" #: doc/classes/EditorPlugin.xml @@ -39596,19 +39687,31 @@ msgid "" "Original\" mode to reference external textures." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." msgstr "" #: doc/classes/EditorScenePostImport.xml @@ -39861,14 +39964,15 @@ msgid "Clear the selection." msgstr "" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." -msgstr "" +#, fuzzy +msgid "Returns the list of selected nodes." +msgstr "Trả về sin của tham số." #: doc/classes/EditorSelection.xml msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" #: doc/classes/EditorSelection.xml @@ -40636,6 +40740,13 @@ msgid "" "having to exit panning and adjust the mouse cursor." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -40671,6 +40782,114 @@ msgid "" "[code]true[/code]." msgstr "" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "Trả về độ dài [Vector3] trong đồ thị shader." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "Trả về côsin của tham số." + +#: doc/classes/EditorSettings.xml +msgid "The pattern used for the background grid." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -40827,7 +41046,7 @@ msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" #: doc/classes/EditorSettings.xml @@ -41003,12 +41222,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41189,17 +41408,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -41380,6 +41597,13 @@ msgid "" "background." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -41418,6 +41642,13 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "Trả về sin của tham số." + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -43459,18 +43690,20 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -43485,32 +43718,40 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -43519,42 +43760,51 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns Godot license text." -msgstr "" - -#: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" + +#: doc/classes/Engine.xml +#, fuzzy +msgid "Returns the full Godot license text." +msgstr "Trả về phần dư của hai vector." + +#: doc/classes/Engine.xml +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" + +#: doc/classes/Engine.xml +msgid "" +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -43579,27 +43829,28 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -43608,7 +43859,7 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns an instance of a [ScriptLanguage] with the given index." +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "Trả về sin nghịch đảo của tham số." #: doc/classes/Engine.xml @@ -43619,52 +43870,59 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" #: doc/classes/Engine.xml #, fuzzy -msgid "Returns a list of available global singletons." +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "Trả về phần dư của hai vector." #: doc/classes/Engine.xml msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -43673,24 +43931,39 @@ msgstr "" #: doc/classes/Engine.xml msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" #: doc/classes/Engine.xml -#, fuzzy msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." -msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." +msgstr "" #: doc/classes/Engine.xml msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -43707,18 +43980,30 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" msgstr "" #: doc/classes/Engine.xml @@ -43726,70 +44011,72 @@ msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" #: doc/classes/Engine.xml msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "" #: doc/classes/Engine.xml msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" #: doc/classes/Engine.xml msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" #: doc/classes/Engine.xml msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -43797,16 +44084,16 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" #: doc/classes/Engine.xml @@ -43834,31 +44121,34 @@ msgid "" "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -44207,7 +44497,11 @@ msgid "" msgstr "" #: doc/classes/Environment.xml -msgid "The glow blending mode." +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44218,11 +44512,16 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" #: doc/classes/Environment.xml @@ -44255,33 +44554,59 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44292,7 +44617,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44301,7 +44629,10 @@ msgid "" "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44309,13 +44640,19 @@ msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -44323,7 +44660,10 @@ msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" #: doc/classes/Environment.xml @@ -45297,6 +45637,31 @@ msgid "" "distortion." msgstr "" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "" @@ -46139,6 +46504,10 @@ msgstr "" msgid "Custom icon for the back arrow." msgstr "" +#: doc/classes/FileDialog.xml +msgid "Custom icon for the create folder button." +msgstr "" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "" @@ -46231,7 +46600,7 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +msgid "A built-in type for floating-point numbers." msgstr "" #: doc/classes/float.xml @@ -46534,11 +46903,11 @@ msgid "" msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +msgid "The horizontal separation of child nodes." msgstr "" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +msgid "The vertical separation of child nodes." msgstr "" #: doc/classes/FogMaterial.xml @@ -46748,8 +47117,7 @@ msgstr "" #: doc/classes/Font.xml msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -48917,6 +49285,31 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "Trả về sin của tham số." + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -49472,6 +49865,56 @@ msgid "" "range). When creating a Godot light, the range is clamped to 4096." msgstr "" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "Trả về [Texture2D] của khung hình được cho." + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "Trả về phần dư của hai vector." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "" @@ -49520,8 +49963,8 @@ msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" #: modules/gltf/doc_classes/GLTFNode.xml @@ -49544,6 +49987,11 @@ msgid "" "that describes the mesh's properties. If -1, this node is not a mesh." msgstr "" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "Trả về phần dư của hai vector." + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -50078,6 +50526,20 @@ msgid "" "when writing to a file. If writing to a buffer, this will be an empty string." msgstr "" +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The binary buffer attached to a .glb file." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -50116,6 +50578,10 @@ msgid "" "behavior." msgstr "" +#: modules/gltf/doc_classes/GLTFTexture.xml +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -54800,7 +55266,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54813,7 +55279,7 @@ msgstr "" msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" #: doc/classes/Image.xml @@ -54946,13 +55412,13 @@ msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "" #: doc/classes/Image.xml msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "" @@ -55706,7 +56172,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" #: doc/classes/Input.xml @@ -55729,8 +56200,9 @@ msgid "" "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -55900,16 +56372,15 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" #: doc/classes/Input.xml msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" #: doc/classes/Input.xml @@ -57080,7 +57551,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -61126,6 +61597,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -61943,8 +62415,8 @@ msgstr "" msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61952,8 +62424,8 @@ msgstr "" msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61961,8 +62433,8 @@ msgstr "" msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -61970,8 +62442,8 @@ msgstr "" msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" @@ -62202,8 +62674,9 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." -msgstr "" +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62238,9 +62711,11 @@ msgid "Mode for the approximate convex decomposition." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." -msgstr "" +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" @@ -62250,8 +62725,8 @@ msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -62420,12 +62895,10 @@ msgstr "" #: doc/classes/MeshDataTool.xml msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" #: doc/classes/MeshDataTool.xml @@ -63171,8 +63644,8 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -64712,7 +65185,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -65228,7 +65701,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -66008,16 +66481,20 @@ msgid "" "A bitfield determining all avoidance layers for the avoidance constrain." msgstr "" +#: doc/classes/NavigationRegion2D.xml +msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + #: doc/classes/NavigationRegion2D.xml msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" #: doc/classes/NavigationRegion2D.xml @@ -66164,7 +66641,7 @@ msgstr "" msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -66328,10 +66805,10 @@ msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -66611,6 +67088,15 @@ msgid "" "a distance used to connect two regions." msgstr "" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -66985,8 +67471,8 @@ msgstr "" msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -68727,9 +69213,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" #: doc/classes/Node.xml @@ -69118,20 +69604,20 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" #: doc/classes/Node.xml msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" @@ -69181,14 +69667,14 @@ msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "" #: doc/classes/Node.xml msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "" #: doc/classes/Node.xml @@ -69411,8 +69897,10 @@ msgstr "Trả về sin của tham số." #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" #: doc/classes/Node3D.xml @@ -69609,7 +70097,9 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "Trả về sin của tham số." #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." msgstr "" #: doc/classes/Node3D.xml @@ -70023,6 +70513,21 @@ msgid "" "empty [String] ([code]\"\"[/code])." msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." +#: doc/classes/NodePath.xml +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" + #: doc/classes/NodePath.xml #, fuzzy msgid "Returns [code]true[/code] if two node paths are not equal." @@ -70557,9 +71062,9 @@ msgstr "" #: doc/classes/Object.xml msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -70763,9 +71268,9 @@ msgid "" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -71835,7 +72340,7 @@ msgstr "" #: modules/openxr/doc_classes/OpenXRAction.xml msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -72336,6 +72841,10 @@ msgid "" "level." msgstr "" +#: modules/openxr/doc_classes/OpenXRHand.xml +msgid "Use [XRHandModifier3D] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "" @@ -72555,6 +73064,12 @@ msgid "" "been initialized." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -72562,12 +73077,24 @@ msgid "" "[XROrigin3D]!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -72575,6 +73102,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -72582,6 +73115,12 @@ msgid "" "[XROrigin3D] without worldscale applied!" msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -72595,6 +73134,12 @@ msgid "" "of a hand ([param hand]) as provided by OpenXR." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " @@ -72749,15 +73294,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "Trả về giá trị tuyệt đối của tham số." -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "" @@ -72769,7 +73314,7 @@ msgstr "" msgid "Thumb distal joint." msgstr "" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "" @@ -73796,7 +74341,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" #: doc/classes/OS.xml @@ -74249,21 +74794,21 @@ msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -74379,21 +74924,21 @@ msgstr "Trả về côsin của tham số." #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" #: doc/classes/PackedByteArray.xml msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -75313,7 +75858,7 @@ msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" @@ -75847,8 +76392,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" @@ -76042,10 +76587,102 @@ msgstr "" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + +#: doc/classes/Parallax2D.xml +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -77504,10 +78141,17 @@ msgstr "" msgid "Sets the body's transform." msgstr "" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" #: doc/classes/PhysicalBone3D.xml @@ -78519,6 +79163,18 @@ msgid "" "bounciness instead of adding it." msgstr "" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -82762,6 +83418,10 @@ msgid "" "with echo events." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -82773,6 +83433,19 @@ msgid "" "will be created from the index." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -82856,12 +83529,24 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "Trả về sin của tham số." +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " "add_submenu_item] for more info on how to add a submenu." msgstr "" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "Trả về sin của tham số." + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Returns the text of the item at the given [param index]." @@ -83037,6 +83722,10 @@ msgstr "" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -83044,6 +83733,15 @@ msgid "" "clicked." msgstr "" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "Sets the text of the item at the given [param index]." @@ -83613,7 +84311,7 @@ msgstr "" #: doc/classes/Projection.xml msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -84873,13 +85571,14 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." -msgstr "" +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/ProjectSettings.xml msgid "" @@ -85088,7 +85787,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -85882,18 +86581,18 @@ msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" @@ -86794,7 +87493,7 @@ msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -88602,14 +89301,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88623,7 +89325,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" #: doc/classes/ProjectSettings.xml @@ -88760,15 +89465,18 @@ msgid "" "there is no depth prepass performed." msgstr "" +#: doc/classes/ProjectSettings.xml +msgid "" +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "The thread model to use for rendering. Rendering on a thread may improve " "performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"jitter." msgstr "" #: doc/classes/ProjectSettings.xml @@ -89798,7 +90506,7 @@ msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -89872,16 +90580,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -90104,21 +90812,44 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml @@ -90127,22 +90858,31 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." msgstr "" #: doc/classes/Quaternion.xml @@ -90156,7 +90896,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." msgstr "" #: doc/classes/Quaternion.xml @@ -90167,7 +90910,10 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." msgstr "" #: doc/classes/Quaternion.xml @@ -90184,15 +90930,19 @@ msgstr "Trả về sin nghịch đảo của tham số." #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." msgstr "" #: doc/classes/Quaternion.xml @@ -90215,40 +90965,50 @@ msgstr "" "Dùng cách này nhanh hơn [method is_equal_approx] với một tham số là 0." #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." -msgstr "" +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." +msgid "Returns this quaternion's length, also called magnitude." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" #: doc/classes/Quaternion.xml @@ -90269,39 +91029,48 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -90310,48 +91079,65 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " -"two nearby rotations." -msgstr "" - -#: doc/classes/Quaternion.xml -msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Multiplies each component of the [Quaternion] by the right [float] value.\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " +"two nearby rotations." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" #: doc/classes/Quaternion.xml #, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" @@ -90360,16 +91146,16 @@ msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" #: doc/classes/Quaternion.xml msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" @@ -90392,6 +91178,24 @@ msgid "" "[/codeblock]" msgstr "" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -90407,9 +91211,11 @@ msgstr "" #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" #: doc/classes/RandomNumberGenerator.xml @@ -92253,8 +93059,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" #: doc/classes/RefCounted.xml @@ -97265,6 +98071,14 @@ msgid "" "[Vector2]." msgstr "" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "" @@ -98438,8 +99252,8 @@ msgstr "" #: doc/classes/RenderingServer.xml msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -99458,7 +100272,7 @@ msgid "Returns the viewport's last rendered frame." msgstr "" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +msgid "Detaches a viewport from a canvas." msgstr "" #: doc/classes/RenderingServer.xml @@ -102339,7 +103153,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" #: doc/classes/Resource.xml @@ -102577,6 +103391,43 @@ msgid "" "failure." msgstr "" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "" @@ -103434,6 +104285,16 @@ msgid "" "root node instead." msgstr "" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -103579,7 +104440,7 @@ msgstr "" msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -103973,25 +104834,6 @@ msgid "" "load_threaded_get]." msgstr "" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "" @@ -104365,14 +105207,16 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104380,7 +105224,8 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -104693,7 +105538,13 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" #: doc/classes/RichTextLabel.xml @@ -104807,9 +105658,11 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml -#, fuzzy -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -104840,7 +105693,8 @@ msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm. #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/RichTextLabel.xml @@ -104903,11 +105757,25 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" #: doc/classes/RichTextLabel.xml @@ -104939,6 +105807,24 @@ msgstr "" msgid "Selects the whole [RichTextLabel] text." msgstr "Trả về giá trị đối của tham số." +#: doc/classes/RichTextLabel.xml +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "" @@ -106278,15 +107164,15 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" #: doc/classes/SceneTree.xml @@ -106295,32 +107181,38 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" #: doc/classes/SceneTree.xml @@ -106357,17 +107249,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -106385,35 +107277,34 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." msgstr "" #: doc/classes/SceneTree.xml @@ -106425,8 +107316,9 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." -msgstr "" +#, fuzzy +msgid "Returns the number of nodes inside this tree." +msgstr "Trả về phần dư của hai vector." #: doc/classes/SceneTree.xml #, fuzzy @@ -106434,89 +107326,94 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "Trả về phần dư của hai vector." #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + +#: doc/classes/SceneTree.xml +msgid "" +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" #: doc/classes/SceneTree.xml @@ -106543,11 +107440,11 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" #: doc/classes/SceneTree.xml @@ -106578,7 +107475,10 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." msgstr "" #: doc/classes/SceneTree.xml @@ -106593,12 +107493,13 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" #: doc/classes/SceneTree.xml @@ -106610,70 +107511,86 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." +msgid "" +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "Trả về tan của tham số." #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "Trả về tan của tham số." #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "Trả về tan của tham số." #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "" - -#: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +msgid "Call nodes within a group with no special behavior (default)." msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." +msgstr "" + +#: doc/classes/SceneTree.xml +msgid "" +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -108157,8 +109074,10 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" #: doc/classes/Skeleton3D.xml @@ -108186,10 +109105,11 @@ msgid "" msgstr "" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." -msgstr "" +msgstr "Trả về nghịch đảo căn bậc hai của tham số." #: doc/classes/Skeleton3D.xml #, fuzzy @@ -108401,9 +109321,8 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" #: doc/classes/Skeleton3D.xml @@ -109121,6 +110040,12 @@ msgid "" "This node is what the modification will rotate the [Bone2D] to." msgstr "" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -109131,9 +110056,7 @@ msgstr "" msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" #: doc/classes/SkeletonModification2DPhysicalBones.xml @@ -110067,7 +110990,7 @@ msgstr "Trả về sin của tham số." #: doc/classes/SpinBox.xml msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -110431,7 +111354,7 @@ msgstr "" #: doc/classes/Sprite2D.xml msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -112053,8 +112976,8 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -114621,7 +115544,7 @@ msgstr "" #: doc/classes/TabContainer.xml msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -114742,9 +115665,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" #: doc/classes/TCPServer.xml @@ -114968,9 +115891,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "Trả về sin nghịch đảo của tham số." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the type of the gutter at the given index." -msgstr "Trả về sin nghịch đảo của tham số." +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115028,9 +115952,11 @@ msgid "Returns the number of lines in the text." msgstr "Trả về phần dư của hai vector." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "Trả về [Texture2D] của khung hình được cho." +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115043,9 +115969,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "Trả về [Texture2D] của khung hình được cho." #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "Trả về [Texture2D] của khung hình được cho." +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -115448,7 +116376,9 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115466,9 +116396,10 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "" #: doc/classes/TextEdit.xml -#, fuzzy -msgid "Sets the type of gutter." -msgstr "Trả về sin của tham số." +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml #, fuzzy @@ -115509,7 +116440,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115522,7 +116456,10 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." msgstr "" #: doc/classes/TextEdit.xml @@ -115814,15 +116751,22 @@ msgid "" msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw a string." +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." msgstr "" #: doc/classes/TextEdit.xml @@ -116105,7 +117049,11 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." msgstr "" #: doc/classes/TextMesh.xml @@ -117502,6 +118450,10 @@ msgstr "" msgid "Grapheme is an object replacement character for the embedded object." msgstr "" +#: doc/classes/TextServer.xml +msgid "Grapheme is a soft hyphen." +msgstr "" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "" @@ -119571,7 +120523,8 @@ msgid "" "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" @@ -119936,7 +120889,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" @@ -121553,12 +122506,24 @@ msgstr "" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" #: doc/classes/Timer.xml @@ -121828,7 +122793,7 @@ msgid "" "[member y], and the [member origin] (the three column vectors)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -121879,13 +122844,13 @@ msgstr "" msgid "Returns the transform's skew (in radians)." msgstr "Trả về phần dư của hai vector." -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -121929,7 +122894,7 @@ msgid "" "Operations take place in global space." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -121955,7 +122920,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121964,7 +122929,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -121973,7 +122938,7 @@ msgid "" "This can be seen as transforming with respect to the local frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -121982,7 +122947,7 @@ msgid "" "This can be seen as transforming with respect to the global/parent frame." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -122024,7 +122989,7 @@ msgstr "" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" @@ -122044,7 +123009,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -122068,7 +123033,7 @@ msgid "" "[member origin] vector, which inversely scales it uniformly." msgstr "" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -122088,17 +123053,23 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." msgstr "" #: doc/classes/Transform3D.xml @@ -122106,25 +123077,59 @@ msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." +msgstr "Trả về sin nghịch đảo của tham số." + +#: doc/classes/Transform3D.xml +msgid "" +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -122140,8 +123145,17 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122151,8 +123165,8 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -122162,68 +123176,160 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" #: doc/classes/Transform3D.xml msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "" +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Trả về [code]đúng[/code] nếu [code]s[/code] bằng 0 hoặc gần bằng 0.\n" +"Dùng cách này nhanh hơn [method is_equal_approx] với một tham số là 0." + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"Trả về [code]đúng[/code] nếu [code]s[/code] bằng 0 hoặc gần bằng 0.\n" +"Dùng cách này nhanh hơn [method is_equal_approx] với một tham số là 0." + #: doc/classes/Translation.xml msgid "" "A language translation that maps a collection of strings to their individual " @@ -125654,8 +126760,9 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 2D vector using floating-point coordinates." +msgstr "Trả về phần dư của hai vector." #: doc/classes/Vector2.xml msgid "" @@ -125967,10 +127074,13 @@ msgid "" msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "Trả về phần dư của hai vector." +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -126010,8 +127120,12 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml @@ -126430,8 +127544,9 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 3D vector using floating-point coordinates." +msgstr "Trả về phần dư của hai vector." #: doc/classes/Vector3.xml msgid "" @@ -126541,7 +127656,13 @@ msgid "" msgstr "" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml @@ -126950,8 +128071,9 @@ msgid "" msgstr "" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." -msgstr "" +#, fuzzy +msgid "A 4D vector using floating-point coordinates." +msgstr "Trả về phần dư của hai vector." #: doc/classes/Vector4.xml msgid "" @@ -127813,9 +128935,9 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -128395,16 +129517,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" @@ -128417,7 +129539,10 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." msgstr "" #: doc/classes/Viewport.xml @@ -129121,11 +130246,11 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "Trả về sin của tham số." #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +msgid "Indicates an invalid [VisualShader] node." msgstr "" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +msgid "Indicates an output node of [VisualShader]." msgstr "" #: doc/classes/VisualShaderNode.xml @@ -130719,17 +131844,19 @@ msgstr "" #: doc/classes/VisualShaderNodeIf.xml #, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "Trả về độ dài [Vector3] trong đồ thị shader." #: doc/classes/VisualShaderNodeIf.xml msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" @@ -130932,8 +132059,8 @@ msgstr "" #: doc/classes/VisualShaderNodeIs.xml msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" #: doc/classes/VisualShaderNodeLinearSceneDepth.xml @@ -131756,7 +132883,7 @@ msgstr "Trả về độ dài [Vector3] trong đồ thị shader." #: doc/classes/VisualShaderNodeTransformCompose.xml msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -131783,7 +132910,7 @@ msgstr "Trả về độ dài [Vector3] trong đồ thị shader." #: doc/classes/VisualShaderNodeTransformDecompose.xml msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "" @@ -131816,7 +132943,7 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "Trả về độ dài [Vector3] trong đồ thị shader." #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -131888,7 +133015,7 @@ msgstr "Trả về độ dài [Vector3] trong đồ thị shader." #: doc/classes/VisualShaderNodeTransformVecMult.xml msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "" @@ -133681,6 +134808,14 @@ msgid "" "display_refresh_rate_changed] is emitted." msgstr "" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -133924,7 +135059,7 @@ msgstr "" #: doc/classes/Window.xml msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -135351,10 +136486,10 @@ msgstr "" #: doc/classes/XRAnchor3D.xml msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -135366,9 +136501,11 @@ msgid "" "is in view." msgstr "" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -135387,6 +136524,457 @@ msgid "" "the surface of that table." msgstr "" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "Specifies the type of updates to perform on the bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "A tracked body in XR." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "The type of body tracking data captured." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Root joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hips joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Spine joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper chest joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Neck joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Head tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right shoulder joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower arm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right upper leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right lower leg joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right foot joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right toes joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right hand joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right palm joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right wrist joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right thumb tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right index finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right middle finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right ring finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Right pinky finger tip joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -136115,6 +137703,259 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "Trả về sin của tham số." +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A tracked hand in XR." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "Trả về sin nghịch đảo của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "Trả về giá trị tuyệt đối của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "Trả về tan của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." + +#: doc/classes/XRHandTracker.xml +msgid "A left hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "A right hand." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "The source of hand tracking data is unknown." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Thumb phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Index finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Middle finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Ring finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger metacarpal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx proximal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx intermediate joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "Pinky finger tip joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "Trả về sin của tham số." + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's angular velocity data is valid." +msgstr "" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "" @@ -136145,12 +137986,14 @@ msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "" #: doc/classes/XRInterface.xml msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -136515,7 +138358,7 @@ msgstr "Trả về sin của tham số." #: doc/classes/XRInterfaceExtension.xml msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "" @@ -136810,7 +138653,7 @@ msgid "" msgstr "" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +msgid "Tracking information is considered accurate and up to date." msgstr "" #: doc/classes/XRPositionalTracker.xml @@ -136955,10 +138798,18 @@ msgid "" "and handles all the processing." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "" +#: doc/classes/XRServer.xml +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "" @@ -137005,6 +138856,17 @@ msgid "" "platform by name and initialize it." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -137016,6 +138878,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "Trả về giá trị đối của tham số." + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "" @@ -137055,10 +138928,18 @@ msgstr "Trả về giá trị đối của tham số." msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "" @@ -137085,6 +138966,21 @@ msgid "" "VR platforms assume that 1 game unit corresponds to 1 real world meter." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "Trả về tan của tham số." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "Trả về tan của tham số." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "Trả về tan của tham số." + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -137100,6 +138996,21 @@ msgstr "Trả về tan của tham số." msgid "Emitted when an existing face tracker is updated." msgstr "Trả về tan của tham số." +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "Trả về tan của tham số." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "Trả về tan của tham số." + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "Trả về tan của tham số." + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/zh_CN.po b/classes/zh_CN.po index df7e6d9..e37796c 100644 --- a/classes/zh_CN.po +++ b/classes/zh_CN.po @@ -255,6 +255,10 @@ msgstr "本方法描述的是使用本类型作为左操作数的有效操作符 msgid "This value is an integer composed as a bitmask of the following flags." msgstr "这个值是由下列标志构成的位掩码整数。" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -664,9 +668,9 @@ msgid "" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" -"返回给定 Variant [param var] 的长度。长度可以是 [String] 或 [StringName] " -"的字符数、任意数组类型的元素数、或 [Dictionary] 的大小等。对于所有其他 " -"Variant 类型,都会生成运行时错误并停止执行。\n" +"返回给定 Variant [param var] 的长度。长度可以是 [String] 或 [StringName] 的字" +"符数、任意数组类型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类" +"型,都会生成运行时错误并停止执行。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # 返回 4\n" @@ -712,22 +716,21 @@ msgstr "" "返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" "方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可" "能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" -"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。" -"该方法相当于使用 [constant ResourceLoader.CACHE_MODE_REUSE] 调用 [method " -"ResourceLoader.load]。\n" -"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路径”" -",或将文件从文件系统停靠面板拖到脚本中获得。\n" +"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。该方法相当于" +"使用 [constant ResourceLoader.CACHE_MODE_REUSE] 调用 [method ResourceLoader." +"load]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" "[codeblock]\n" "# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" "var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" "[/codeblock]\n" "[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" -"这个方法是 [method ResourceLoader.load] " -"的简化版,原方法可以用于更高级的场景。\n" -"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。" -"如果你想在运行时加载 [Image],你可以使用 [method Image." -"load]。如果要导入音频文件,可以使用 [member AudioStreamMP3.data] " -"中描述的代码片段。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" +"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " +"[member AudioStreamMP3.data] 中描述的代码片段。\n" "[b]注意:[/b]如果 [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." "load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " @@ -1549,15 +1552,15 @@ msgstr "" "定义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param " "step] 的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [member " "EditorSettings.interface/inspector/default_float_step] 设置。\n" -"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] " -",那么编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] " -"提示将使范围内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] " -"提示将隐藏编辑器部件中的滑块。\n" +"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" +"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" +"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" +"的滑块。\n" "提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可" -"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)" -"。[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 " -"[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符串。" -"\n" +"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度" +"数)。[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使" +"用 [code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符" +"串。\n" "另见 [constant PROPERTY_HINT_RANGE]。\n" "[codeblock]\n" "@export_range(0, 20) var number\n" @@ -1572,6 +1575,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3180,40 +3197,40 @@ msgid "" "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" -"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制台" -"。\n" -"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、[code]" -"s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、[code]cen" -"ter[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/code]、[co" -"de]fgcolor[/code]。\n" -"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、[code]green" -"[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/code]、[code]" -"pink[/code]、[code]purple[/code]、[code]cyan[/code]、[code]white[/code]、[cod" -"e]orange[/code]、[code]gray[/code]。不支持十六进制颜色代码。\n" +"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" +"台。\n" +"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" +"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" +"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" +"code]、[code]fgcolor[/code]。\n" +"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" +"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" +"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" +"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜" +"色代码。\n" "URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" -"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI " -"转义码以供终端仿真器显示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜" -"体和删除线。在标准输出中,[code]code[/code] " -"会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会原样保留。\n" +"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显" +"示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出" +"中,[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输" +"出中会原样保留。\n" "[codeblocks]\n" "[gdscript skip-lint]\n" -"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗体“" -"Hello world!”\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" +"体“Hello world!”\n" "[/gdscript]\n" "[csharp skip-lint]\n" -"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // " -"输出绿色的粗体“Hello world!”\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" +"体“Hello world!”\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] " -"来打印错误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们" -"与用于调试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" -"[b]注意:[/b]在 Windows 中,只有 Windows 10 " -"及后续版本能够在标准输出中正确显示 ANSI 转义码。\n" -"[b]注意:[/b]在编辑器中显示的输出支持可点击的 [code skip-" -"lint][url=address]文本[/url][/code] 标签。点击时, [code skip-" -"lint][url][/code] 标签的 [code]address[/code] 值由 [method OS.shell_open] " -"处理。" +"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" +"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" +"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" +"示 ANSI 转义码。\n" +"[b]注意:[/b]在编辑器中显示的输出支持可点击的 [code skip-lint][url=address]文" +"本[/url][/code] 标签。点击时, [code skip-lint][url][/code] 标签的 " +"[code]address[/code] 值由 [method OS.shell_open] 处理。" #: doc/classes/@GlobalScope.xml msgid "" @@ -3433,8 +3450,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3456,8 +3474,9 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3483,13 +3502,18 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" -"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 " -"[param deviation] 的 Box-Muller 变换。这也被称为高斯分布。" +"使用具有指定 [param mean] 和标准 [param deviation] 的 Box-Muller 变换,返回一" +"个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]的伪随" +"机数。这也被称为高斯分布。" #: doc/classes/@GlobalScope.xml msgid "" @@ -3860,9 +3884,10 @@ msgstr "" "[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3896,9 +3921,10 @@ msgstr "" "[method Vector4i.snapped]。" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -4073,8 +4099,8 @@ msgstr "" "type]。此方法对类型的处理十分宽松,可以在数组类型之间自动转换,将数值的 " "[String] 转换为 [int],也可以将大多数内容转换为 [String]。\n" "如果无法完成类型转换,此方法将返回该类型的默认值,例如 [Rect2] 转换为 " -"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] " -"是一个有效的 Variant 类型,此方法就永远不会显示错误消息。\n" +"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效" +"的 Variant 类型,此方法就永远不会显示错误消息。\n" "返回的值是一个 [Variant],但是其中的数据以及其类型将会与请求的类型相同。\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # 返回 0\n" @@ -5533,11 +5559,11 @@ msgid "" "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" -"用于仅出现一次的键,或者当比较不需要区分 [code]LEFT[/code] 和 " -"[code]RIGHT[/code] 版本时。\n" +"用于仅出现一次的键,或者当比较不需要区分 [code]LEFT[/code] 和 [code]RIGHT[/" +"code] 版本时。\n" "例如,当使用 [method InputEvent.is_match] 时,具有 [constant " -"KEY_LOCATION_UNSPECIFIED] 的事件将与传递的事件上的任意 [enum KeyLocation] " -"匹配。" +"KEY_LOCATION_UNSPECIFIED] 的事件将与传递的事件上的任意 [enum KeyLocation] 匹" +"配。" #: doc/classes/@GlobalScope.xml msgid "A key which is to the left of its twin." @@ -5805,8 +5831,8 @@ msgid "" msgstr "" "音符被释放时发送的 MIDI 消息。\n" "[b]注意:[/b]并非所有 MIDI 设备都会发送该消息;有些可能会发送 [constant " -"MIDI_MESSAGE_NOTE_ON],并将 [member InputEventMIDI.velocity] 设置为 " -"[code]0[/code]。" +"MIDI_MESSAGE_NOTE_ON],并将 [member InputEventMIDI.velocity] 设置为 [code]0[/" +"code]。" #: doc/classes/@GlobalScope.xml msgid "MIDI message sent when a note is pressed." @@ -5828,9 +5854,9 @@ msgid "" msgstr "" "控制器值发生变化时发送的 MIDI 消息。MIDI 设备中不演奏音符的输入都属于控制器。" "包括音量滑块、平衡滑块、声像滑块,以及各种开关和踏板等。简要清单见 " -"[url=https://zh.wikipedia.org/zh-cn/General_MIDI#%E6%8E%A7%E5%88%B6%E5%99%A8%" -"E4%BA%8B%E4%BB%B6%EF%BC%88Controller_events%EF%BC%89]General MIDI " -"规范[/url]。" +"[url=https://zh.wikipedia.org/zh-cn/" +"General_MIDI#%E6%8E%A7%E5%88%B6%E5%99%A8%E4%BA%8B%E4%BB%B6%EF%BC%88Controller_events%EF%BC%89]General " +"MIDI 规范[/url]。" #: doc/classes/@GlobalScope.xml msgid "" @@ -5844,15 +5870,16 @@ msgid "" "Some MIDI devices may send this instead of [constant " "MIDI_MESSAGE_AFTERTOUCH]." msgstr "" -"表示整个通道的压力发生改变时发送的 MIDI 消息。部分 MIDI " -"设备可能用这个消息来代替 [constant MIDI_MESSAGE_AFTERTOUCH]。" +"表示整个通道的压力发生改变时发送的 MIDI 消息。部分 MIDI 设备可能用这个消息来" +"代替 [constant MIDI_MESSAGE_AFTERTOUCH]。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent when the value of the pitch bender changes, usually a " "wheel on the MIDI device." -msgstr "音高弯曲器的值发生改变时发送的 MIDI 消息,音高弯曲器通常是 MIDI " -"设备上的滚轮。" +msgstr "" +"音高弯曲器的值发生改变时发送的 MIDI 消息,音高弯曲器通常是 MIDI 设备上的滚" +"轮。" #: doc/classes/@GlobalScope.xml msgid "" @@ -5898,16 +5925,17 @@ msgstr "" msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." -msgstr "请求调校时发送的 MIDI 消息。适用于模拟合成器。大多数现代 MIDI " -"设备不需要这个消息。" +msgstr "" +"请求调校时发送的 MIDI 消息。适用于模拟合成器。大多数现代 MIDI 设备不需要这个" +"消息。" #: doc/classes/@GlobalScope.xml msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" -"在 [constant MIDI_MESSAGE_QUARTER_FRAME] 之后发送 24 次的 MIDI 消息," -"用于让连接的 MIDI 设备保持同步。" +"在 [constant MIDI_MESSAGE_QUARTER_FRAME] 之后发送 24 次的 MIDI 消息,用于让连" +"接的 MIDI 设备保持同步。" #: doc/classes/@GlobalScope.xml msgid "" @@ -5929,7 +5957,8 @@ msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." -msgstr "MIDI 设备空闲时不断发送的 MIDI 消息,用于告知接收方连接仍然有效。大多数 MIDI " +msgstr "" +"MIDI 设备空闲时不断发送的 MIDI 消息,用于告知接收方连接仍然有效。大多数 MIDI " "设备不会发送这个消息。" #: doc/classes/@GlobalScope.xml @@ -5937,8 +5966,9 @@ msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned " "on." -msgstr "用于将 MIDI 设备恢复至开机时的默认状态而发送的 MIDI 消息。MIDI " -"设备正在启动时不应该发送。" +msgstr "" +"用于将 MIDI 设备恢复至开机时的默认状态而发送的 MIDI 消息。MIDI 设备正在启动时" +"不应该发送。" #: doc/classes/@GlobalScope.xml msgid "" @@ -8401,9 +8431,9 @@ msgid "" msgstr "" "如果为 [code]true[/code],则纹理居中。\n" "[b]注意:[/b]像素风游戏中,纹理在居中后可能会变形。这是因为此时纹理的位置在两" -"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 [" -"member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 [" -"member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" +"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" #: doc/classes/AnimatedSprite2D.xml doc/classes/Sprite2D.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml @@ -8516,7 +8546,8 @@ msgstr "2D 精灵动画(也适用于 3D)" msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." -msgstr "该类在当前版本中无法正常工作,将来可能会被移除。目前没有等效的解决方法。" +msgstr "" +"该类在当前版本中无法正常工作,将来可能会被移除。目前没有等效的解决方法。" #: doc/classes/AnimatedTexture.xml msgid "Proxy texture for simple frame-based animations." @@ -8545,13 +8576,12 @@ msgstr "" "[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 " "[TileSet] 中。\n" "动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method " -"set_frame_duration])控制。动画是循环播放的," -"即它会在播放完最后一帧后自动从第 0 帧重新开始。\n" -"[AnimatedTexture] " -"目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以匹配最小的纹理。" -"\n" -"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 " -"每个帧都需要是一个单独的 [Texture2D]。\n" +"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从" +"第 0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪" +"以匹配最小的纹理。\n" +"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" +"独的 [Texture2D]。\n" "[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。" #: doc/classes/AnimatedTexture.xml @@ -9003,8 +9033,8 @@ msgid "" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range." msgstr "" -"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查找。" -"\n" +"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查" +"找。\n" "如果 [param limit] 为 [code]true[/code],则不会返回动画范围之外的关键帧。" #: doc/classes/Animation.xml @@ -9299,9 +9329,9 @@ msgid "" "also [method AnimationMixer.capture] and [method AnimationPlayer." "play_with_capture]." msgstr "" -"与 [constant UPDATE_CONTINUOUS] " -"相同,但是会捕获当前对象的取值并在部分方法中进行插值。另见 [method " -"AnimationMixer.capture] 和 [method AnimationPlayer.play_with_capture]。" +"与 [constant UPDATE_CONTINUOUS] 相同,但是会捕获当前对象的取值并在部分方法中" +"进行插值。另见 [method AnimationMixer.capture] 和 [method AnimationPlayer." +"play_with_capture]。" #: doc/classes/Animation.xml msgid "At both ends of the animation, the animation will stop playing." @@ -9467,15 +9497,14 @@ msgid "" "zero value or where the key value does not change, and [constant Tween." "TRANS_QUAD] for cases where the key value changes linearly." msgstr "" -"如果 [param name] 指定的动画轨道具有 [constant Animation.UPDATE_CAPTURE] 选项" -",则会将轨道路径表示的对象当前值存储下来作为缓存。如果已存在捕获缓存,则会丢" -"弃旧缓存。\n" -"在此之后,就会在播放过程中进行时长为 [param duration] " -"的与当前动画混合结果的插值,类似淡入淡出。\n" -"可以使用 [param trans_type] " -"来指定插值曲线。为了达到最佳效果,如果轨道的第一个关键帧非零或键值不会改变," -"则最好使用 [constant Tween.TRANS_LINEAR];如果键值有线性变化,则最好使用 [" -"constant Tween.TRANS_QUAD]。" +"如果 [param name] 指定的动画轨道具有 [constant Animation.UPDATE_CAPTURE] 选" +"项,则会将轨道路径表示的对象当前值存储下来作为缓存。如果已存在捕获缓存,则会" +"丢弃旧缓存。\n" +"在此之后,就会在播放过程中进行时长为 [param duration] 的与当前动画混合结果的" +"插值,类似淡入淡出。\n" +"可以使用 [param trans_type] 来指定插值曲线。为了达到最佳效果,如果轨道的第一" +"个关键帧非零或键值不会改变,则最好使用 [constant Tween.TRANS_LINEAR];如果键" +"值有线性变化,则最好使用 [constant Tween.TRANS_QUAD]。" #: doc/classes/AnimationMixer.xml msgid "" @@ -9891,14 +9920,14 @@ msgid "" "frame during blending. Other values exist for compatibility and they are " "fine if there is no blending, but not so, may produce artifacts." msgstr "" -"一般而言,可以将轨道设置为 [constant Animation.UPDATE_DISCRETE] " -"降低更新频率,通常在最近邻插值时使用。\n" -"但在使用 [constant Animation.UPDATE_CONTINUOUS] " -"进行混合时需要考虑不同的结果,可以用 [member callback_mode_discrete] " -"来显式指定。另见 [enum AnimationCallbackModeDiscrete]。\n" -"为了在混合时得到更好的结果,建议将其设置为 [constant ANIMATION_CALLBACK_MODE_" -"DISCRETE_FORCE_CONTINUOUS],在混合时每一帧都更新。其他值主要用于兼容,在不需" -"要混合时没有问题,但需要混合时则可能产生问题。" +"一般而言,可以将轨道设置为 [constant Animation.UPDATE_DISCRETE] 降低更新频" +"率,通常在最近邻插值时使用。\n" +"但在使用 [constant Animation.UPDATE_CONTINUOUS] 进行混合时需要考虑不同的结" +"果,可以用 [member callback_mode_discrete] 来显式指定。另见 [enum " +"AnimationCallbackModeDiscrete]。\n" +"为了在混合时得到更好的结果,建议将其设置为 [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS],在混合时每一帧都更新。其" +"他值主要用于兼容,在不需要混合时没有问题,但需要混合时则可能产生问题。" #: doc/classes/AnimationMixer.xml msgid "The call mode used for \"Call Method\" tracks." @@ -10062,16 +10091,21 @@ msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" #: doc/classes/AnimationMixer.xml +#, fuzzy msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" "将 [constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." -"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时,[" -"constant Animation.UPDATE_DISCRETE] 轨道值优先。这是 [AnimationPlayer] " -"的默认行为。" +"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时," +"[constant Animation.UPDATE_DISCRETE] 轨道值优先。这是 [AnimationPlayer] 的默" +"认行为。" #: doc/classes/AnimationMixer.xml msgid "" @@ -10081,9 +10115,9 @@ msgid "" "values and the [constant Animation.UPDATE_DISCRETE] track values." msgstr "" "将 [constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." -"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时,[" -"constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation.UPDATE_CAPTURE] " -"轨道值优先。" +"UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时," +"[constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." +"UPDATE_CAPTURE] 轨道值优先。" #: doc/classes/AnimationMixer.xml msgid "" @@ -10145,9 +10179,10 @@ msgstr "" "应的子动画节点。" #: doc/classes/AnimationNode.xml +#, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典" @@ -10250,11 +10285,12 @@ msgstr "" "是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。" #: doc/classes/AnimationNode.xml +#, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你" "继承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节" @@ -11564,8 +11600,9 @@ msgid "A time-scaling animation node used in [AnimationTree]." msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。" #: doc/classes/AnimationNodeTimeScale.xml +#, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "允许缩放任何子节点中动画的速度(或反转)。将其设置为 [code]0.0[/code] 将暂停" @@ -11909,8 +11946,8 @@ msgstr "" "如果 [param duration] 为负数,则时长为当前位置和第一个关键帧的间隔,[param " "from_end] 为 [code]true[/code] 时使用的是当前位置和最后一个关键帧的间隔。\n" "[b]注意:[/b][param duration] 会考虑 [member speed_scale],但是 [param " -"custom_speed] " -"不会考虑,因为捕获缓存是和混合结果进行插值的,而插值结果可能包含多个动画。" +"custom_speed] 不会考虑,因为捕获缓存是和混合结果进行插值的,而插值结果可能包" +"含多个动画。" #: doc/classes/AnimationPlayer.xml msgid "" @@ -11937,8 +11974,8 @@ msgstr "" "将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 " "[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param " "seconds] 之间的事件会被跳过。\n" -"如果 [param update_only] 为 " -"[code]true[/code],则不会处理方法轨道、音频轨道、动画播放轨道。\n" +"如果 [param update_only] 为 [code]true[/code],则不会处理方法轨道、音频轨道、" +"动画播放轨道。\n" "[b]注意:[/b]寻道至动画的末尾不会触发 [signal AnimationMixer." "animation_finished]。如果想要跳过动画并触发该信号,请使用 [method " "AnimationMixer.advance]。" @@ -12066,7 +12103,8 @@ msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。 #: doc/classes/AnimationPlayer.xml msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." -msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" +msgstr "" +"见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" #: doc/classes/AnimationRootNode.xml msgid "" @@ -12166,8 +12204,8 @@ msgstr "" "出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" "这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" "总线。\n" -"[b]注意:[/b]使用 [PhysicsServer2D] 创建的区域和物体可能无法按预期与 [Area2D]" -" 交互,并且可能无法正确发出信号或跟踪对象。" +"[b]注意:[/b]使用 [PhysicsServer2D] 创建的区域和物体可能无法按预期与 " +"[Area2D] 交互,并且可能无法正确发出信号或跟踪对象。" #: doc/classes/Area2D.xml doc/classes/Area3D.xml msgid "Using Area2D" @@ -12599,8 +12637,8 @@ msgstr "" "出该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" "这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频" "总线。\n" -"[b]注意:[/b]使用 [PhysicsServer3D] 创建的区域和物体可能无法按预期与 [Area3D]" -" 交互,并且可能无法正确发出信号或跟踪对象。\n" +"[b]注意:[/b]使用 [PhysicsServer3D] 创建的区域和物体可能无法按预期与 " +"[Area3D] 交互,并且可能无法正确发出信号或跟踪对象。\n" "[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " "[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " "[b]Mesh[/b] 菜单中选择[b]创建三角网格碰撞同级[/b]选项)可能得到意外的结果,因" @@ -15588,8 +15626,9 @@ msgstr "" msgid "" "The cell shape. Affects how the positions are placed in the grid. If " "changed, [method update] needs to be called before finding the next path." -msgstr "单元格形状。影响位置在栅格中的放置方式。如果发生变化," -"需要在查找下一条路径之前调用 [method update]。" +msgstr "" +"单元格形状。影响位置在栅格中的放置方式。如果发生变化,需要在查找下一条路径之" +"前调用 [method update]。" #: doc/classes/AStarGrid2D.xml msgid "" @@ -15660,8 +15699,8 @@ msgid "" "axis). If changed, [method update] needs to be called before finding the " "next path." msgstr "" -"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化," -"需要在查找下一条路径之前调用 [method update]。" +"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需" +"要在查找下一条路径之前调用 [method update]。" #: doc/classes/AStarGrid2D.xml msgid "" @@ -15793,14 +15832,16 @@ msgstr "矩形单元格形状。" msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." -msgstr "菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右上方,垂直轴" +msgstr "" +"菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右上方,垂直轴" "朝向右下方。" #: doc/classes/AStarGrid2D.xml msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." -msgstr "菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右下方,垂直轴" +msgstr "" +"菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右下方,垂直轴" "朝向左下方。" #: doc/classes/AStarGrid2D.xml @@ -15888,10 +15929,10 @@ msgid "" msgstr "" "音频效果的基础 [Resource]。在编辑器中,可以在“音频”面板中为当前的总线布局添加" "音频效果。在运行时,也可以通过 [method AudioServer.add_bus_effect]、[method " -"AudioServer.remove_bus_effect]、[method AudioServer.get_bus_effect] " -"来操作音频效果。\n" -"应用到总线时,音频效果会创建一个对应的 [AudioEffectInstance] " -"实例。由这个实例来负责根据原始音频效果的属性操作声音。" +"AudioServer.remove_bus_effect]、[method AudioServer.get_bus_effect] 来操作音" +"频效果。\n" +"应用到总线时,音频效果会创建一个对应的 [AudioEffectInstance] 实例。由这个实例" +"来负责根据原始音频效果的属性操作声音。" #: doc/classes/AudioEffect.xml doc/classes/AudioEffectAmplify.xml #: doc/classes/AudioEffectBandLimitFilter.xml @@ -15997,12 +16038,12 @@ msgid "" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" -"AudioEffectCapture 是一种 " -"AudioEffect,可将所有音频帧从附加的音频效果总线复制到其内部的环形缓冲区中。\n" -"应用程序代码应使用 [method get_buffer] " -"从该环形缓冲区中消耗这些音频帧,并根据需要对其进行处理,例如从 " -"[AudioStreamMicrophone] 捕获数据,实现应用程序定义的效果,或通过网络传输音频" -"。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮点 PCM。\n" +"AudioEffectCapture 是一种 AudioEffect,可将所有音频帧从附加的音频效果总线复制" +"到其内部的环形缓冲区中。\n" +"应用程序代码应使用 [method get_buffer] 从该环形缓冲区中消耗这些音频帧,并根据" +"需要对其进行处理,例如从 [AudioStreamMicrophone] 捕获数据,实现应用程序定义的" +"效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮" +"点 PCM。\n" "与 [AudioEffectRecord] 不同,该效果仅返回原始音频样本,而不是将它们编码到 " "[AudioStream] 中。" @@ -16035,11 +16076,11 @@ msgid "" msgstr "" "从内部环形缓冲区获取后续 [param frames] 个音频样本。\n" "如果足够的话,则返回一个恰好包含 [param frames] 个音频样本的 " -"[PackedVector2Array];如果可用数据不足,则返回一个空的 [PackedVector2Array]。" -"\n" -"样本是有符号浮点 PCM,在 [code]-1[/code] 和 [code]1[/code] 之间。" -"如果想要作为 8 位或 16 位整型样本使用则需要进行缩放。([code]v = 0x7fff * " -"samples[0].x[/code])" +"[PackedVector2Array];如果可用数据不足,则返回一个空的 " +"[PackedVector2Array]。\n" +"样本是有符号浮点 PCM,在 [code]-1[/code] 和 [code]1[/code] 之间。如果想要作" +"为 8 位或 16 位整型样本使用则需要进行缩放。([code]v = 0x7fff * samples[0]." +"x[/code])" #: doc/classes/AudioEffectCapture.xml msgid "Returns the total size of the internal ring buffer in frames." @@ -16818,10 +16859,10 @@ msgid "" "description for caveats related to permissions and operating system privacy " "settings." msgstr "" -"允许用户将音频总线的声音录制到 [AudioStreamWAV] " -"中。当在“主”音频总线上使用时,这包括 Godot 的所有音频输出。\n" -"与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 " -"位或压缩)对录音进行编码,而不是提供对原始音频样本的访问。\n" +"允许用户将音频总线的声音录制到 [AudioStreamWAV] 中。当在“主”音频总线上使用" +"时,这包括 Godot 的所有音频输出。\n" +"与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 位或压缩)对录音进行" +"编码,而不是提供对原始音频样本的访问。\n" "可被用于(与 [AudioStreamMicrophone] 一起)从麦克风进行录音。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " "[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操" @@ -17320,9 +17361,9 @@ msgid "" "Engine.time_scale] to affect the general simulation speed, which is " "independent from [member AudioServer.playback_speed_scale]." msgstr "" -"音频播放的缩放速率(即将其设置为 [code]0.5[/code] " -"将使音频以其一半的速度播放)。另见 [member Engine.time_scale] " -"影响一般模拟速度,它独立于 [member AudioServer.playback_speed_scale]。" +"音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" +"放)。另见 [member Engine.time_scale] 影响一般模拟速度,它独立于 [member " +"AudioServer.playback_speed_scale]。" #: doc/classes/AudioServer.xml msgid "Emitted when an audio bus is added, deleted, or moved." @@ -17397,8 +17438,9 @@ msgstr "" msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." -msgstr "覆盖此方法以自定义 [method get_length] " -"所返回的值,应该返回这个音频流的长度,单位为秒。" +msgstr "" +"覆盖此方法以自定义 [method get_length] 所返回的值,应该返回这个音频流的长度," +"单位为秒。" #: doc/classes/AudioStream.xml msgid "" @@ -17442,9 +17484,8 @@ msgid "" msgstr "" "返回一个新创建的 [AudioStreamPlayback],用于播放该音频流。当想要扩展 [method " "_instantiate_playback],但从一个内部持有的 AudioStream 子资源调用 [method " -"instantiate_playback] 时很有用。在 " -"[code]AudioStreamRandomPitch::instantiate_playback[/code] " -"的源代码中可以找到这方面的示例。" +"instantiate_playback] 时很有用。在 [code]AudioStreamRandomPitch::" +"instantiate_playback[/code] 的源代码中可以找到这方面的示例。" #: doc/classes/AudioStream.xml msgid "" @@ -17452,9 +17493,8 @@ msgid "" "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two " "or more channels ([i]polyphony[/i])." msgstr "" -"如果该音频流仅支持一个通道([i]单声道[/i]),则返回 " -"[code]true[/code];如果音频流支持两个或多个通道([i]复调[/i]),则返回 " -"[code]false[/code]。" +"如果该音频流仅支持一个通道([i]单声道[/i]),则返回 [code]true[/code];如果音" +"频流支持两个或多个通道([i]复调[/i]),则返回 [code]false[/code]。" #: doc/classes/AudioStream.xml msgid "Signal to be emitted to notify when the parameter list changed." @@ -17878,7 +17918,8 @@ msgstr "" msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." -msgstr "按名称返回播放参数的当前值(请参阅 [method AudioStream." +msgstr "" +"按名称返回播放参数的当前值(请参阅 [method AudioStream." "_get_parameter_list])。" #: doc/classes/AudioStreamPlayback.xml @@ -17918,14 +17959,16 @@ msgstr "" msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." -msgstr "覆盖该方法以自定义在给定位置开始播放时发生的情况,例如通过调用 [method " +msgstr "" +"覆盖该方法以自定义在给定位置开始播放时发生的情况,例如通过调用 [method " "AudioStreamPlayer.play] 覆盖。" #: doc/classes/AudioStreamPlayback.xml msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." -msgstr "覆盖该方法以自定义播放停止时发生的情况,例如通过调用 [method " +msgstr "" +"覆盖该方法以自定义播放停止时发生的情况,例如通过调用 [method " "AudioStreamPlayer.stop] 覆盖。" #: doc/classes/AudioStreamPlayback.xml @@ -19244,12 +19287,11 @@ msgstr "" "控制该对象如何面对相机。见 [enum BillboardMode]。\n" "[b]注意:[/b]当启用公告板并且材质也投射阴影时,渲染阴影时公告板将面向场景中的" "[b]这个[/b]相机。在具有多个相机的场景中,无法确定预期的阴影,这将导致未定义的" -"行为。有关详细信息,请参阅 [url=https://github.com/godotengine/godot/pull/" -"72638]GitHub 拉取请求 #72638[/url]。\n" -"[b]注意:[/b]公告板模式不适合 " -"VR,因为当屏幕贴在你的头上而不是在桌子上时,相机的左右向量不是水平的。详见 " -"[url=https://github.com/godotengine/godot/issues/41567]GitHub issue " -"#41567[/url]。" +"行为。有关详细信息,请参阅 [url=https://github.com/godotengine/godot/" +"pull/72638]GitHub 拉取请求 #72638[/url]。\n" +"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相" +"机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" +"issues/41567]GitHub issue #41567[/url]。" #: doc/classes/BaseMaterial3D.xml msgid "" @@ -20895,8 +20937,9 @@ msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。" #: doc/classes/Basis.xml +#, fuzzy msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -20928,30 +20971,28 @@ msgid "" "which is the same as DirectX." msgstr "" "[Basis] 是内置的 [Variant] 类型,是一种表示 3D 旋转、缩放、切变的 3×3 " -"[url=https://zh.wikipedia.org/zh-hans/" -"%E7%9F%A9%E9%98%B5]矩阵[/url],中文为“基”或“基底”,经常在 [Transform3D] " -"中使用。\n" -"[Basis] 由 [member x]、[member y]、[member z] " -"三个轴向量构成,每个向量都代表了矩阵中的一列。每个轴的长度([method Vector3.l" -"ength])都会影响基的缩放,所有轴的方向影响的则是旋转。这些轴通常是相互垂直的" -"。但如果你单独旋转某个轴,那么这个基就会发生切变。对 3D " -"模型应用切变后的基会导致模型走样。\n" +"[url=https://zh.wikipedia.org/zh-hans/%E7%9F%A9%E9%98%B5]矩阵[/url],中文" +"为“基”或“基底”,经常在 [Transform3D] 中使用。\n" +"[Basis] 由 [member x]、[member y]、[member z] 三个轴向量构成,每个向量都代表" +"了矩阵中的一列。每个轴的长度([method Vector3.length])都会影响基的缩放,所有" +"轴的方向影响的则是旋转。这些轴通常是相互垂直的。但如果你单独旋转某个轴,那么" +"这个基就会发生切变。对 3D 模型应用切变后的基会导致模型走样。\n" "如果轴之间相互垂直,那么这个 [Basis] 就是[b]正交[/b]的。如果每个轴的长度都是 " "[code]1[/code],那么这个基就是[b]归一化[/b]的。如果所有轴的长度都是一致的,那" "么这个基就是[b]均一[/b]的(见 [method get_scale])。既正交又归一化的基称作[b]" -"标准正交[/b]基,只表示旋转。既正交又均一的基称作[b]共形[/b]基,能够保证不走样" -"。\n" -"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms." -"html]《矩阵与变换》[/url]。\n" -"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/%E5%8F%B3%E6%89%8B" -"%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向方面,[Camera3D] " -"等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z " -"为后)。其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/" -"tutorials/assets_pipeline/importing_scenes.html#d-asset-direction-" -"conventions]《导入 3D 场景》[/url]\n" +"标准正交[/b]基,只表示旋转。既正交又均一的基称作[b]共形[/b]基,能够保证不走" +"样。\n" +"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" +"阵与变换》[/url]。\n" +"[b]注意:[/b]Godot 使用[url=https://zh.wikipedia.org/zh-cn/" +"%E5%8F%B3%E6%89%8B%E5%AE%9A%E5%89%87]右手坐标系[/url],这是一种普遍标准。方向" +"方面,[Camera3D] 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为" +"后)。其他对象可能使用不同的方向约定。更多信息见教程[url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_scenes.html#d-asset-direction-conventions]《导入 " +"3D 场景》[/url]\n" "[b]注意:[/b]基矩阵的接口使用[url=https://www.mindcontrol.org/~hplus/" -"graphics/matrix-layout.html]列顺序[/url],与 OpenGL " -"一致。但是内部使用行顺序存储,与 DirectX 一致。" +"graphics/matrix-layout.html]列顺序[/url],与 OpenGL 一致。但是内部使用行顺序" +"存储,与 DirectX 一致。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml #: doc/classes/Transform3D.xml @@ -20991,8 +21032,8 @@ msgid "" msgstr "" "构造仅表示旋转的 [Basis],给定的 [parma angle] 以弧度为单位,表示围绕 [param " "axis] 轴的旋转量。这个轴必须是归一化的向量。\n" -"[b]注意:[/b]与对 [constant IDENTITY] 基使用 [method rotated] 一致。" -"多角度旋转请改用 [method from_euler]。" +"[b]注意:[/b]与对 [constant IDENTITY] 基使用 [method rotated] 一致。多角度旋" +"转请改用 [method from_euler]。" #: doc/classes/Basis.xml msgid "" @@ -21079,10 +21120,10 @@ msgstr "" "GD.Print(myBasis.Z); // 输出 (0, -1, 0)。\n" "[/csharp]\n" "[/codeblocks]\n" -"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。" -"默认使用 YXZ 约定([constant EULER_ORDER_YXZ]):基首先围绕 Y " -"轴旋转(偏摆),然后围绕 X 轴旋转(俯仰),最后围绕 Z 轴旋转(翻滚)。" -"这个顺序在相对的函数 [method get_euler] 中是相反的。" +"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认" +"使用 YXZ 约定([constant EULER_ORDER_YXZ]):基首先围绕 Y 轴旋转(偏摆),然" +"后围绕 X 轴旋转(俯仰),最后围绕 Z 轴旋转(翻滚)。这个顺序在相对的函数 " +"[method get_euler] 中是相反的。" #: doc/classes/Basis.xml msgid "" @@ -21149,15 +21190,15 @@ msgid "" "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" -"以 [Vector3] 的形式返回基的旋转,这个向量为 [url=https://zh.wikipedia.org/" -"zh-cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" +"以 [Vector3] 的形式返回基的旋转,这个向量为 [url=https://zh.wikipedia.org/zh-" +"cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" "- [member Vector3.x] 包含围绕 [member x] 轴的角度(俯仰)。\n" "- [member Vector3.y] 包含围绕 [member y] 轴的角度(偏摆)。\n" "- [member Vector3.z] 包含围绕 [member z] 轴的角度(翻滚)。\n" -"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。" -"默认使用 YXZ 约定([constant EULER_ORDER_YXZ]):首先计算围绕 Z " -"轴的旋转(翻滚),然后计算围绕 X 轴的旋转(俯仰),最后计算围绕 Y " -"轴旋转(偏摆)。这个顺序在相对的函数 [method from_euler] 中是相反的。\n" +"连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认" +"使用 YXZ 约定([constant EULER_ORDER_YXZ]):首先计算围绕 Z 轴的旋转(翻" +"滚),然后计算围绕 X 轴的旋转(俯仰),最后计算围绕 Y 轴旋转(偏摆)。这个顺" +"序在相对的函数 [method from_euler] 中是相反的。\n" "[b]注意:[/b]欧拉角更符合直觉,但是并不适合 3D 数学。因此请考虑改用返回 " "[Quaternion] 的 [method get_rotation_quaternion]。\n" "[b]注意:[/b]在检查器面板中,基的旋转通常是以欧拉角的形式显示的(单位为度)," @@ -21171,8 +21212,8 @@ msgid "" "method, which returns Euler angles." msgstr "" "以 [Quaternion] 的形式返回基的旋转。\n" -"[b]注意:[/b]四元数更适合 3D 数学,但是并不那么符合直觉。" -"用户界面相关的场合请考虑使用返回欧拉角的 [method get_euler] 方法。" +"[b]注意:[/b]四元数更适合 3D 数学,但是并不那么符合直觉。用户界面相关的场合请" +"考虑使用返回欧拉角的 [method get_euler] 方法。" #: doc/classes/Basis.xml msgid "" @@ -21212,8 +21253,9 @@ msgstr "" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." -msgstr "返回 [url=https://en.wikipedia.org/wiki/" -"Invertible_matrix]该基矩阵的逆矩阵[/url]。" +msgstr "" +"返回 [url=https://en.wikipedia.org/wiki/Invertible_matrix]该基矩阵的逆矩阵[/" +"url]。" #: doc/classes/Basis.xml msgid "" @@ -21497,8 +21539,8 @@ msgid "" "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个 [Basis] 矩阵的分量不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method " -"is_equal_approx],这样更可靠。" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" #: doc/classes/Basis.xml msgid "" @@ -21528,8 +21570,8 @@ msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" -"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放," -"并通过 [param right] 值调整所有 3 个轴的大小。" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通" +"过 [param right] 值调整所有 3 个轴的大小。" #: doc/classes/Basis.xml msgid "" @@ -21557,8 +21599,8 @@ msgid "" "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method " -"is_equal_approx],这样更可靠。" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" #: doc/classes/Basis.xml msgid "" @@ -21700,7 +21742,8 @@ msgstr "" msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." -msgstr "将骨骼重置为放松姿势。相当于将 [member Node2D.transform] 设置为 [member " +msgstr "" +"将骨骼重置为放松姿势。相当于将 [member Node2D.transform] 设置为 [member " "rest]。" #: doc/classes/Bone2D.xml @@ -22344,6 +22387,15 @@ msgid "" "HorizontalAlignment] constants." msgstr "按钮文本的文本对齐策略,使用 [enum HorizontalAlignment] 常量之一。" +#: doc/classes/Button.xml +#, fuzzy +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" +"设置给定 [param column] 的自动换行模式。如果设置为 [constant TextServer." +"AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩形内换行。" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -22652,11 +22704,12 @@ msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" #: doc/classes/Callable.xml +#, fuzzy msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -22705,10 +22758,27 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" -"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] " -"实例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 " +"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实" +"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 " "[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n" "[b]示例:[/b]\n" "[codeblocks]\n" @@ -22734,8 +22804,8 @@ msgstr "" "{\n" " // Invalid calls fail silently.\n" " Callable callable = new Callable(this, MethodName.PrintArgs);\n" -" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 " -"个参数。\n" +" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参" +"数。\n" " callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node." "cs)::PrintArgs\".\n" " callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n" @@ -22743,8 +22813,8 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 " -"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 [" -"method get_method] 中使用。\n" +"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 " +"[method get_method] 中使用。\n" "[codeblock]\n" "func _init():\n" " var my_lambda = func (message):\n" @@ -22766,9 +22836,12 @@ msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" #: doc/classes/Callable.xml +#, fuzzy msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" "创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方" "法。" @@ -22808,6 +22881,7 @@ msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" #: doc/classes/Callable.xml +#, fuzzy msgid "" "Calls the method represented by this [Callable] in deferred mode, i.e. at " "the end of the current frame. Arguments can be passed and should match the " @@ -22824,11 +22898,17 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" -"使用延迟模式调用该 [Callable] " -"所代表的方法,即在当前帧的末尾调用。可以传递参数,必须与该方法的签名相匹配。" -"\n" +"使用延迟模式调用该 [Callable] 所代表的方法,即在当前帧的末尾调用。可以传递参" +"数,必须与该方法的签名相匹配。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -22852,6 +22932,17 @@ msgstr "" "调用该 [Callable] 所代表的方法。与 [method call] 不同,这个方法需要所有参数都" "放在 [param arguments] [Array] 之中。" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -22906,12 +22997,13 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" -"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体" -"是由 [method bind] 或 [method unbind] 创建的。在 GDScript 中,lambda 函数也是" -"自定义可调用体。" #: doc/classes/Callable.xml msgid "" @@ -25086,7 +25178,8 @@ msgstr "返回 [RenderingServer] 对该项目使用的画布项目 RID。" msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." -msgstr "返回包含该节点的 [CanvasLayer],如果该节点不在任何 [CanvasLayer] 中,则返回 " +msgstr "" +"返回包含该节点的 [CanvasLayer],如果该节点不在任何 [CanvasLayer] 中,则返回 " "[code]null[/code]。" #: doc/classes/CanvasItem.xml @@ -25206,9 +25299,10 @@ msgid "" msgstr "[param event] 的输入发出的变换将在局部空间而不是全局空间中应用。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" "移动该节点以显示在其同级节点之上。\n" @@ -25261,8 +25355,9 @@ msgstr "" "各种 [code]popup*()[/code] 函数的其中之一。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "允许当前节点裁剪子节点,本质上是充当遮罩。" #: doc/classes/CanvasItem.xml @@ -25293,10 +25388,10 @@ msgid "" "[code]include_internal[/code] parameter of [method Node.get_child] and other " "similar methods)." msgstr "" -"应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem]," -"与会同时影响节点自身和子级的 [member modulate] 不同。\n" -"[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑块、[TabContainer] " -"中的选项卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " +"应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与" +"会同时影响节点自身和子级的 [member modulate] 不同。\n" +"[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑块、[TabContainer] 中的选项" +"卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " "[code]include_internal[/code] 参数)。" #: doc/classes/CanvasItem.xml @@ -25367,9 +25462,9 @@ msgid "" "same space as the parent Y-sort. This feature allows you to organize a scene " "better or divide it into multiple ones without changing your scene tree." msgstr "" -"如果为 [code]true[/code],则该 [CanvasItem] 及其 [CanvasItem] 子节点按照 Y " -"位置排序。Y 位置较低的节点先于 Y 位置较高的节点绘制。如果为 " -"[code]false[/code],则禁用 Y 排序。\n" +"如果为 [code]true[/code],则该 [CanvasItem] 及其 [CanvasItem] 子节点按照 Y 位" +"置排序。Y 位置较低的节点先于 Y 位置较高的节点绘制。如果为 [code]false[/" +"code],则禁用 Y 排序。\n" "可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" "序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个" "场景。" @@ -25567,8 +25662,9 @@ msgid "Texture will repeat normally." msgstr "纹理将正常重复。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "纹理将以 2x2 平铺模式重复,其中偶数位置的元素会被镜像。" @@ -27205,31 +27301,21 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"添加注释分隔符。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"添加字符串分隔符。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" #: doc/classes/CodeEdit.xml msgid "" @@ -27750,11 +27836,13 @@ msgstr "" "类,确切的值表示它们的距离(就内部类而言)。" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml +#, fuzzy msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" "该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 " "OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前" @@ -27911,17 +27999,12 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"添加颜色区域,类似注释和字符串。\n" -"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" -"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" -"键为空,则自动设置为[code]true[/code]。" #: doc/classes/CodeHighlighter.xml msgid "" @@ -28893,18 +28976,18 @@ msgid "" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])" -"分量表示的 RGBA 格式的颜色。每个分量都是一个 32 位浮点值,通常介于 [code]0." -"0[/code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem." +"分量表示的 RGBA 格式的颜色。每个分量都是一个 32 位浮点值,通常介于 " +"[code]0.0[/code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem." "modulate])可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDR(High " "Dynamic Range,高动态范围)颜色。\n" -"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] " -"等静态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]" -"X11 颜色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript " -"还提供了 [method @GDScript.Color8],使用的是 [code]0[/code] 到 " -"[code]255[/code] 之间的整数,且不支持过亮的颜色。\n" -"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, " -"1)[/code](不透明的黑色)的 Color 将被评估为 [code]false[/code]。否则,Color " -"将始终被评估为 [code]true[/code]。\n" +"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静" +"态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 " +"颜色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 " +"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的" +"整数,且不支持过亮的颜色。\n" +"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" +"色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " +"[code]true[/code]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color 常量速查表[/url]" @@ -30753,26 +30836,20 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "该矩形的填充颜色。" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" -msgstr "true" - #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "合成器资源中存放的配置可以用来自定义视口的渲染。" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "" +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" -"合成器资源中存放的配置可以用来自定义视口的渲染。\n" -"[b]注意:[/b]该功能仍然处于实验阶段,在不久的将来会添加更多对渲染管线的自定义" -"功能。" #: doc/classes/Compositor.xml msgid "" @@ -30780,19 +30857,24 @@ msgid "" "viewports using this compositor." msgstr "使用该合成器的视口在进行渲染时应用的自定义 [CompositorEffect]。" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "用于创建自定义渲染效果的资源。" #: doc/classes/CompositorEffect.xml +#, fuzzy msgid "" "This resource defines a custom rendering effect that can be applied to " "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" "这种资源定义的是自定义渲染效果,可以通过视口的 [Environment] 应用到 " "[Viewport] 上。你实现的回调会在给定的渲染管线阶段中执行,可以用来插入额外的步" @@ -30808,8 +30890,8 @@ msgid "" "access to the rendering state, it is only valid during rendering and should " "not be stored." msgstr "" -"请使用自定义的渲染代码实现该方法。[param effect_callback_type] 应当与 [" -"member effect_callback_type] 中指定的效果回调类型一致。可以通过 [param " +"请使用自定义的渲染代码实现该方法。[param effect_callback_type] 应当与 " +"[member effect_callback_type] 中指定的效果回调类型一致。可以通过 [param " "render_data] 访问渲染状态,这个状态只有在渲染时有效,不应该存储。" #: doc/classes/CompositorEffect.xml @@ -30825,8 +30907,8 @@ msgid "" "\"color\")\n" "[/codeblock]" msgstr "" -"如果为 [code]true[/code] 并且启用了 " -"MSAA,则会在执行该效果之前触发颜色缓冲的解析。\n" +"如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发颜色缓冲的" +"解析。\n" "[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." @@ -30848,8 +30930,8 @@ msgid "" "\"depth\")\n" "[/codeblock]" msgstr "" -"如果为 [code]true[/code] 并且启用了 " -"MSAA,则会在执行该效果之前触发深度缓冲的解析。\n" +"如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发深度缓冲的" +"解析。\n" "[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." @@ -30883,8 +30965,8 @@ msgid "" "[/codeblock]" msgstr "" "如果为 [code]true[/code],则会在不透明渲染状态下触发运动向量的计算。\n" -"[/b][b]注意:[/b]要在 [method _render_callback] 中访问运动向量缓冲,请使用:" -"\n" +"[/b][b]注意:[/b]要在 [method _render_callback] 中访问运动向量缓冲,请使" +"用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" @@ -30904,14 +30986,14 @@ msgid "" "get_texture(\"forward_clustered\", \"normal_roughness\")\n" "[/codeblock]" msgstr "" -"如果为 [code]true[/code],则会在深度预阶段触发法线和粗糙度数据的输出," -"仅适用于 Forward+ 渲染器。\n" +"如果为 [code]true[/code],则会在深度预阶段触发法线和粗糙度数据的输出,仅适用" +"于 Forward+ 渲染器。\n" "[/b][b]注意:[/b]要在 [method _render_callback] 中访问粗糙度缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" -"var roughness_buffer = render_scene_buffers.get_texture(\"forward_clustered\"" -", \"normal_roughness\")\n" +"var roughness_buffer = render_scene_buffers." +"get_texture(\"forward_clustered\", \"normal_roughness\")\n" "[/codeblock]" #: doc/classes/CompositorEffect.xml @@ -30919,9 +31001,9 @@ msgid "" "If [code]true[/code] this triggers specular data being rendered to a " "separate buffer and combined after effects have been applied, only " "applicable for the Forward+ renderer." -msgstr "如果为 " -"[code]true[/code],则会触发镜面反射数据渲染至独立缓冲,在应用效果后进行混合," -"仅适用于 Forward+ 渲染器。" +msgstr "" +"如果为 [code]true[/code],则会触发镜面反射数据渲染至独立缓冲,在应用效果后进" +"行混合,仅适用于 Forward+ 渲染器。" #: doc/classes/CompositorEffect.xml doc/classes/RenderingServer.xml msgid "" @@ -35718,8 +35800,8 @@ msgid "" "→ Generate AABB[/b] editor tool." msgstr "" "[AABB] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n" -"如果当节点进入/退出屏幕时粒子突然出现/消失,则增大盒子。[AABB] " -"可以通过代码或使用 [b]粒子 → 生成 AABB[/b] 编辑器工具来生成。" +"如果当节点进入/退出屏幕时粒子突然出现/消失,则增大盒子。[AABB] 可以通过代码或" +"使用 [b]粒子 → 生成 AABB[/b] 编辑器工具来生成。" #: doc/classes/CPUParticles3D.xml doc/classes/GPUParticles3D.xml msgid "Particles are drawn in order of depth." @@ -36794,21 +36876,21 @@ msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 数组,存储在一起并使用单个引用。" #: doc/classes/CubemapArray.xml +#, fuzzy msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -37142,8 +37224,8 @@ msgid "" "[/codeblock]" msgstr "" "与 [method sample_baked] 类似,但返回的是 [Transform2D],它包含沿曲线的旋转," -"以 [member Transform2D.origin] 为点的位置,[member Transform2D.x] " -"向量指向该点的路径方向。如果曲线长度为 [code]0[/code],则返回一个空变换。\n" +"以 [member Transform2D.origin] 为点的位置,[member Transform2D.x] 向量指向该" +"点的路径方向。如果曲线长度为 [code]0[/code],则返回一个空变换。\n" "[codeblock]\n" "var baked = curve.sample_baked_with_rotation(offset)\n" "# 返回的 Transform2D 可以被直接设置。\n" @@ -39437,9 +39519,9 @@ msgid "" msgstr "" "如果可能的话,将用户的[url=https://unix.stackexchange.com/questions/139191/" "whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]" -"剪贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板," -"而不是在按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任" -"何应用程序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" +"剪贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不" +"是在按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应" +"用程序中,通过点击鼠标中键来粘贴该剪贴板数据。\n" "[b]注意:[/b]这个方法只在 Linux(X11/Wayland)上实现。" #: doc/classes/DisplayServer.xml @@ -39470,9 +39552,9 @@ msgid "" msgstr "" "将用户的[url=https://unix.stackexchange.com/questions/139191/whats-the-" "difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容" -"设置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 [kbd]" -"Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通过点击" -"鼠标中键粘贴剪贴板数据。\n" +"设置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 " +"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通" +"过点击鼠标中键粘贴剪贴板数据。\n" "[b]注意:[/b]这个方法只在 Linux(X11/Wayland)上实现。" #: doc/classes/DisplayServer.xml @@ -39487,14 +39569,16 @@ msgid "" msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" "为定义的形状 [param shape] 设置自定义鼠标指针图像。这意味着用户的操作系统和鼠" "标光标主题不再影响鼠标光标的外观。图像的最大尺寸为 [code]256x256[/code],否则" @@ -39567,15 +39651,14 @@ msgstr "" "显示操作系统原生对话框,用于选择文件系统中的文件或目录。\n" "回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " "selected_filter_index: int[/code]。\n" -"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] " -"功能,则该方法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 " -"macOS。\n" +"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" +"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" "[b]注意:[/b][param current_directory] 可能会被忽略。\n" "[b]注意:[/b]在 Linux 上,[param show_hidden] 被忽略。\n" "[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" "[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话" -"中打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] " -"获取已保存书签的列表。" +"中打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存" +"书签的列表。" #: doc/classes/DisplayServer.xml msgid "" @@ -39600,25 +39683,24 @@ msgid "" "retain access to the opened folders across multiple sessions. Use [method OS." "get_granted_permissions] to get a list of saved bookmarks." msgstr "" -"显示操作系统原生对话框,用于使用其他用户可选选项,选择文件系统中的文件或目录" -"。\n" +"显示操作系统原生对话框,用于使用其他用户可选选项,选择文件系统中的文件或目" +"录。\n" "[param options] 是具有以下键的 [Dictionary] 数组:\n" "- [code]\"name\"[/code] - 选项的名称 [String]。\n" -"- [code]\"values\"[/code] - 值的 " -"[PackedStringArray]。如果为空,则使用布尔选项(复选框)。\n" -"- [code]\"default\"[/code] - " -"默认选择的选项索引([int])或默认布尔值([bool])。\n" +"- [code]\"values\"[/code] - 值的 [PackedStringArray]。如果为空,则使用布尔选" +"项(复选框)。\n" +"- [code]\"default\"[/code] - 默认选择的选项索引([int])或默认布尔值" +"([bool])。\n" "回调具有以下参数:[code]status: bool, selected_paths: PackedStringArray, " "selected_filter_index: int, selected_option: Dictionary[/code]。\n" -"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] " -"功能,则该方法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 " -"macOS。\n" +"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方" +"法已被实现。支持的平台包括 Linux(X11/Wayland)、Windows 和 macOS。\n" "[b]注意:[/b][param current_directory] 可能会被忽略。\n" "[b]注意:[/b]在 Linux (X11)上,[param show_hidden] 被忽略。\n" "[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n" "[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话" -"中打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] " -"获取已保存书签的列表。" +"中打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存" +"书签的列表。" #: doc/classes/DisplayServer.xml msgid "" @@ -39694,11 +39776,11 @@ msgstr "" "返回当前使用的 [DisplayServer] 的名称。大多数操作系统只有一种 " "[DisplayServer],但 Linux 可以使用多种 [DisplayServer](目前有 X11 和 " "Wayland 两种)。\n" -"内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/c" -"ode](Linux)、[code]Wayland[/code](Linux)、[code]Android[/code]、[code]iOS" -"[/code]、[code]web[/code](HTML5)、[code]headless[/code](使用 " -"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial" -".html]命令行参数[/url]启动)。" +"内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/" +"code](Linux)、[code]Wayland[/code](Linux)、[code]Android[/code]、" +"[code]iOS[/code]、[code]web[/code](HTML5)、[code]headless[/code](使用 " +"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/" +"command_line_tutorial.html]命令行参数[/url]启动)。" #: doc/classes/DisplayServer.xml msgid "Returns index of the primary screen." @@ -39788,13 +39870,13 @@ msgid "" "\"_help\" - Help menu (macOS).\n" "[/codeblock]" msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 [" -"param label]。\n" +"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " +"[param label]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " "Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。\n" @@ -39832,13 +39914,13 @@ msgid "" "\"_help\" - Help menu (macOS).\n" "[/codeblock]" msgstr "" -"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 [" -"param label],图标为 [param icon]。\n" +"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 " +"[param label],图标为 [param icon]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " "Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。\n" @@ -39879,10 +39961,10 @@ msgstr "" "向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " "label],图标为 [param icon]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " "Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。\n" @@ -39926,10 +40008,10 @@ msgstr "" "向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " "label],图标为 [param icon]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" "行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " "global_menu_set_item_checked]。\n" @@ -39973,10 +40055,10 @@ msgstr "" "向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " "label]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " "Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" "[b]注意:[/b]该方法仅在 macOS 上实现。\n" @@ -40022,14 +40104,14 @@ msgid "" msgstr "" "向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param " "label]。\n" -"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param max_states]" -" 定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param default_state]" -" 定义。\n" +"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param " +"max_states] 定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param " +"default_state] 定义。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b]默认情况下不会展示当前菜单项的状态,应该手动更改。\n" "[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 " "Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n" @@ -40074,10 +40156,10 @@ msgstr "" "向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param " "label]。\n" "返回插入菜单项的索引,不保证与 [param index] 的值相同。\n" -"还可以定义键盘快捷键 [param " -"accelerator],按下后即便该菜单按钮尚未打开,也会进行触发。[param accelerator]" -" 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例如 " -"[code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + A[/kbd])。\n" +"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会" +"进行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] " +"用按位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code]([kbd]Ctrl + " +"A[/kbd])。\n" "[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进" "行选中、取消选中的操作。关于如何进行控制的更多信息见 [method " "global_menu_set_item_checked]。\n" @@ -40616,8 +40698,8 @@ msgid "" "Linux (X11/Wayland)." msgstr "" "如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/" -"Wayland)上实现。" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上" +"实现。" #: doc/classes/DisplayServer.xml msgid "" @@ -40626,8 +40708,8 @@ msgid "" "Linux (X11/Wayland)." msgstr "" "如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n" -"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/" -"Wayland)上实现。" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上" +"实现。" #: doc/classes/DisplayServer.xml msgid "" @@ -40665,8 +40747,8 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux (X11/Wayland), macOS and " "Windows." msgstr "" -"将物理(美式 QWERTY)键码 [param keycode] " -"转换为活动键盘布局中的按键上印刷的本地化标签。\n" +"将物理(美式 QWERTY)键码 [param keycode] 转换为活动键盘布局中的按键上印刷的" +"本地化标签。\n" "[b]注意:[/b]该方法在 Linux(X11/Wayland)、macOS 和 Windows 上实现。" #: doc/classes/DisplayServer.xml @@ -40771,8 +40853,8 @@ msgstr "" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" -"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows " -"上实现。在不受支持的平台上返回 [code]72[/code]。" +"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows 上实" +"现。在不受支持的平台上返回 [code]72[/code]。" #: doc/classes/DisplayServer.xml msgid "" @@ -40971,8 +41053,8 @@ msgid "" "Linux (X11/Wayland)." msgstr "" "设置更改系统主题设置时应调用的 [param callable]。回调方法应该有零个参数。\n" -"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/" -"Wayland)上实现。" +"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 Linux(X11/Wayland)上" +"实现。" #: doc/classes/DisplayServer.xml msgid "Sets the application status indicator activation callback." @@ -41045,14 +41127,14 @@ msgstr "" "每个 [Dictionary] 包含两个 [String] 条目:\n" "- [code]name[/code] 是语音名称。\n" "- [code]id[/code] 是语音标识符。\n" -"- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] " -"。[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [" -"code skip-lint]Variant[/code] " -"部分是一个依赖于引擎的字符串,描述国家、地区或/和方言。\n" +"- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] 。" +"[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code " +"skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方" +"言。\n" "请注意,Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS " -"上是默认安装的,但并非安装在所有 Linux " -"发行版上。如果它们不存在,此方法将返回一个空列表。这适用于 Linux 上的 Godot " -"用户,以及在 Linux 上运行使用文本到语音的 Godot 游戏的最终用户。\n" +"上是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回" +"一个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音" +"的 Godot 游戏的最终用户。\n" "[b]注意:[/b]这个方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " "Windows 上实现。\n" "[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 " @@ -41096,8 +41178,8 @@ msgid "" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " "[code]true[/code] to use text-to-speech." msgstr "" -"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/code]。" -"\n" +"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/" +"code]。\n" "[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 和 " "Windows 上实现。\n" "[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 " @@ -41147,11 +41229,11 @@ msgid "" "[code]true[/code] to use text-to-speech." msgstr "" "添加回调,会在发言开始、结束、取消、到达文本边界时调用。\n" -"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[" -"constant TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发言 " -"ID。\n" -"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:" -"字符索引和发言 ID。\n" +"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、" +"[constant TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发" +"言 ID。\n" +"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:字符" +"索引和发言 ID。\n" "[b]注意:[/b]边界回调的颗粒度由引擎决定。\n" "[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " "Windows 上实现。\n" @@ -41184,19 +41266,19 @@ msgid "" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " "[code]true[/code] to use text-to-speech." msgstr "" -"向队列中添加发言。如果 [param interrupt] 为 " -"[code]true[/code],则会先清空队列。\n" -"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"" -"[/code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" +"向队列中添加发言。如果 [param interrupt] 为 [code]true[/code],则会先清空队" +"列。\n" +"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"[/" +"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n" "- [param volume] 音量从 [code]0[/code](最低)到 [code]100[/code](最高)。\n" "- [param pitch] 音高从 [code]0.0[/code](最低)到 [code]2.0[/code](最高), " "[code]1.0[/code] 为当前语音的默认音高。\n" "- [param rate] 语速从 [code]0.1[/code](最低)到 [code]10.0[/code](最高), " "[code]1.0[/code] 为普通语速。其他值为相对百分比。\n" "- [param utterance_id] 话语 ID 会作为参数传递给回调函数。\n" -"[b]注意:[/b]在 Windows 和 Linux(X11/Wayland)上,发言的 [param text] " -"可以使用 SSML 标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML," -"你应该在调用 [method tts_speak] 之前剥离所有 XML 标记。\n" +"[b]注意:[/b]在 Windows 和 Linux(X11/Wayland)上,发言的 [param text] 可以使" +"用 SSML 标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML,你应该在调" +"用 [method tts_speak] 之前剥离所有 XML 标记。\n" "[b]注意:[/b]音高、语速、音量的颗粒度由引擎和语音决定。设置的值可能被截断。\n" "[b]注意:[/b]该方法在 Android、iOS、Web、Linux(X11/Wayland)、macOS 以及 " "Windows 上实现。\n" @@ -41265,10 +41347,10 @@ msgid "" "[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS, and " "Linux (X11/Wayland). It has no effect on Android, iOS, and Web." msgstr "" -"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 [" -"param position]。\n" -"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux(X11/" -"Wayland)上受支持。它在 Android、iOS 和 Web 上无效。" +"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 " +"[param position]。\n" +"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux(X11/Wayland)" +"上受支持。它在 Android、iOS 和 Web 上无效。" #: doc/classes/DisplayServer.xml msgid "" @@ -41331,8 +41413,8 @@ msgid "" "macOS, and Windows." msgstr "" "该函数返回用于插件的内部结构指针。\n" -"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows " -"上实现。" +"[b]注意:[/b]该方法在 Android、Linux(X11/Wayland)、macOS 和 Windows 上实" +"现。" #: doc/classes/DisplayServer.xml msgid "" @@ -41471,8 +41553,8 @@ msgid "" msgstr "" "设置回调 [param callback],将文件从操作系统的文件管理器拖放到由 [param " "window_id] 指定的窗口中时会进行调用。\n" -"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] " -"节点将覆盖其默认实现,这可能会引入错误。\n" +"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现," +"这可能会引入错误。\n" "[b]注意:[/b]这个方法在 Windows、macOS、Linux(X11/Wayland)、Web 上实现。" #: doc/classes/DisplayServer.xml @@ -41820,8 +41902,9 @@ msgstr "" msgid "" "Display server supports mouse input. [b]Windows, macOS, Linux (X11/Wayland), " "Android, Web[/b]" -msgstr "显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11/" -"Wayland)、Android、Web[/b]" +msgstr "" +"显示服务器支持鼠标输入。[b]Windows、macOS、Linux(X11/Wayland)、Android、" +"Web[/b]" #: doc/classes/DisplayServer.xml msgid "" @@ -41839,8 +41922,8 @@ msgid "" "Wayland), Android, iOS, Web[/b]" msgstr "" "显示服务器支持剪贴板数据的设置和获取。另见 [constant " -"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11/" -"Wayland)、Android、iOS、Web[/b]" +"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、Linux(X11/Wayland)、" +"Android、iOS、Web[/b]" #: doc/classes/DisplayServer.xml msgid "" @@ -41862,15 +41945,17 @@ msgstr "" msgid "" "Display server supports setting the mouse cursor shape to a custom image. " "[b]Windows, macOS, Linux (X11/Wayland), Web[/b]" -msgstr "显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux(X11/" +msgstr "" +"显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux(X11/" "Wayland)、Web[/b]" #: doc/classes/DisplayServer.xml msgid "" "Display server supports spawning dialogs using the operating system's native " "look-and-feel. [b]Windows, macOS, Linux (X11/Wayland)[/b]" -msgstr "显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]Windows、macOS、Linu" -"x(X11/Wayland)[/b]" +msgstr "" +"显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]Windows、macOS、" +"Linux(X11/Wayland)[/b]" #: doc/classes/DisplayServer.xml msgid "" @@ -41889,8 +41974,8 @@ msgid "" "windows behind them partially or fully visible. [b]Windows, macOS, Linux " "(X11/Wayland)[/b]" msgstr "" -"显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。[b]Wi" -"ndows、macOS、Linux(X11/Wayland)[/b]" +"显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。" +"[b]Windows、macOS、Linux(X11/Wayland)[/b]" #: doc/classes/DisplayServer.xml msgid "" @@ -41937,16 +42022,16 @@ msgid "" "Display server supports Primary clipboard can be used. This is a different " "clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11/Wayland)[/b]" msgstr "" -"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] " -"是不同的剪贴板。[b]Linux(X11/Wayland)[/b]" +"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的" +"剪贴板。[b]Linux(X11/Wayland)[/b]" #: doc/classes/DisplayServer.xml msgid "" "Display server supports text-to-speech. See [code]tts_*[/code] methods. " "[b]Windows, macOS, Linux (X11/Wayland), Android, iOS, Web[/b]" msgstr "" -"显示服务器支持文字转语音。见 [code]tts_*[/code] " -"方法。[b]Windows、macOS、Linux(X11/Wayland)、Android、iOS、Web[/b]" +"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、" +"Linux(X11/Wayland)、Android、iOS、Web[/b]" #: doc/classes/DisplayServer.xml msgid "" @@ -41969,7 +42054,8 @@ msgstr "显示服务器支持应用程序状态指示器。" msgid "" "Display server supports native help system search callbacks. See [method " "help_set_search_callbacks]." -msgstr "显示服务器支持本机帮助系统搜索回调。请参阅 [method " +msgstr "" +"显示服务器支持本机帮助系统搜索回调。请参阅 [method " "help_set_search_callbacks]。" #: doc/classes/DisplayServer.xml doc/classes/Input.xml @@ -42013,8 +42099,8 @@ msgid "" "at index [code]0[/code]." msgstr "" "表示包含具有键盘焦点的窗口的屏幕。\n" -"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] " -"处的屏幕。" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" #: doc/classes/DisplayServer.xml msgid "" @@ -42031,8 +42117,8 @@ msgid "" "at index [code]0[/code]." msgstr "" "代表主窗口所在的屏幕。这通常是允许指定多个屏幕之一的函数中的默认值。\n" -"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] " -"处的屏幕。" +"[b]注意:[/b]在 Linux(Wayland)上,该常量始终代表索引 [code]0[/code] 处的屏" +"幕。" #: doc/classes/DisplayServer.xml msgid "" @@ -42410,8 +42496,8 @@ msgstr "" "该窗口的背景可以是透明的。\n" "[b]注意:[/b]如果 [member ProjectSettings.display/window/" "per_pixel_transparency/allowed] 被设置为 [code]false[/code],则该标志无效。\n" -"[b]注意:[/b]透明度支持在 Linux(X11/Wayland)、macOS 和 Windows 上实现," -"但可用性可能因 GPU 驱动、显示管理器、和合成器功能而异。" +"[b]注意:[/b]透明度支持在 Linux(X11/Wayland)、macOS 和 Windows 上实现,但可" +"用性可能因 GPU 驱动、显示管理器、和合成器功能而异。" #: doc/classes/DisplayServer.xml msgid "" @@ -42610,8 +42696,8 @@ msgid "" "- Android: [code]EGLContext[/code] for the window." msgstr "" "OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n" -"- Windows:窗口的 [code]HGLRC[/code](原生 GL)或窗口的 " -"[code]EGLContext[/code](ANGLE)。\n" +"- Windows:窗口的 [code]HGLRC[/code](原生 GL)或窗口的 [code]EGLContext[/" +"code](ANGLE)。\n" "- Linux(X11):窗口的 [code]GLXContext*[/code]。\n" "- macOS:窗口的 [code]NSOpenGLContext*[/code](原生 GL)或窗口的 " "[code]EGLContext[/code](ANGLE)。\n" @@ -43424,8 +43510,9 @@ msgstr "" msgid "" "Path to a ZIP file holding the source for the export template used in a " "Gradle build. If left empty, the default template is used." -msgstr "保存 Gradle 构建中使用的导出模板源的 ZIP " -"文件的路径。如果留空,则使用默认模板。" +msgstr "" +"保存 Gradle 构建中使用的导出模板源的 ZIP 文件的路径。如果留空,则使用默认模" +"板。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -44038,10 +44125,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "自定义权限字符串数组。" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "已弃用。" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -44326,20 +44409,28 @@ msgstr "" "reference/android/Manifest.permission#NFC]NFC[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "API 级别 15 中废弃。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." msgstr "" "允许应用程序使其 activity 持久化。\n" "在 API 级别 15 中已弃用。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 29." +msgstr "在 API 级别 21 中已弃用。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" "允许应用程序查看拨出呼叫期间拨打的号码,并可以选择将呼叫重定向到其他号码或完" "全中止呼叫。见 [url=https://developer.android.com/reference/android/Manifest." @@ -44374,16 +44465,20 @@ msgstr "" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 33." +msgstr "在 API 级别 21 中已弃用。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" -"允许应用程序从外部存储中读取数据。见 [url=https://developer.android.com/" +"允许应用程序对外部存储进行写操作。见 [url=https://developer.android.com/" "reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n" -"在 API 级别 33 中已弃用。" +"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -44521,10 +44616,6 @@ msgstr "" "允许应用程序对任务的 Z 顺序进行修改。见 [url=https://developer.android.com/" "reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "API 级别 15 中废弃。" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -44982,9 +45073,9 @@ msgid "" "[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only " "contain numeric characters ([code]0-9[/code]) and periods ([code].[/code])." msgstr "" -"运行该应用程序所需的最低 iOS 版本,格式为 [code]主版本号.次版本号." -"补丁号[/code] 或 [code]主版本号.次版本号[/code],只能包含数字([code]0-9[/cod" -"e])和英文句点([code].[/code])。" +"运行该应用程序所需的最低 iOS 版本,格式为 [code]主版本号.次版本号.补丁号[/" +"code] 或 [code]主版本号.次版本号[/code],只能包含数字([code]0-9[/code])和英" +"文句点([code].[/code])。" #: platform/ios/doc_classes/EditorExportPlatformIOS.xml msgid "" @@ -46131,12 +46222,12 @@ msgid "" msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml +#, fuzzy msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" +"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" @@ -46148,7 +46239,8 @@ msgstr "如果为 [code]true[/code],则项目图标将用作该应用程序网 msgid "" "If [code]true[/code], the canvas will be focused as soon as the application " "is loaded, if the browser window is already in focus." -msgstr "如果为 [code]true[/code],则浏览器窗口已经获得焦点,且一旦加载应用程序时,画" +msgstr "" +"如果为 [code]true[/code],则浏览器窗口已经获得焦点,且一旦加载应用程序时,画" "布就会获得焦点。" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -46235,13 +46327,13 @@ msgstr "如果为 [code]true[/code],则启用对该 Web 构建的 [GDExtension #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -46306,10 +46398,10 @@ msgid "" "code], Direct3D 12 libraries are exported only if [member ProjectSettings." "rendering/rendering_device/driver] is set to [code]\"d3d12\"[/code]." msgstr "" -"如果设置为 [code]1[/code],Direct3D 12 运行时(DXIL、Agility " -"SDK、PIX)库将随导出的应用程序一起导出。如果设置为 [code]0[/code],则仅当 [" -"member ProjectSettings.rendering/rendering_device/driver] 被设置为 [code]" -"\"d3d12\"[/code] 时,才会导出 Direct3D 12 库。" +"如果设置为 [code]1[/code],Direct3D 12 运行时(DXIL、Agility SDK、PIX)库将随" +"导出的应用程序一起导出。如果设置为 [code]0[/code],则仅当 [member " +"ProjectSettings.rendering/rendering_device/driver] 被设置为 [code]\"d3d12\"[/" +"code] 时,才会导出 Direct3D 12 库。" #: platform/windows/doc_classes/EditorExportPlatformWindows.xml msgid "" @@ -47783,8 +47875,8 @@ msgid "" "If this method is not overridden, it will return [code]true[/code] by " "default (i.e., safe for parallel importing)." msgstr "" -"表示该导入器是否能够利用线程并行执行,不能的话表示编辑器只能从主线程安全调用" -",一次一个文件。\n" +"表示该导入器是否能够利用线程并行执行,不能的话表示编辑器只能从主线程安全调" +"用,一次一个文件。\n" "如果没有覆盖该方法,则默认返回 [code]true[/code](即表示并行导入是安全的)。" #: doc/classes/EditorImportPlugin.xml @@ -48325,9 +48417,9 @@ msgid "" msgstr "" "返回负责主屏幕插件和工具的编辑器控件。将其与实现了 [method EditorPlugin." "_has_main_screen] 的插件一起使用。\n" -"[b]注意:[/b]该节点是一个 [VBoxContainer],这意味着如果向其添加 [Control] " -"子节点,则需要将子节点的 [member Control.size_flags_vertical] 设置为 [" -"constant Control.SIZE_EXPAND_FILL],以使其使用全部可用空间。\n" +"[b]注意:[/b]该节点是一个 [VBoxContainer],这意味着如果向其添加 [Control] 子" +"节点,则需要将子节点的 [member Control.size_flags_vertical] 设置为 [constant " +"Control.SIZE_EXPAND_FILL],以使其使用全部可用空间。\n" "[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml @@ -48460,15 +48552,15 @@ msgid "" "tutorials/editor/command_line_tutorial.html]command line argument[/url] is " "used." msgstr "" -"如果编辑器启用了多窗口支持,则返回 " -"[code]true[/code]。以下所有条件[i]都满足[/i]时才会启用多窗口支持:\n" -"- [member EditorSettings.interface/multi_window/enable] 为 " -"[code]true[/code]。\n" +"如果编辑器启用了多窗口支持,则返回 [code]true[/code]。以下所有条件[i]都满足[/" +"i]时才会启用多窗口支持:\n" +"- [member EditorSettings.interface/multi_window/enable] 为 [code]true[/" +"code]。\n" "- [member EditorSettings.interface/editor/single_window_mode] 为 " "[code]false[/code]。\n" "- [member Viewport.gui_embed_subwindows] 为 [code]false[/code]。如果平台是 " -"Web 等不支持多窗口的平台,或者使用了 [code]--single-window[/code] [url=$" -"DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]," +"Web 等不支持多窗口的平台,或者使用了 [code]--single-window[/code] " +"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]," "则强制为 [code]true[/code]。" #: doc/classes/EditorInterface.xml @@ -48579,16 +48671,16 @@ msgid "" " print(\"selected \", node_path)\n" "[/codeblock]" msgstr "" -"弹出编辑器对话框,用于选择所编辑场景中的 [Node]。[param callback] " -"必须接受单个类型为 [NodePath] 的参数。调用回调时会传入所选 [NodePath]," -"取消对话框时则为空路径 [code]^\"\"[/code]。如果提供了 [param valid_types]," -"则对话框只会显示与所列 Node 类型匹配的 Node。\n" +"弹出编辑器对话框,用于选择所编辑场景中的 [Node]。[param callback] 必须接受单" +"个类型为 [NodePath] 的参数。调用回调时会传入所选 [NodePath],取消对话框时则为" +"空路径 [code]^\"\"[/code]。如果提供了 [param valid_types],则对话框只会显示与" +"所列 Node 类型匹配的 Node。\n" "[b]示例:[/b]\n" "[codeblock]\n" "func _ready():\n" " if Engine.is_editor_hint():\n" -" EditorInterface.popup_node_selector(_on_node_selected, [\"Button\"])" -"\n" +" EditorInterface.popup_node_selector(_on_node_selected, " +"[\"Button\"])\n" "\n" "func _on_node_selected(node_path):\n" " if node_path.is_empty():\n" @@ -48619,11 +48711,11 @@ msgid "" " print(\"selected \", property_path)\n" "[/codeblock]" msgstr "" -"弹出编辑器对话框,用于选择 [param object] 的属性。[param callback] " -"必须接受单个类型为 [NodePath] 的参数。调用回调时会传入所选属性路径(见 [" -"method NodePath.get_as_property_path]),取消对话框时则为空路径 [code]^\"\"" -"[/code]。如果提供了 [param type_filter],则对话框只会显示与所列 [enum Variant" -".Type] 值匹配的属性。\n" +"弹出编辑器对话框,用于选择 [param object] 的属性。[param callback] 必须接受单" +"个类型为 [NodePath] 的参数。调用回调时会传入所选属性路径(见 [method " +"NodePath.get_as_property_path]),取消对话框时则为空路径 [code]^\"\"[/code]。" +"如果提供了 [param type_filter],则对话框只会显示与所列 [enum Variant.Type] 值" +"匹配的属性。\n" "[b]示例:[/b]\n" "[codeblock]\n" "func _ready():\n" @@ -49902,13 +49994,14 @@ msgstr "" "code])的断点的列表,例如:[code]res://path_to_script.gd:25[/code]。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" "Override this method in your plugin to return a [Texture2D] in order to give " "it an icon.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -50139,14 +50232,13 @@ msgid "" "\"EditorIcons\")\n" "[/codeblock]" msgstr "" -"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 " -"[b]2D[/b]、[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] " -"一起进入工作区选择器)。\n" -"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。" -"它需要被添加为 [method EditorInterface.get_editor_main_screen] 的子节点," -"并在 [method _make_visible] 中使其可见。\n" -"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] " -"自定义插件按钮的外观。\n" +"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、" +"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n" +"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它" +"需要被添加为 [method EditorInterface.get_editor_main_screen] 的子节点,并在 " +"[method _make_visible] 中使其可见。\n" +"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的" +"外观。\n" "[codeblock]\n" "var plugin_control\n" "\n" @@ -50238,12 +50330,14 @@ msgid "Adds a script at [param path] to the Autoload list as [param name]." msgstr "将 [param path] 处的脚本作为 [param name] 添加到自动加载列表中。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" "将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。可" "以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " @@ -50665,7 +50759,8 @@ msgstr "当任意项目设置发生改变时触发。" msgid "" "Emitted when the given [param resource] was saved on disc. See also [signal " "scene_saved]." -msgstr "给定的资源 [param resource] 保存到磁盘时发出。另见 [signal scene_saved]。" +msgstr "" +"给定的资源 [param resource] 保存到磁盘时发出。另见 [signal scene_saved]。" #: doc/classes/EditorPlugin.xml msgid "" @@ -50686,7 +50781,8 @@ msgstr "当用户关闭场景时发出。参数是被关闭的场景的文件路 msgid "" "Emitted when a scene was saved on disc. The argument is a file path to the " "saved scene. See also [signal resource_saved]." -msgstr "当场景被保存在磁盘上时发出。参数是被保存的场景的文件路径。另见 [signal " +msgstr "" +"当场景被保存在磁盘上时发出。参数是被保存的场景的文件路径。另见 [signal " "resource_saved]。" #: doc/classes/EditorPlugin.xml @@ -51418,29 +51514,29 @@ msgid "" "Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use " "Original\" mode to reference external textures." msgstr "" -"通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender " -"场景。该导入器要求用户安装 Blender,以便将场景导出为 glTF 2.0。\n" -"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/" -"blender_path[/code] 编辑器设置来设置的。\n" +"通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender 场" +"景。该导入器要求用户安装 Blender,以便将场景导出为 glTF 2.0。\n" +"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/blender_path[/" +"code] 编辑器设置来设置的。\n" "该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] " "时使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n" "Blend 导入需要 Blender 3.0。\n" -"在内部,EditorSceneFormatImporterBlend 使用 Blender " -"glTF“使用原始”模式来引用外部纹理。" +"在内部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用" +"外部纹理。" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 场景文件格式的导入器。" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml +#, fuzzy msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." msgstr "" "通过使用 FBX2glTF 命令行工具将 Autodesk FBX 3D 场景转换为 glTF 2.0 来导入它" "们。\n" @@ -51449,6 +51545,19 @@ msgstr "" "该导入器仅在启用 [member ProjectSettings.filesystem/import/fbx/enabled] 时使" "用,否则不会导入项目文件夹中存在的 [code].fbx[/code] 文件。" +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" @@ -51808,14 +51917,16 @@ msgid "Clear the selection." msgstr "清除选中项。" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "获取所选节点的列表。" #: doc/classes/EditorSelection.xml +#, fuzzy msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" "获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节" "点被选中的情况,也避免了子/孙节点被选中的情况。" @@ -52209,7 +52320,8 @@ msgstr "" msgid "" "If [code]true[/code], new node created when reparenting node(s) will be " "positioned at the average position of the selected node(s)." -msgstr "如果为 [code]true[/code],则重新设置节点父级时创建的新节点,将位于所选节点的" +msgstr "" +"如果为 [code]true[/code],则重新设置节点父级时创建的新节点,将位于所选节点的" "平均位置。" #: doc/classes/EditorSettings.xml @@ -52333,10 +52445,10 @@ msgid "" "[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect " "mode." msgstr "" -"在 3D 编辑器中使用的默认相机垂直视野(以度为单位)。可以使用 3D 编辑器顶部的[" -"b]查看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整了" -"场景的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D " -"节点时,该设置也将被忽略。\n" +"在 3D 编辑器中使用的默认相机垂直视野(以度为单位)。可以使用 3D 编辑器顶部的" +"[b]查看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整" +"了场景的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点" +"时,该设置也将被忽略。\n" "[b]注意:[/b]编辑器相机始终使用[b]保持高度[/b]长宽比模式。" #: doc/classes/EditorSettings.xml @@ -52352,10 +52464,10 @@ msgid "" "editor." msgstr "" "在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相" -"机较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。" -"可以使用 3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。" -"如果一个场景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将" -"被忽略。在编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" +"机较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使" +"用 3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一" +"个场景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽" +"略。在编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" #: doc/classes/EditorSettings.xml msgid "" @@ -52370,10 +52482,10 @@ msgid "" "editor." msgstr "" "要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离" -"相机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。" -"可以使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。" -"如果一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中" -"将被忽略。在编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" +"相机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可" +"以使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如" +"果一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将" +"被忽略。在编辑器中预览 [Camera3D] 节点时,该设置也将被忽略。" #: doc/classes/EditorSettings.xml msgid "" @@ -52859,6 +52971,13 @@ msgstr "" "如果为 [code]true[/code],则会在 2D 编辑器中平移时,鼠标超出 2D 视口范围后将" "其传送到对侧。这样在大型区域中平移就不必先退出平移然后调整鼠标光标。" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -52905,6 +53024,115 @@ msgstr "" "[b]注意:[/b]仅当 [member editors/tiles_editor/display_grid] 为 [code]true[/" "code] 时有效。" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "可视化着色器图中,该节点的大小。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "管身分区的长度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "绘制网格时使用的图案。" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -53096,11 +53324,12 @@ msgstr "" "能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" "包含 FBX2glTF 可执行文件的目录,导入时会使用 FBX2glTF 将 Autodesk FBX 3D 场景" "文件 [code].fbx[/code] 转换为 glTF 2.0 格式。\n" @@ -53350,19 +53579,20 @@ msgstr "" "素[/b]是最高质量的选项)。" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" "如果为 [code]true[/code],则会尽可能对“编辑器设置”中的名称进行本地化。默认禁" "用,因为本地化可能导致难以在网上查找设置的名称。\n" "[b]注意:[/b]这个设置不会影响检查器中属性名称的本地化。要在检查器中显示翻译后" -"的属性名称,请将 [member interface/inspector/default_property_name_style] " -"设置为 [b]Localized[/b]。" +"的属性名称,请将 [member interface/inspector/default_property_name_style] 设" +"置为 [b]Localized[/b]。" #: doc/classes/EditorSettings.xml msgid "" @@ -53378,8 +53608,8 @@ msgid "" msgstr "" "启用低处理器使用模式时帧之间的睡眠时间(以微秒为单位)。更高的值将导致更低的 " "CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的" -"响应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 [" -"member interface/editor/unfocused_low_processor_mode_sleep_usec]。\n" +"响应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 " +"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。\n" "[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " "[code]true[/code],则忽略该设置,因为启用该设置会禁用低处理器模式。" @@ -53516,8 +53746,8 @@ msgstr "" "当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。" "更高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑" "器必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器" -"的响应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。" -"另见 [member interface/editor/low_processor_mode_sleep_usec]。\n" +"的响应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另" +"见 [member interface/editor/low_processor_mode_sleep_usec]。\n" "[b]注意:[/b]如果 [member interface/editor/update_continuously] 为 " "[code]true[/code],则忽略该设置,因为启用该设置会禁用低处理器模式。" @@ -53554,8 +53784,8 @@ msgstr "" "设置编辑器的垂直同步模式。从编辑器运行时不会影响项目(这是由 [member " "ProjectSettings.display/window/vsync/vsync_mode] 控制的)。\n" "根据平台和使用的渲染器,如果不支持所需的模式,引擎将回退到[b]启用[/b]。\n" -"[b]注意:[/b]除[b]启用[/b]之外的垂直同步模式,仅支持 Forward+ 和 Mobile " -"渲染方式,不支持 Compatibility。" +"[b]注意:[/b]除[b]启用[/b]之外的垂直同步模式,仅支持 Forward+ 和 Mobile 渲染" +"方式,不支持 Compatibility。" #: doc/classes/EditorSettings.xml msgid "" @@ -53568,15 +53798,17 @@ msgstr "" msgid "" "The default color picker mode to use when opening [ColorPicker]s in the " "editor. This mode can be temporarily adjusted on the color picker itself." -msgstr "在编辑器中打开 [ColorPicker] " -"时使用的默认取色器模式。模式可以在取色器中临时调整。" +msgstr "" +"在编辑器中打开 [ColorPicker] 时使用的默认取色器模式。模式可以在取色器中临时调" +"整。" #: doc/classes/EditorSettings.xml msgid "" "The default color picker shape to use when opening [ColorPicker]s in the " "editor. This shape can be temporarily adjusted on the color picker itself." -msgstr "在编辑器中打开 [ColorPicker] " -"时使用的默认取色器形状。形状可以在取色器中临时调整。" +msgstr "" +"在编辑器中打开 [ColorPicker] 时使用的默认取色器形状。形状可以在取色器中临时调" +"整。" #: doc/classes/EditorSettings.xml msgid "" @@ -53585,24 +53817,23 @@ msgid "" msgstr "" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" "检查器中显示的属性名称样式。\n" "- [b]Raw:[/b]原始样式。使用与脚本中一致的形式显示属性(GDScript 中为 " "[code]snake_case[/code],C# 中为 [code]PascalCase[/code])。\n" -"- [b]Capitalized:[/b]首字母大写样式。使用 [method String.capitalize] " -"显示属性。\n" +"- [b]Capitalized:[/b]首字母大写样式。使用 [method String.capitalize] 显示属" +"性。\n" "- [b]Localized:[/b]本地化样式。给定的属性存在翻译时则根据当前编辑器语言显示" "本地化字符串。没有翻译可用时回退至 [b]Capitalized[/b]。\n" "[b]注意:[/b]这个设置并不控制编辑器设置名称的显示。要显示翻译后的编辑器设置名" @@ -53612,7 +53843,8 @@ msgstr "" msgid "" "If [code]true[/code], forces all property groups to be expanded in the " "Inspector dock and prevents collapsing them." -msgstr "如果为 [code]true[/code],则会在检查器面板中强制展开所有属性分组,阻止折叠。" +msgstr "" +"如果为 [code]true[/code],则会在检查器面板中强制展开所有属性分组,阻止折叠。" #: doc/classes/EditorSettings.xml msgid "" @@ -53639,10 +53871,10 @@ msgid "" "it can be harder to view and edit large values without expanding the " "inspector horizontally." msgstr "" -"如果为 [code]true[/code],则检查器会将 [Vector3]、[Vector3i]、[Vector4]、[Vec" -"tor4i]、[Rect2]、[Rect2i]、[Plane]、[Quaternion] 属性显示为一行而不是多行。显" -"示为一行更加紧凑,但如果不将检查器横向扩大,对较大数值的显示和编辑就会更加困" -"难。" +"如果为 [code]true[/code],则检查器会将 [Vector3]、[Vector3i]、[Vector4]、" +"[Vector4i]、[Rect2]、[Rect2i]、[Plane]、[Quaternion] 属性显示为一行而不是多" +"行。显示为一行更加紧凑,但如果不将检查器横向扩大,对较大数值的显示和编辑就会" +"更加困难。" #: doc/classes/EditorSettings.xml msgid "" @@ -53662,10 +53894,9 @@ msgid "" "resources_to_open_in_new_inspector] or if this setting is [code]false[/" "code], attempting to edit a subresource always opens a new inspector view." msgstr "" -"如果为 [code]true[/code],则可以在当前检查器视图中编辑子资源。" -"如果资源类型包含在 [member interface/inspector/" -"resources_to_open_in_new_inspector] 中,或者这个设置为 " -"[code]false[/code],则尝试编辑子资源时始终会打开新的检查器视图。" +"如果为 [code]true[/code],则可以在当前检查器视图中编辑子资源。如果资源类型包" +"含在 [member interface/inspector/resources_to_open_in_new_inspector] 中,或者" +"这个设置为 [code]false[/code],则尝试编辑子资源时始终会打开新的检查器视图。" #: doc/classes/EditorSettings.xml msgid "" @@ -53697,8 +53928,8 @@ msgid "" msgstr "" "如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口" "(即浮动):停靠面板、脚本编辑器、着色器编辑器。\n" -"[b]注意:[/b][member interface/editor/single_window_mode] 为 " -"[code]true[/code] 时,多窗口支持始终处于禁用状态。\n" +"[b]注意:[/b][member interface/editor/single_window_mode] 为 [code]true[/" +"code] 时,多窗口支持始终处于禁用状态。\n" "[b]注意:[/b]要查询编辑器是否可以在编辑器插件中使用多个窗口,请使用 [method " "EditorInterface.is_multi_window_enabled] 而不是查询该编辑器设置的值。" @@ -53834,6 +54065,13 @@ msgstr "" "如果 [code]true[/code],则在编辑器中的交互式 UI 元素周围绘制额外的边框。使用" "[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。" + #: doc/classes/EditorSettings.xml msgid "" "The icon and font color scheme to use in the editor.\n" @@ -53884,6 +54122,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"使用手写笔的橡皮端时,返回 [code]true[/code]。\n" +"[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -54045,7 +54292,8 @@ msgstr "" msgid "" "If [code]true[/code], on Linux/BSD, the editor will check for Wayland first " "instead of X11 (if available)." -msgstr "如果为 [code]true[/code],在 Linux/BSD 上,编辑器将首先检查 Wayland 而不是 " +msgstr "" +"如果为 [code]true[/code],在 Linux/BSD 上,编辑器将首先检查 Wayland 而不是 " "X11(如果可用)。" #: doc/classes/EditorSettings.xml @@ -54393,9 +54641,10 @@ msgid "" msgstr "" "如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] " "键的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加 [url=$DOCS_URL/" -"tutorials/scripting/gdscript/static_typing.html]GDScript 静态类型[/url] " -"提示,类型提示类似 [code]-> void[/code] 和 [code]: int[/code] 。如果为 [code]" -"true[/code],则新创建的脚本也会自动将类型提示添加到其方法参数和返回类型中。" +"tutorials/scripting/gdscript/static_typing.html]GDScript 静态类型[/url] 提" +"示,类型提示类似 [code]-> void[/code] 和 [code]: int[/code] 。如果为 " +"[code]true[/code],则新创建的脚本也会自动将类型提示添加到其方法参数和返回类型" +"中。" #: doc/classes/EditorSettings.xml msgid "" @@ -56510,21 +56759,25 @@ msgid "Provides access to engine properties." msgstr "提供对引擎属性的访问。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" "[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -56539,9 +56792,10 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" "返回构建 Godot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 " "[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/" @@ -56569,34 +56823,33 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" -"返回一个字典中的引擎作者信息。\n" -"[code]lead_developers[/code] - 字符串的数组,主要开发者的名字\n" -"[code]founders[/code] - 创始人姓名的字符串数组\n" -"[code]project_managers[/code] - 项目经理姓名的字符串数组\n" -"[code]developers[/code] - 开发者名称的字符串数组" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" -"返回一个版权信息字典数组。\n" -"[code]name[/code] - 字符串,组件名称。\n" -"[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]}" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -56609,46 +56862,57 @@ msgstr "" "code], [code]bronze_donors[/code]}" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" "返回绘制的总帧数。在无头平台上,或者如果通过命令行使用 [code]--disable-" "render-loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/" "code]。请参阅 [method get_process_frames]。" #: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." -msgstr "返回运行游戏的每秒帧数。" +msgid "" +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." +msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." -msgstr "返回 Godot 所使用的许可证的 Dictionary 字典列表,其中包括第三方组件。" +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." +msgstr "" #: doc/classes/Engine.xml -msgid "Returns Godot license text." +#, fuzzy +msgid "Returns the full Godot license text." msgstr "返回Godot许可证文本。" #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。" +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -56694,28 +56958,30 @@ msgid "" msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -56745,7 +57011,8 @@ msgstr "" "[/codeblocks]" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "返回给定索引处的 [ScriptLanguage] 实例。" #: doc/classes/Engine.xml @@ -56756,52 +57023,60 @@ msgstr "返回可用脚本语言的数量。请配合 [method get_script_languag #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"返回具有给定名称 [param name] 的全局单例。常用于插件,例如 GodotPayments。" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "返回可用全局单例的列表。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -56812,17 +57087,17 @@ msgstr "" "[code]patch[/code] - 将补丁版本号保存为一个 int\n" "[code]hex[/code] - 保存编码为十六进制整数的完整版本号,每个数字一个字节(2 " "位)(参见下面的示例)\n" -"[code]status[/code] - 将状态(例如“beta”、“rc1”、“rc2”、...“stable”)" -"保存为字符串\n" +"[code]status[/code] - 将状态(例如“beta”、“rc1”、“rc2”、...“stable”)保存为字" +"符串\n" "[code]build[/code] - 将构建名称(例如“custom_build”)保存为字符串\n" "[code]hash[/code] - 将完整的 Git 提交哈希保存为字符串\n" "[code]string[/code] - 将 [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] " -"保存在单个字符串中\n" +"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符" +"串中\n" "[code]hex[/code] 值的编码方式如下,从左到右:主版本对应一字节,次版本对应一字" -"节,补丁版本对应一字节。例如,“3.1.12”将是 " -"[code]0x03010C[/code]。[b]注意:[/b]它内部还是一个 int,打印出来就是它的十进" -"制表示,没有特别的意义。使用十六进制文字从代码中轻松比较版本:\n" +"节,补丁版本对应一字节。例如,“3.1.12”将是 [code]0x03010C[/code]。[b]注意:[/" +"b]它内部还是一个 int,打印出来就是它的十进制表示,没有特别的意义。使用十六进" +"制文字从代码中轻松比较版本:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.get_version_info().hex >= 0x030200:\n" @@ -56843,10 +57118,11 @@ msgstr "" "[/codeblocks]" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" "返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则" "返回一个空字符串。该路径可以是绝对路径或相对路径,具体取决于用户指定它的方" @@ -56854,18 +57130,34 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"如果全局范围内存在具有给定 [param name] 的单例,则返回 [code]true[/code]。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -56882,12 +57174,12 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" "如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 " "[code]false[/code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编" @@ -56916,20 +57208,33 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." -msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" +msgstr "" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" "注册一个 [ScriptLanguage] 实例以供 [code]ScriptServer[/code] 使用。\n" "返回:\n" @@ -56940,18 +57245,20 @@ msgstr "" "有相似扩展名/名称/类型的语言" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "将给定的对象注册为单例,名称 [param name] 全局可用。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" "从 [code]ScriptServer[/code] 注销该 [ScriptLanguage] 实例。\n" "返回:\n" @@ -56960,39 +57267,42 @@ msgstr "" "注册" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" "将名称为 [param name] 的单例解除注册。该单例对象不会被释放。仅能够对通过 " "[method register_singleton] 创建的用户定义单例使用。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" "每秒可渲染的最大帧数。值为 [code]0[/code] 表示“无限制”。如果 CPU 或 GPU 跟不" "上项目逻辑和渲染的速度,实际的每秒帧数仍可能低于这个值。\n" @@ -57013,13 +57323,15 @@ msgstr "" "application/run/max_fps]。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -57032,17 +57344,18 @@ msgstr "" "默认值,那么建议将 [member max_physics_steps_per_frame] 也调大。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" "控制物理周期与实际时间的同步程度。如果小于等于 0,则周期是同步的。这样的值建" "议用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟" @@ -57082,18 +57395,19 @@ msgstr "" "max_physics_steps_per_frame] 也调大。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" "如果为 [code]false[/code],则停止向控制台和编辑器输出日志打印错误和警告消息。" "这可用于在单元测试套件运行期间隐藏错误和警告消息。该属性等效于 [member " @@ -57106,20 +57420,23 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -57534,8 +57851,12 @@ msgstr "" "来给人一种太阳正在“穿透”雾的印象。" #: doc/classes/Environment.xml -msgid "The glow blending mode." -msgstr "辉光混合模式。" +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" @@ -57547,16 +57868,17 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" -"如果为 [code]true[/code],则启用辉光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支持辉光,Compatibility 不支持。" -"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态" -"范围较低。" #: doc/classes/Environment.xml msgid "" @@ -57595,36 +57917,63 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." -msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." -msgstr "第 2 级辉光的强度。" +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." -msgstr "第 3 级辉光的强度。" +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." -msgstr "第 4 级辉光的强度。" +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." -msgstr "第 5 级辉光的强度。" +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." -msgstr "第 6 级辉光的强度。" +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." -msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml +#, fuzzy msgid "" "The texture that should be used as a glow map to [i]multiply[/i] the " "resulting glow color according to [member glow_map_strength]. This can be " @@ -57632,7 +57981,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" "该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生" "成的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调" @@ -57641,12 +57993,16 @@ msgstr "" "(通常为 16:9)相匹配的纹理。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "How strong of an impact the [member glow_map] should have on the overall " "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" "[member glow_map] 应该对整体发光效果产生多大的影响。[code]0.0[/code] 的强度," "表示辉光贴图对整体辉光效果没有影响。[code]1.0[/code] 的强度,表示辉光对整体辉" @@ -57654,11 +58010,15 @@ msgstr "" "辉光)。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" "当使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 时,它控制源图" "像与辉光层混合的程度。[code]0.0[/code] 的值使辉光渲染不可见,而 [code]1.0[/" @@ -57667,17 +58027,22 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"如果为 [code]true[/code],则辉光级别将被归一化,使强度的总和等于 [code]1.0[/" -"code]。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" "辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 " "Mobile 渲染方法时应将其提高,对低动态范围进行补偿。" @@ -58915,6 +59280,31 @@ msgid "" "distortion." msgstr "为每个八度音阶独立地扭曲空间,从而导致更混乱的失真。" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "提供用于文件读写操作的方法。" @@ -59815,7 +60205,8 @@ msgstr "清除对话框中所有当前选定的项目。" msgid "" "Returns the default value index of the [OptionButton] or [CheckBox] with " "index [param option]." -msgstr "返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" +msgstr "" +"返回索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" #: doc/classes/FileDialog.xml msgid "" @@ -59855,7 +60246,8 @@ msgstr "使当前对话框内容列表无效并更新。" msgid "" "Sets the default value index of the [OptionButton] or [CheckBox] with index " "[param option]." -msgstr "设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" +msgstr "" +"设置索引为 [param option] 的 [OptionButton] 或 [CheckBox] 的默认值索引。" #: doc/classes/FileDialog.xml msgid "" @@ -60001,6 +60393,11 @@ msgstr "应用于文件夹图标的颜色调制。" msgid "Custom icon for the back arrow." msgstr "向后箭头的自定义图标。" +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "重新加载按钮的自定义图标。" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "文件的自定义图标。" @@ -60097,7 +60494,8 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "外部资源 [param resource] 的对应文件被移除时发出。" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +#, fuzzy +msgid "A built-in type for floating-point numbers." msgstr "浮点数内置类型。" #: doc/classes/float.xml @@ -60443,8 +60841,8 @@ msgid "" "When using a vertical [FlowContainer] with a right to left [member Control." "layout_direction], columns will fill left to right instead." msgstr "" -"如果为 [code]true[/code] ,则翻转填充方向。水平的 [FlowContainer] " -"会从下往上一行行填充,垂直的 [FlowContainer] 会从右往左一列列填充。\n" +"如果为 [code]true[/code] ,则翻转填充方向。水平的 [FlowContainer] 会从下往上" +"一行行填充,垂直的 [FlowContainer] 会从右往左一列列填充。\n" "如果使用的是垂直的 [FlowContainer] 和从右至左的 [member Control." "layout_direction],则会从左往右一列列填充。" @@ -60459,11 +60857,13 @@ msgstr "" "使用 [HFlowContainer] 和 [VFlowContainer] 时不能改变。" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +#, fuzzy +msgid "The horizontal separation of child nodes." msgstr "子节点的水平分隔量。" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +#, fuzzy +msgid "The vertical separation of child nodes." msgstr "子节点的垂直分隔量。" #: doc/classes/FogMaterial.xml @@ -60754,9 +61154,9 @@ msgstr "" "同。仅将其用作粗略估计(例如作为空行的上高)。" #: doc/classes/Font.xml +#, fuzzy msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -61846,7 +62246,8 @@ msgstr "" msgid "" "Returns the [GDExtension] at the given file [param path], or [code]null[/" "code] if it has not been loaded or does not exist." -msgstr "返回给定文件 [param path] 处的 [GDExtension],如果尚未加载或不存在,则返回 " +msgstr "" +"返回给定文件 [param path] 处的 [GDExtension],如果尚未加载或不存在,则返回 " "[code]null[/code]。" #: doc/classes/GDExtensionManager.xml @@ -61859,8 +62260,8 @@ msgid "" "has already been loaded successfully. See also [method " "get_loaded_extensions]." msgstr "" -"如果给定文件 [param path] 处的扩展已成功加载,则返回 [code]true[/code]。" -"另请参阅 [method get_loaded_extensions]。" +"如果给定文件 [param path] 处的扩展已成功加载,则返回 [code]true[/code]。另请" +"参阅 [method get_loaded_extensions]。" #: doc/classes/GDExtensionManager.xml msgid "" @@ -62980,12 +63381,11 @@ msgid "" "[code]n[/code] is the number of tetrahedra found). If the tetrahedralization " "is unsuccessful, an empty [PackedInt32Array] is returned." msgstr "" -"对 3D 空间中由离散的 [param points] " -"集指定的区域进行四面体化,确保没有点位于任何生成的四面体的外接球内。" -"该方法返回一个 [PackedInt32Array],其中每个四面体由 [param points] " -"中的四个连续点的索引组成(即返回的数组将具有 [code]n * 4[/code] 个元素,其中 " -"[code]n[/code] 是找到的四面体的数量)。如果四面体化没有成功,则返回一个空的 " -"[PackedInt32Array]。" +"对 3D 空间中由离散的 [param points] 集指定的区域进行四面体化,确保没有点位于" +"任何生成的四面体的外接球内。该方法返回一个 [PackedInt32Array],其中每个四面体" +"由 [param points] 中的四个连续点的索引组成(即返回的数组将具有 [code]n * 4[/" +"code] 个元素,其中 [code]n[/code] 是找到的四面体的数量)。如果四面体化没有成" +"功,则返回一个空的 [PackedInt32Array]。" #: doc/classes/GeometryInstance3D.xml msgid "Base node for geometry-based visual instances." @@ -63407,6 +63807,43 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在这个 [GLTFNode] 实例中获取额外的任意数据。这可以用来保持 " +"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态" +"的。\n" +"参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相匹" +"配),而该返回值可以是你设置的任何值。如果没有设置任何值,则返回值为 null。" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" +"在这个 [GLTFNode] 实例中设置额外的任意数据。这可以用来保持 " +"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态" +"的。\n" +"第一个参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相" +"匹配),第二个参数可以是任何你想要的东西。" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "翻译的区域设置。" + #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "Represents a GLTF buffer view." msgstr "代表 GLTF 缓冲区视图。" @@ -63434,14 +63871,16 @@ msgstr "" msgid "" "The index of the buffer this buffer view is referencing. If [code]-1[/code], " "this buffer view is not referencing any buffer." -msgstr "这个缓冲视图所引用的缓冲索引。如果为 " -"[code]-1[/code],则这个缓冲视图并没有引用任何缓冲。" +msgstr "" +"这个缓冲视图所引用的缓冲索引。如果为 [code]-1[/code],则这个缓冲视图并没有引" +"用任何缓冲。" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" "The length, in bytes, of this buffer view. If [code]0[/code], this buffer " "view is empty." -msgstr "这个缓冲视图的长度,单位为字节。如果为 [code]0[/code],则这个缓冲视图为空。" +msgstr "" +"这个缓冲视图的长度,单位为字节。如果为 [code]0[/code],则这个缓冲视图为空。" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" @@ -63453,8 +63892,9 @@ msgstr "这个缓冲视图的起点相对于缓冲起点的偏移量,单位为 msgid "" "The stride, in bytes, between interleaved data. If [code]-1[/code], this " "buffer view is not interleaved." -msgstr "交错数据的步幅,单位为字节。如果为 " -"[code]-1[/code],则这个缓冲视图不是交错的。" +msgstr "" +"交错数据的步幅,单位为字节。如果为 [code]-1[/code],则这个缓冲视图不是交错" +"的。" #: modules/gltf/doc_classes/GLTFBufferView.xml msgid "" @@ -63661,10 +64101,10 @@ msgid "" "[b]Note:[/b] The extension of the glTF file determines if it is a .glb " "binary file or a .gltf text file." msgstr "" -"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF " -"文件写入文件系统。\n" -"[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf " -"文本文件。" +"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件" +"系统。\n" +"[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf 文" +"本文件。" #: modules/gltf/doc_classes/GLTFDocument.xml msgid "" @@ -63792,12 +64232,12 @@ msgid "" "from a Godot scene." msgstr "" "导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method " -"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 [" -"method _serialize_texture_json] 之后运行。\n" -"该方法可用于修改每个节点的最终 JSON。在序列化 JSON 之前,数据应主要被存储在 [" -"param gltf_node] 中,但如果原始 Godot [param node] " -"可用,它也将被提供。如果该节点不可用,例如当导出不是从 Godot 场景生成的 GLTF " -"数据时,该节点可能为 null。" +"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 " +"[method _serialize_texture_json] 之后运行。\n" +"该方法可用于修改每个节点的最终 JSON。在序列化 JSON 之前,数据应主要被存储在 " +"[param gltf_node] 中,但如果原始 Godot [param node] 可用,它也将被提供。如果" +"该节点不可用,例如当导出不是从 Godot 场景生成的 GLTF 数据时,该节点可能为 " +"null。" #: modules/gltf/doc_classes/GLTFDocumentExtension.xml msgid "" @@ -64137,6 +64577,69 @@ msgstr "" "灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的" "物理灯光一样。当创建 Godot 灯光时,范围限制在 4096。" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "代表 GLTF 相机。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在这个 [GLTFNode] 实例中获取额外的任意数据。这可以用来保持 " +"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态" +"的。\n" +"参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相匹" +"配),而该返回值可以是你设置的任何值。如果没有设置任何值,则返回值为 null。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" +"在这个 [GLTFNode] 实例中设置额外的任意数据。这可以用来保持 " +"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态" +"的。\n" +"第一个参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相" +"匹配),第二个参数可以是任何你想要的东西。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "返回表示此精灵的矩形。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "文本阴影的水平偏移。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "GLTF 节点类。" @@ -64202,9 +64705,10 @@ msgstr "" "的属性。如果为 -1,则该节点不是相机。" #: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" "[GLTFState] 中子节点的索引。如果该 GLTF 节点没有子节点,则这将是一个空数组。" @@ -64234,6 +64738,11 @@ msgstr "" "如果该 GLTF 节点是网格,则 [GLTFState] 中 [GLTFMesh] 的索引将描述该网格的属" "性。如果为 -1,则该节点不是网格。" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "节点的标题。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -64289,8 +64798,8 @@ msgid "" "abstracted in a way that allows adding support for different GLTF physics " "extensions in the future." msgstr "" -"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Godot " -"节点之间的中介,并且它的抽象方式允许在未来添加对不同 GLTF 物理扩展的支持。" +"代表物理体作为 [code]OMI_physics_body[/code] GLTF 数据和 Godot 节点之间的中" +"介,并且它的抽象方式允许在未来添加对不同 GLTF 物理扩展的支持。" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "OMI_physics_body GLTF extension" @@ -64301,8 +64810,8 @@ msgid "" "Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary] in " "the [code]OMI_physics_body[/code] GLTF extension format." msgstr "" -"通过解析 [code]OMI_physics_body[/code] GLTF 扩展格式中给定的 [Dictionary]," -"创建新的 GLTFPhysicsBody 实例。" +"通过解析 [code]OMI_physics_body[/code] GLTF 扩展格式中给定的 [Dictionary],创" +"建新的 GLTFPhysicsBody 实例。" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "" @@ -64338,10 +64847,10 @@ msgid "" "exporting, this will be squashed down to one of \"static\", \"kinematic\", " "or \"dynamic\" motion types, or the \"trigger\" property." msgstr "" -"该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] " -"节点。有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、和 " -"“trigger”。导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” " -"运动类型之一,或为 “trigger” 属性。" +"该物体的类型。导入时,控制 Godot 应该生成哪种类型的 [CollisionObject3D] 节" +"点。有效值有 “static”、“animatable”、“character”、“rigid”、“vehicle”、和 " +"“trigger”。导出时,这将被压缩为 “static”、“kinematic” 或 “dynamic” 运动类型之" +"一,或为 “trigger” 属性。" #: modules/gltf/doc_classes/GLTFPhysicsBody.xml msgid "" @@ -64406,9 +64915,9 @@ msgid "" "between the GLTF data and Godot's nodes, and it's abstracted in a way that " "allows adding support for different GLTF physics extensions in the future." msgstr "" -"代表由 [code]OMI_physics_shape[/code] 或 [code]OMI_collider[/code] GLTF " -"扩展定义的物理形状。这个类是 GLTF 数据与 Godot 节点的中介,并且经过了抽象," -"支持将来添加不同 GLTF 物理扩展。" +"代表由 [code]OMI_physics_shape[/code] 或 [code]OMI_collider[/code] GLTF 扩展" +"定义的物理形状。这个类是 GLTF 数据与 Godot 节点的中介,并且经过了抽象,支持将" +"来添加不同 GLTF 物理扩展。" #: modules/gltf/doc_classes/GLTFPhysicsShape.xml msgid "OMI_physics_shape GLTF extension" @@ -64894,6 +65403,21 @@ msgstr "" "的 GLTF,否则这是二进制 GLB。这将在导入期间从文件追加时设置,并将在导出期间写" "入文件时设置。如果写入到缓冲区,这将是一个空字符串。" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "所附着骨骼的名称。" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -64937,6 +65461,11 @@ msgid "" "behavior." msgstr "将无损压缩的纹理嵌入到生成的场景中,匹配旧行为。" +#: modules/gltf/doc_classes/GLTFTexture.xml +#, fuzzy +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "代表 GLTF 文件中的所有数据。" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -65067,10 +65596,10 @@ msgid "" "contents of [param custom] as [code](rotation, age, animation, lifetime)[/" "code]." msgstr "" -"发射单个粒子。是否应用 [param xform]、[param velocity]、[param color] 和 [" -"param custom] 取决于 [param flags] 的值。请参阅 [enum EmitFlags]。\n" -"默认的 ParticleProcessMaterial 将覆盖 [param color] 并使用 [param custom] " -"的内容作为 [code](rotation, age, animation, lifetime)[/code]。" +"发射单个粒子。是否应用 [param xform]、[param velocity]、[param color] 和 " +"[param custom] 取决于 [param flags] 的值。请参阅 [enum EmitFlags]。\n" +"默认的 ParticleProcessMaterial 将覆盖 [param color] 并使用 [param custom] 的" +"内容作为 [code](rotation, age, animation, lifetime)[/code]。" #: doc/classes/GPUParticles2D.xml msgid "Restarts all the existing particles." @@ -66641,8 +67170,8 @@ msgid "" "0\", to_port: 1, to_node: \"GraphNode name 1\" }[/code]." msgstr "" "返回包含连接列表的 [Array]。连接由以下形式的结构组成:[code]{ from_port: 0, " -"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" " -"}[/code]。" +"from_node: \"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }" +"[/code]。" #: doc/classes/GraphEdit.xml msgid "" @@ -66651,9 +67180,9 @@ msgid "" "{ from_port: 0, from_node: \"GraphNode name 0\", to_port: 1, to_node: " "\"GraphNode name 1\" }[/code]." msgstr "" -"返回一个 [Array],其中包含与给定 [Rect2] " -"相交的连接列表。连接由以下形式的结构组成:[code]{ from_port: 0, from_node: " -"\"GraphNode name 0\", to_port: 1, to_node: \"GraphNode name 1\" }[/code]。" +"返回一个 [Array],其中包含与给定 [Rect2] 相交的连接列表。连接由以下形式的结构" +"组成:[code]{ from_port: 0, from_node: \"GraphNode name 0\", to_port: 1, " +"to_node: \"GraphNode name 1\" }[/code]。" #: doc/classes/GraphEdit.xml msgid "" @@ -66984,7 +67513,8 @@ msgstr "使用点线绘制网格。" msgid "" "Color the connection line is interpolated to based on the activity value of " "a connection (see [method set_connection_activity])." -msgstr "根据连接的活动值插入连接线的颜色(请参阅 [method set_connection_activity])。" +msgstr "" +"根据连接的活动值插入连接线的颜色(请参阅 [method set_connection_activity])。" #: doc/classes/GraphEdit.xml msgid "" @@ -67266,13 +67796,15 @@ msgstr "返回索引为 [param slot_index] 的插槽右侧(输出)的 [Color msgid "" "Returns the left (input) custom [Texture2D] of the slot with the given " "[param slot_index]." -msgstr "返回具有给定 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D]。" +msgstr "" +"返回具有给定 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D]。" #: doc/classes/GraphNode.xml msgid "" "Returns the right (output) custom [Texture2D] of the slot with the given " "[param slot_index]." -msgstr "返回具有给定 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D]。" +msgstr "" +"返回具有给定 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D]。" #: doc/classes/GraphNode.xml msgid "" @@ -67379,16 +67911,16 @@ msgid "" "Sets the custom [Texture2D] of the left (input) side of the slot with the " "given [param slot_index] to [param custom_icon]." msgstr "" -"将索引为 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D] 设置为 [" -"param custom_icon]。" +"将索引为 [param slot_index] 的插槽的左侧(输入)的自定义 [Texture2D] 设置为 " +"[param custom_icon]。" #: doc/classes/GraphNode.xml msgid "" "Sets the custom [Texture2D] of the right (output) side of the slot with the " "given [param slot_index] to [param custom_icon]." msgstr "" -"将索引为 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D] 设置为 [" -"param custom_icon]。" +"将索引为 [param slot_index] 的插槽的右侧(输出)的自定义 [Texture2D] 设置为 " +"[param custom_icon]。" #: doc/classes/GraphNode.xml msgid "" @@ -67992,7 +68524,8 @@ msgstr "" msgid "" "Height map data. The array's size must be equal to [member map_width] " "multiplied by [member map_depth]." -msgstr "高度图数据。该数组的大小必须等于 [member map_width] 乘以 [member map_depth]。" +msgstr "" +"高度图数据。该数组的大小必须等于 [member map_width] 乘以 [member map_depth]。" #: doc/classes/HeightMapShape3D.xml msgid "" @@ -68256,8 +68789,9 @@ msgid "" "A horizontal slider, used to adjust a value by moving a grabber along a " "horizontal axis. It is a [Range]-based control and goes from left (min) to " "right (max)." -msgstr "水平滑块,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 " -"[Range],从左(最小)到右(最大)滚动。" +msgstr "" +"水平滑块,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从" +"左(最小)到右(最大)滚动。" #: doc/classes/HSplitContainer.xml msgid "" @@ -71036,10 +71570,11 @@ msgstr "" "绿)。另见 [constant FORMAT_DXT5]。" #: doc/classes/Image.xml +#, fuzzy msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" @@ -71053,10 +71588,11 @@ msgstr "" "与 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以让 GPU 知道它用于 HDR。" #: doc/classes/Image.xml +#, fuzzy msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" @@ -71207,14 +71743,16 @@ msgid "" msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。" #: doc/classes/Image.xml +#, fuzzy msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "表示应该使用高质量 4x4 ASTC 压缩格式的提示。" #: doc/classes/Image.xml +#, fuzzy msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "表示应该使用低质量 8x8 ASTC 压缩格式的提示。" @@ -71963,8 +72501,9 @@ msgid "" "Returns the last mouse velocity in screen coordinates. To provide a precise " "and jitter-free velocity, mouse velocity is only calculated every 0.1s. " "Therefore, mouse velocity will lag mouse movements." -msgstr "返回屏幕坐标中上次的鼠标速度。为了提供精确且无抖动的速度,鼠标速度仅每 0.1 " -"秒计算一次。因此,鼠标速度将滞后于鼠标移动。" +msgstr "" +"返回屏幕坐标中上次的鼠标速度。为了提供精确且无抖动的速度,鼠标速度仅每 0.1 秒" +"计算一次。因此,鼠标速度将滞后于鼠标移动。" #: doc/classes/Input.xml msgid "" @@ -72196,6 +72735,7 @@ msgstr "" "events]《输入示例》[/url]。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" @@ -72213,7 +72753,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" "向游戏提供一个 [InputEvent]。可用于从代码中人为地触发输入事件。也会产生 " "[method Node._input] 调用。\n" @@ -72251,13 +72796,15 @@ msgstr "" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -72369,9 +72916,9 @@ msgid "" msgstr "" "开始振动游戏手柄。游戏手柄通常带有两个震动马达,一强一弱。[param " "weak_magnitude] 是弱马达的强度(介于 0 和 1 之间),[param strong_magnitude] " -"是强马达的强度(介于 0 和 1 之间)。[param duration] " -"是效果的持续时间(以秒为单位)(持续时间为 0 将尝试无限期地播放振动)。调用 [" -"method stop_joy_vibration] 可以提前停止震动。\n" +"是强马达的强度(介于 0 和 1 之间)。[param duration] 是效果的持续时间(以秒为" +"单位)(持续时间为 0 将尝试无限期地播放振动)。调用 [method " +"stop_joy_vibration] 可以提前停止震动。\n" "[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果播放的时长必须超过几秒钟," "建议重新启动效果。\n" "[b]注意:[/b]对于 macOS,仅 macOS 11 及更高版本支持振动。" @@ -72427,8 +72974,8 @@ msgid "" "the touchscreen. See also [member ProjectSettings.input_devices/pointing/" "emulate_mouse_from_touch]." msgstr "" -"如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。另请参阅 [" -"member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch]。" +"如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。另请参阅 " +"[member ProjectSettings.input_devices/pointing/emulate_mouse_from_touch]。" #: doc/classes/Input.xml msgid "" @@ -72436,8 +72983,8 @@ msgid "" "mouse. See also [member ProjectSettings.input_devices/pointing/" "emulate_touch_from_mouse]." msgstr "" -"如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。另请参阅 [" -"member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]。" +"如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。另请参阅 " +"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse]。" #: doc/classes/Input.xml msgid "Controls the mouse mode. See [enum MouseMode] for more information." @@ -72492,19 +73039,20 @@ msgid "" msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" #: doc/classes/Input.xml +#, fuzzy msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" "等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可" "用(例如,有东西阻塞了主线程)。" #: doc/classes/Input.xml +#, fuzzy msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" "忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程" "中仍然可以使用。" @@ -72964,8 +73512,9 @@ msgstr "返回该事件 [member keycode] 及修饰键的 [String] 字符串表 msgid "" "Returns a [String] representation of the event's [member location]. This " "will be a blank string if the event is not specific to a location." -msgstr "返回事件的 [member location] 的 [String] " -"表示形式。如果该事件不特定于某个位置,则这将是一个空白字符串。" +msgstr "" +"返回事件的 [member location] 的 [String] 表示形式。如果该事件不特定于某个位" +"置,则这将是一个空白字符串。" #: doc/classes/InputEventKey.xml msgid "" @@ -73253,13 +73802,14 @@ msgid "" "[b]Note:[/b] Godot does not support MIDI output, so there is no way to emit " "MIDI messages from Godot. Only MIDI input is supported." msgstr "" -"InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/url" -"](乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓机。\n" +"InputEventMIDI 存储有关来自 [url=https://en.wikipedia.org/wiki/MIDI]MIDI[/" +"url](乐器数字接口)设备的消息的信息。这些设备可能包括音乐键盘、合成器和鼓" +"机。\n" "MIDI 消息可以通过 5 针 MIDI 连接器或 USB 接收。如果你的设备支持这两种方式,请" "务必检查设备中的设置以查看它正在使用哪种输出。\n" "默认情况下,Godot 不检测 MIDI 设备。需要首先调用 [method OS." -"open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] " -"检查检测到哪些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n" +"open_midi_inputs]。可以使用 [method OS.get_connected_midi_inputs] 检查检测到" +"哪些设备,并使用 [method OS.close_midi_inputs] 关闭连接。\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" @@ -73403,11 +73953,11 @@ msgid "" " print(\"Note pressed!\")\n" "[/codeblock]" msgstr "" -"MIDI 消息的速度。这个值在 [code]0[/code] 到 [code]127[/code] " -"之间。对于音乐键盘,这对应的是按键有多快,实际很少超过 [code]110[/code]。\n" +"MIDI 消息的速度。这个值在 [code]0[/code] 到 [code]127[/code] 之间。对于音乐键" +"盘,这对应的是按键有多快,实际很少超过 [code]110[/code]。\n" "[b]注意:[/b]部分 MIDI 设备可能会发送速度为 [code]0[/code] 的 [constant " -"MIDI_MESSAGE_NOTE_ON],并期望它被视为和 [constant MIDI_MESSAGE_NOTE_OFF] " -"消息一样。如果有必要,可以用几行代码来处理:\n" +"MIDI_MESSAGE_NOTE_ON],并期望它被视为和 [constant MIDI_MESSAGE_NOTE_OFF] 消息" +"一样。如果有必要,可以用几行代码来处理:\n" "[codeblock]\n" "func _input(event):\n" " if event is InputEventMIDI:\n" @@ -73471,8 +74021,8 @@ msgid "" msgstr "" "存储与鼠标点击事件相关的信息。见 [method Node._input]。\n" "[b]注意:[/b]在 Wear OS 设备上,旋钮输入会被映射到 [constant " -"MOUSE_BUTTON_WHEEL_UP] 和 [constant MOUSE_BUTTON_WHEEL_DOWN]。可以使用 [" -"member ProjectSettings.input_devices/pointing/android/" +"MOUSE_BUTTON_WHEEL_UP] 和 [constant MOUSE_BUTTON_WHEEL_DOWN]。可以使用 " +"[member ProjectSettings.input_devices/pointing/android/" "rotary_input_scroll_axis] 设置将其修改为 [constant MOUSE_BUTTON_WHEEL_LEFT] " "和 [constant MOUSE_BUTTON_WHEEL_RIGHT]。" @@ -73580,12 +74130,11 @@ msgid "" "regardless of the project's stretch mode." msgstr "" "未缩放的鼠标位置,该位置相对于屏幕坐标系中的前一个位置(上一帧的位置)。\n" -"[b]注意:[/b]由于 [InputEventMouseMotion] " -"只在鼠标移动时发出,因此当用户停止移动鼠标时,上一个事件的相对位置不会是 " -"[code]Vector2(0, 0)[/code]。该坐标[i]不[/i]会根据内容缩放因子或调用 [method " -"InputEvent.xformed_by] 进行缩放。当使用 [constant Input.MOUSE_MODE_CAPTURED] " -"鼠标模式时,无论项目的拉伸模式如何,对于鼠标瞄准来说,这都应该优于 [member " -"relative]。" +"[b]注意:[/b]由于 [InputEventMouseMotion] 只在鼠标移动时发出,因此当用户停止" +"移动鼠标时,上一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。该坐标[i]" +"不[/i]会根据内容缩放因子或调用 [method InputEvent.xformed_by] 进行缩放。当使" +"用 [constant Input.MOUSE_MODE_CAPTURED] 鼠标模式时,无论项目的拉伸模式如何," +"对于鼠标瞄准来说,这都应该优于 [member relative]。" #: doc/classes/InputEventMouseMotion.xml msgid "" @@ -73995,6 +74544,7 @@ msgid "A built-in type for integers." msgstr "整数内置类型。" #: doc/classes/int.xml +#, fuzzy msgid "" "Signed 64-bit integer type. This means that it can take values from " "[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " @@ -74004,7 +74554,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -77286,22 +77836,22 @@ msgid "" msgstr "" "[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照" "明,并且漏光很少。如果启用 [member directional],[LightmapGI] 还可以使用球谐" -"函数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照," -"可以通过将 [member generate_probes_subdiv] 设置为 [constant " +"函数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通" +"过将 [member generate_probes_subdiv] 设置为 [constant " "GENERATE_PROBES_DISABLED] 以外的值,来自动放置光照探针。也可以通过创建 " "[LightmapProbe] 节点,来添加额外的光照贴图探针。缺点是光照贴图是完全静态的," "不能在导出的项目中烘焙。与 [VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n" -"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] " -"不适合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 " -"[VoxelGI] 或 SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" +"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适" +"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] " +"或 SDFGI(请参阅 [member Environment.sdfgi_enabled])。\n" "[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显" "卡和移动设备在内的低端硬件。\n" "[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才" "会产生可见效果。\n" -"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图," -"因为它们无法存储烘焙所需的 UV2 数据。\n" -"[b]注意:[/b]如果没有安装自定义光照贴图器,则只能从支持 Forward+ 或 Mobile " -"渲染后端的设备烘焙 [LightmapGI]。" +"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它" +"们无法存储烘焙所需的 UV2 数据。\n" +"[b]注意:[/b]如果没有安装自定义光照贴图器,则只能从支持 Forward+ 或 Mobile 渲" +"染后端的设备烘焙 [LightmapGI]。" #: doc/classes/LightmapGI.xml msgid "Using Lightmap global illumination" @@ -78971,6 +79521,7 @@ msgid "Abstract base class for the game's main loop." msgstr "游戏主循环的抽象基类。" #: doc/classes/MainLoop.xml +#, fuzzy msgid "" "[MainLoop] is the abstract base class for a Godot project's game loop. It is " "inherited by [SceneTree], which is the default game loop implementation used " @@ -79006,6 +79557,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -79203,9 +79755,8 @@ msgid "" "open window of the Godot instance.\n" "Implemented on desktop and mobile platforms." msgstr "" -"当应用程序获得焦点时从操作系统收到的通知," -"即焦点将从操作系统桌面或第三方应用程序更改为 Godot 实例的任何一个打开窗口时。" -"\n" +"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用" +"程序更改为 Godot 实例的任何一个打开窗口时。\n" "在桌面和移动平台上实现。" #: doc/classes/MainLoop.xml doc/classes/Node.xml @@ -79215,8 +79766,8 @@ msgid "" "desktop or a thirdparty application.\n" "Implemented on desktop and mobile platforms." msgstr "" -"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot " -"实例的任何一个打开窗口,更改为操作系统桌面或第三方应用程序时。\n" +"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗" +"口,更改为操作系统桌面或第三方应用程序时。\n" "在桌面和移动平台上实现。" #: doc/classes/MainLoop.xml @@ -80005,11 +80556,12 @@ msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 坐标的 [PackedVector2Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自定义颜色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) " @@ -80019,11 +80571,12 @@ msgstr "" "[PackedByteArray]。否则为 [PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自定义颜色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) " @@ -80033,11 +80586,12 @@ msgstr "" "[PackedByteArray]。否则为 [PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自定义颜色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) " @@ -80047,11 +80601,12 @@ msgstr "" "[PackedByteArray]。否则为 [PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自定义颜色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) " @@ -80324,7 +80879,8 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "用于 [Mesh] 凸分解操作的参数。" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "如果启用,则在计算凸包时使用近似计算。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -80363,8 +80919,10 @@ msgid "Mode for the approximate convex decomposition." msgstr "近似凸分解的模式。" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "如果启用,则会在应用凸分解前将网格归一化。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -80375,9 +80933,10 @@ msgstr "" "控制搜索“最佳”裁剪平面的颗粒度。范围从 [code]1[/code] 到 [code]16[/code]。" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "如果启用,则项目会将凸包顶点输出到来源网格之上,提高结果的浮点数精度。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -80620,13 +81179,12 @@ msgstr "" "[/codeblocks]" #: doc/classes/MeshDataTool.xml +#, fuzzy msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" "返回该 [Mesh] 的格式。该格式是一个整数,由 [Mesh] 格式标志组合在一起组成。例" "如,包含顶点和法线的网格将返回为 [code]3[/code] 的格式,因为 [constant Mesh." @@ -81548,9 +82106,10 @@ msgstr "" "置为纯白色 ([code]Color(1, 1, 1)[/code])。" #: doc/classes/MultiMesh.xml +#, fuzzy msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -83112,9 +83671,8 @@ msgid "" "get_final_position]." msgstr "" "如果代理到达目标,即代理移动到 [member target_position] 的 [member " -"target_desired_distance] 范围内,则返回 " -"[code]true[/code]。不一定总能到达目标,但应总能到达最终位置。请参阅 [method " -"get_final_position]。" +"target_desired_distance] 范围内,则返回 [code]true[/code]。不一定总能到达目" +"标,但应总能到达最终位置。请参阅 [method get_final_position]。" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml #: doc/classes/NavigationObstacle2D.xml doc/classes/NavigationObstacle3D.xml @@ -83279,10 +83837,9 @@ msgid "" msgstr "" "距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个" "路径点,只需到达该路径点的大致区域内即可。如果这个值设得太大,该 " -"NavigationAgent " -"会跳过路径上的点,这可能导致它离开该导航网格。如果这个值设得太小,该 " -"NavigationAgent " -"会陷入重新寻路的死循环,因为它会在每次物理帧更新后都会超过下一个点。" +"NavigationAgent 会跳过路径上的点,这可能导致它离开该导航网格。如果这个值设得" +"太小,该 NavigationAgent 会陷入重新寻路的死循环,因为它会在每次物理帧更新后都" +"会超过下一个点。" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" @@ -83342,15 +83899,15 @@ msgid "" "stuck in a repath loop because it will constantly overshoot the distance to " "the target on each physics frame update." msgstr "" -"与目标的距离阈值,小于该阈值时会认为已抵达目标位置。已抵达目标位置时会发出 [" -"signal target_reached] 并结束导航(见 [method is_navigation_finished] 和 [" -"signal navigation_finished])。\n" -"将这个属性设置为大于 [member path_desired_distance] " -"的值可以提前结束导航(导航会在到达最后一个路径点之前停止)。\n" +"与目标的距离阈值,小于该阈值时会认为已抵达目标位置。已抵达目标位置时会发出 " +"[signal target_reached] 并结束导航(见 [method is_navigation_finished] 和 " +"[signal navigation_finished])。\n" +"将这个属性设置为大于 [member path_desired_distance] 的值可以提前结束导航(导" +"航会在到达最后一个路径点之前停止)。\n" "将这个属性设置为小于 [member path_desired_distance] 的值则会让导航在更接近目" -"标位置的地方结束(导航在抵达最后一个路径点后不会立即停止)。不过如果设得太小" -",代理就会陷入重新移动的循环,因为每次物理帧更新时移动的距离都会超过与目标的" -"实际距离。" +"标位置的地方结束(导航在抵达最后一个路径点后不会立即停止)。不过如果设得太" +"小,代理就会陷入重新移动的循环,因为每次物理帧更新时移动的距离都会超过与目标" +"的实际距离。" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" @@ -83425,12 +83982,10 @@ msgstr "" "PATH_SEGMENT_TYPE_LINK]。\n" "- [code]rid[/code]:链接的 [RID]。\n" "- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink2D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] " -"可用且该所有者是一个 " -"[NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] " -"可用且该所有者是一个 " -"[NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是" +"一个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。" #: doc/classes/NavigationAgent2D.xml doc/classes/NavigationAgent3D.xml msgid "" @@ -83567,11 +84122,12 @@ msgstr "" "理或障碍物。3D 避障时只使用半径球体,该设置无效。" #: doc/classes/NavigationAgent3D.xml +#, fuzzy msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" "如果为 [code]true[/code],并且代理使用 2D 避障,它将记住设置的 y 轴速度并在避" "障步进后重新应用它。虽然 2D 避障没有 y 轴并在平坦平面上进行模拟,但该设置可以" @@ -83641,12 +84197,10 @@ msgstr "" "PATH_SEGMENT_TYPE_LINK]。\n" "- [code]rid[/code]:链接的 [RID]。\n" "- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n" -"- [code]link_entry_position[/code]:如果 [code]owner[/code] " -"可用且该所有者是一个 " -"[NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" -"- [code]link_exit_position[/code]:如果 [code]owner[/code] " -"可用且该所有者是一个 " -"[NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" +"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是" +"一个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n" +"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一" +"个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。" #: doc/classes/NavigationLink2D.xml msgid "" @@ -83969,9 +84523,9 @@ msgid "" "nearest multiple of [member cell_size]." msgstr "" "烘焙区域边界不可导航的边框大小。\n" -"要烘焙与图块对齐的导航网格,防止图块边缘被 [member agent_radius] 收缩,请与 [" -"member filter_baking_aabb] 配合使用并将 [member edge_max_error] 设为 [code]1." -"0[/code] 或小于边框大小的值。\n" +"要烘焙与图块对齐的导航网格,防止图块边缘被 [member agent_radius] 收缩,请与 " +"[member filter_baking_aabb] 配合使用并将 [member edge_max_error] 设为 " +"[code]1.0[/code] 或小于边框大小的值。\n" "[b]注意:[/b]烘焙时,这个值如果不等于零,就会被向上取整到 [member cell_size] " "的整数倍。" @@ -84199,6 +84753,7 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "对导航网格进行创建和清理的辅助类。" #: doc/classes/NavigationMeshGenerator.xml +#, fuzzy msgid "" "This class is responsible for creating and clearing 3D navigation meshes " "used as [NavigationMesh] resources inside [NavigationRegion3D]. The " @@ -84207,7 +84762,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -84276,16 +84831,16 @@ msgid "" msgstr "" "由于核心多线程方面的更改,该方法已被弃用。更新现有代码时,请先创建一个 " "[NavigationMeshSourceGeometryData3D] 资源。将该资源与 [method " -"parse_source_geometry_data] 结合使用来解析 [SceneTree] " -"以查找应有助于导航网格烘焙的节点。对 [SceneTree] " -"的解析需要在主线程进行。解析完成后,将该资源和 [method " -"bake_from_source_geometry_data] 结合使用来烘焙导航网格。" +"parse_source_geometry_data] 结合使用来解析 [SceneTree] 以查找应有助于导航网格" +"烘焙的节点。对 [SceneTree] 的解析需要在主线程进行。解析完成后,将该资源和 " +"[method bake_from_source_geometry_data] 结合使用来烘焙导航网格。" #: doc/classes/NavigationMeshGenerator.xml msgid "" "Bakes the [param navigation_mesh] with source geometry collected starting " "from the [param root_node]." -msgstr "使用从 [param root_node] 开始收集的源几何图形来烘焙 [param navigation_mesh]。" +msgstr "" +"使用从 [param root_node] 开始收集的源几何图形来烘焙 [param navigation_mesh]。" #: doc/classes/NavigationMeshGenerator.xml doc/classes/NavigationServer3D.xml msgid "" @@ -85178,14 +85733,19 @@ msgstr "位域,确定避障约束的所有避障层。" #: doc/classes/NavigationRegion2D.xml msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + +#: doc/classes/NavigationRegion2D.xml +#, fuzzy +msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" "如果为 [code]true[/code],则会将避障代理的避障掩码位与导航多边形的 [member " "avoidance_layers] 位相匹配。由于每个导航多边形轮廓都会创建一个障碍物,而每个" @@ -85362,10 +85922,11 @@ msgid "A server interface for low-level 2D navigation access." msgstr "用于访问低阶 2D 导航的服务器接口。" #: doc/classes/NavigationServer2D.xml +#, fuzzy msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -85477,15 +86038,17 @@ msgid "" "Returns the minimal amount of time for which the specified [param agent]'s " "velocities that are computed by the simulation are safe with respect to " "other agents." -msgstr "返回指定的 [param agent] " -"如果持续使用由仿真过程计算出的速度移动,能够不与其他代理发生碰撞的最短时间。" +msgstr "" +"返回指定的 [param agent] 如果持续使用由仿真过程计算出的速度移动,能够不与其他" +"代理发生碰撞的最短时间。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the minimal amount of time for which the specified [param agent]'s " "velocities that are computed by the simulation are safe with respect to " "static avoidance obstacles." -msgstr "返回指定的 [param agent] 如果持续使用由仿真过程计算出的速度移动,能够不与静态" +msgstr "" +"返回指定的 [param agent] 如果持续使用由仿真过程计算出的速度移动,能够不与静态" "障碍物发生碰撞的最短时间。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml @@ -85535,14 +86098,15 @@ msgid "Set the agent's [code]avoidance_mask[/code] bitmask." msgstr "设置该代理的 [code]avoidance_mask[/code] 位掩码。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +#, fuzzy msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" "设置该代理的 [code]avoidance_priority[/code],优先级 [param priority] 在 0.0" "(最低优先级)到 1.0(最高优先级)之间。\n" @@ -85849,6 +86413,15 @@ msgid "" "a distance used to connect two regions." msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -85890,8 +86463,8 @@ msgstr "" "返回与 [param navigation_layers] 匹配的所有地图区块多边形中随机挑选的位置。\n" "如果 [param uniformly] 为 [code]true[/code],则所有地图区块、多边形、面的权重" "都会根据对应表面调整权重(较慢)。\n" -"如果 [param uniformly] 为 " -"[code]false[/code],则只会简单地随机挑选一个区块和一个多边形(较快)。" +"如果 [param uniformly] 为 [code]false[/code],则只会简单地随机挑选一个区块和" +"一个多边形(较快)。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" @@ -86138,8 +86711,8 @@ msgstr "" "返回与 [param navigation_layers] 匹配的所有区块多边形中随机挑选的位置。\n" "如果 [param uniformly] 为 [code]true[/code],则所有区块多边形和面的权重都会根" "据对应表面调整权重(较慢)。\n" -"如果 [param uniformly] 为 " -"[code]false[/code],则只会简单地随机挑选一个多边形和一个面(较快)。" +"如果 [param uniformly] 为 [code]false[/code],则只会简单地随机挑选一个多边形" +"和一个面(较快)。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "Returns the global transformation of this [param region]." @@ -86253,11 +86826,12 @@ msgid "A server interface for low-level 3D navigation access." msgstr "用于访问低阶 3D 导航的服务器接口。" #: doc/classes/NavigationServer3D.xml +#, fuzzy msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -86543,7 +87117,8 @@ msgstr "" msgid "" "Bakes the [param navigation_mesh] with bake source geometry collected " "starting from the [param root_node]." -msgstr "烘焙 [param navigation_mesh],烘焙的来源几何体从 [param root_node] 开始收集。" +msgstr "" +"烘焙 [param navigation_mesh],烘焙的来源几何体从 [param root_node] 开始收集。" #: doc/classes/NavigationServer3D.xml msgid "" @@ -87297,13 +87872,13 @@ msgid "" "For detailed examples, see [url=$DOCS_URL/tutorials/i18n/" "internationalizing_games.html]Internationalizing games[/url]." msgstr "" -"使用项目设置中配置的翻译目录,翻译一条 [param message]。可以进一步指定 [" -"param context] 来帮助翻译。\n" +"使用项目设置中配置的翻译目录,翻译一条 [param message]。可以进一步指定 " +"[param context] 来帮助翻译。\n" "该方法的工作方式与 [method Object.tr] 相同,此外还遵循 [member " "auto_translate_mode] 状态。\n" -"如果 [method Object.can_translate_messages] 为 " -"[code]false[/code],或者没有翻译可用,则该方法将返回 [param message] " -"而不做任何更改。请参阅 [method Object.set_message_translation]。\n" +"如果 [method Object.can_translate_messages] 为 [code]false[/code],或者没有翻" +"译可用,则该方法将返回 [param message] 而不做任何更改。请参阅 [method Object." +"set_message_translation]。\n" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games." "html]《国际化游戏》[/url]。" @@ -87330,12 +87905,11 @@ msgstr "" "plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" "该方法的工作方式与 [method Object.tr_n] 相同,此外还遵循 [member " "auto_translate_mode] 状态。\n" -"如果 [method Object.can_translate_messages] 为 " -"[code]false[/code],或者没有翻译可用,则该方法将返回 [param message] 或 [" -"param plural_message],而不做任何更改。请参阅 [method Object." -"set_message_translation]。\n" -"[param n] " -"是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形式。\n" +"如果 [method Object.can_translate_messages] 为 [code]false[/code],或者没有翻" +"译可用,则该方法将返回 [param message] 或 [param plural_message],而不做任何" +"更改。请参阅 [method Object.set_message_translation]。\n" +"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" +"式。\n" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." "html]《使用 gettext 进行本地化》[/url]。\n" "[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method " @@ -87873,14 +88447,13 @@ msgid "" "path may be longer than a normal relative path, due to the addition of the " "unique node's name." msgstr "" -"返回从该节点到指定节点 [param node] 的相对 [NodePath]。" -"这两个节点都必须在同一个 [SceneTree] 或场景层次结构中," -"否则该方法将失败并返回一个空的 [NodePath]。\n" -"如果 [param use_unique_path] 为 " -"[code]true[/code],则返回考虑该节点唯一名称的最短路径(请参阅 [member " -"unique_name_in_owner])。\n" -"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则由于添加了唯一节点的名称" -",该路径可能比普通的相对路径长。" +"返回从该节点到指定节点 [param node] 的相对 [NodePath]。这两个节点都必须在同一" +"个 [SceneTree] 或场景层次结构中,否则该方法将失败并返回一个空的 " +"[NodePath]。\n" +"如果 [param use_unique_path] 为 [code]true[/code],则返回考虑该节点唯一名称的" +"最短路径(请参阅 [member unique_name_in_owner])。\n" +"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则由于添加了唯一节点的名" +"称,该路径可能比普通的相对路径长。" #: doc/classes/Node.xml msgid "" @@ -88323,8 +88896,8 @@ msgstr "" "如果该节点的所有者仍然可以从新位置访问(即,该节点在操作后仍然是新父节点的后" "代),则该节点的 [member owner] 将被保留。\n" "如果 [param keep_global_transform] 为 [code]true[/code],则会在支持时保持该节" -"点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] " -"只会保留位置)。" +"点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保" +"留位置)。" #: doc/classes/Node.xml msgid "" @@ -88509,10 +89082,10 @@ msgstr "" "如果设置为 [code]true[/code],则启用物理(固定帧率)处理。当一个节点正在被处" "理时,它将以固定的(通常是 60 FPS,请参阅 [member Engine." "physics_ticks_per_second] 以更改)时间间隔,接收一个 [constant " -"NOTIFICATION_PHYSICS_PROCESS](如果存在 [method _physics_process] " -"回调,该回调将被调用)。\n" -"[b]注意:[/b]如果 [method _physics_process] 被覆盖,它将在 [method _ready] " -"被调用之前自动启用。" +"NOTIFICATION_PHYSICS_PROCESS](如果存在 [method _physics_process] 回调,该回" +"调将被调用)。\n" +"[b]注意:[/b]如果 [method _physics_process] 被覆盖,它将在 [method _ready] 被" +"调用之前自动启用。" #: doc/classes/Node.xml msgid "" @@ -88544,11 +89117,11 @@ msgid "" "want to disable all processing for the node, set [member process_mode] to " "[constant PROCESS_MODE_DISABLED]." msgstr "" -"如果设置为 [code]true[/code],则启用帧处理。当一个节点正在被处理时," -"它将在每个绘制的帧上收到一个 [constant NOTIFICATION_PROCESS](如果存在 [" -"method _process] 回调,该回调将被调用)。\n" -"[b]注意:[/b]如果 [method _process] 被覆盖,它将在 [method _ready] " -"被调用之前自动启用。\n" +"如果设置为 [code]true[/code],则启用帧处理。当一个节点正在被处理时,它将在每" +"个绘制的帧上收到一个 [constant NOTIFICATION_PROCESS](如果存在 [method " +"_process] 回调,该回调将被调用)。\n" +"[b]注意:[/b]如果 [method _process] 被覆盖,它将在 [method _ready] 被调用之前" +"自动启用。\n" "[b]注意:[/b]该方法仅影响 [method _process] 回调,即对 [method " "_physics_process] 等其他回调没有影响。如果要禁用节点的所有处理,请将 [member " "process_mode] 设置为 [constant PROCESS_MODE_DISABLED]。" @@ -88601,8 +89174,8 @@ msgstr "" "如果设置为 [code]true[/code],则启用未处理的输入处理。它使节点能够接收所有以" "前没有处理的输入(通常是由 [Control] 处理的)。\n" "[b]注意:[/b]如果 [method _unhandled_input] 被覆盖,则它将在 [method _ready] " -"被调用之前自动启用。对于 GUI 控件,例如 [Button] 和 " -"[TextEdit],则未处理的输入处理也早已启用。" +"被调用之前自动启用。对于 GUI 控件,例如 [Button] 和 [TextEdit],则未处理的输" +"入处理也早已启用。" #: doc/classes/Node.xml msgid "" @@ -88643,9 +89216,8 @@ msgid "" "[Window], etc.). See [enum AutoTranslateMode].\n" "Also decides if the node's strings should be parsed for POT generation." msgstr "" -"定义任何文本是否应根据当前区域设置自动更改为其翻译版本(对于 " -"[Label]、[RichTextLabel]、[Window] 等节点)。请参阅 [enum " -"AutoTranslateMode]。\n" +"定义任何文本是否应根据当前区域设置自动更改为其翻译版本(对于 [Label]、" +"[RichTextLabel]、[Window] 等节点)。请参阅 [enum AutoTranslateMode]。\n" "还决定节点的字符串是否应被解析以生成 POT。" #: doc/classes/Node.xml @@ -88680,10 +89252,10 @@ msgid "" msgstr "" "该节点的名称。该名称在同级节点(来自同一父节点的其他子节点)中必须是唯一的。" "当设置为已有同级节点的名称时,该节点将会自动重命名。\n" -"[b]注意:[/b]更改名称时,以下字符将被替换为下划线:([code].[/code] " -"[code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/code] " -"[code]%[/code])。特别是,[code]@[/code] 字符是为自动生成的名称保留的。" -"另请参阅 [method String.validate_node_name]。" +"[b]注意:[/b]更改名称时,以下字符将被替换为下划线:([code].[/code] [code]:[/" +"code] [code]@[/code] [code]/[/code] [code]\"[/code] [code]%[/code])。特别" +"是,[code]@[/code] 字符是为自动生成的名称保留的。另请参阅 [method String." +"validate_node_name]。" #: doc/classes/Node.xml msgid "" @@ -88706,9 +89278,8 @@ msgid "" "The node's processing behavior (see [enum ProcessMode]). To check if the " "node can process in its current mode, use [method can_process]." msgstr "" -"该节点的处理行为(请参阅 [enum " -"ProcessMode])。要检查该节点是否能够在当前模式下进行处理,请使用 [method " -"can_process]。" +"该节点的处理行为(请参阅 [enum ProcessMode])。要检查该节点是否能够在当前模式" +"下进行处理,请使用 [method can_process]。" #: doc/classes/Node.xml msgid "" @@ -88730,6 +89301,7 @@ msgstr "" "行顺序。无论树顺序如何,优先级值[i]较低[/i]的节点将先调用其处理回调。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " @@ -88753,9 +89325,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" "设置这个节点的处理线程组(基本上就是在主线程还是子线程中接收 [constant " "NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method " @@ -88933,7 +89505,8 @@ msgstr "" msgid "" "This notification is no longer sent by the engine. Use [constant " "NOTIFICATION_CHILD_ORDER_CHANGED] instead." -msgstr "引擎不再发送该通知。请改用 [constant NOTIFICATION_CHILD_ORDER_CHANGED]。" +msgstr "" +"引擎不再发送该通知。请改用 [constant NOTIFICATION_CHILD_ORDER_CHANGED]。" #: doc/classes/Node.xml msgid "Notification received when the node is ready. See [method _ready]." @@ -89239,7 +89812,8 @@ msgstr "[TextServer] 被更改时收到的通知。" msgid "" "Inherits [member process_mode] from the node's parent. This is the default " "for any newly created node." -msgstr "从该节点的父节点继承 [member process_mode]。这是任何新创建的节点的默认设置。" +msgstr "" +"从该节点的父节点继承 [member process_mode]。这是任何新创建的节点的默认设置。" #: doc/classes/Node.xml msgid "" @@ -89275,25 +89849,28 @@ msgstr "" "PROCESS_MODE_ALWAYS] 相反。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" "如果 [member process_thread_group] 属性设为这个值,该节点会属于线程组不是继承" "的父节点(或祖父节点)。详见 [member process_thread_group]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" "在主线程上处理该节点(以及设为继承的子节点)。详见 [member " "process_thread_group]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" "在子线程上处理该节点(以及设为继承的子节点)。详见 [member " @@ -89317,8 +89894,8 @@ msgid "" "call_deferred_thread_group] right before either [method _process] or [method " "_physics_process] are called." msgstr "" -"允许该节点在调用 [method _process] 或 [method _physicals_process] 之前," -"处理使用 [method call_deferred_thread_group] 创建的线程消息。" +"允许该节点在调用 [method _process] 或 [method _physicals_process] 之前,处理" +"使用 [method call_deferred_thread_group] 创建的线程消息。" #: doc/classes/Node.xml msgid "Duplicate the node's signal connections." @@ -89332,8 +89909,9 @@ msgstr "复制节点的分组。" msgid "" "Duplicate the node's script (also overriding the duplicated children's " "scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION])." -msgstr "复制该节点的脚本(与 [constant DUPLICATE_USE_INSTANTIATION] " -"组合时,也会覆盖复制的子节点的脚本)。" +msgstr "" +"复制该节点的脚本(与 [constant DUPLICATE_USE_INSTANTIATION] 组合时,也会覆盖" +"复制的子节点的脚本)。" #: doc/classes/Node.xml msgid "" @@ -89350,23 +89928,26 @@ msgid "The node will not be internal." msgstr "该节点不是内部节点。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "该节点将被放置在父节点的子节点列表开头,位于所有非内部兄弟节点之前。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "该节点将被放置在父节点的子节点列表末尾,位于所有非内部兄弟节点之后。" #: doc/classes/Node.xml msgid "" "Inherits [member auto_translate_mode] from the node's parent. This is the " "default for any newly created node." -msgstr "从该节点的父节点继承 [member " -"auto_translate_mode]。这是任何新创建的节点的默认设置。" +msgstr "" +"从该节点的父节点继承 [member auto_translate_mode]。这是任何新创建的节点的默认" +"设置。" #: doc/classes/Node.xml msgid "" @@ -89619,11 +90200,11 @@ msgstr "返回附加到该 [Node3D] 的所有小工具。" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" -"返回父节点 [Node3D],如果不存在父节点,或父节点不是 [Node3D] 类型,则返回空" -"的 [Object]。" #: doc/classes/Node3D.xml msgid "" @@ -89852,8 +90433,10 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "更新附加于该节点的所有 [Node3D] 小工具。" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." -msgstr "直接访问 [member transform] 属性的 3x3 基。" +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." +msgstr "" #: doc/classes/Node3D.xml msgid "" @@ -90179,8 +90762,8 @@ msgid "" "into a node path by prefixing it with [code]^[/code]. [code]^\"path/to/" "node\"[/code] is equivalent to [code]NodePath(\"path/to/node\")[/code]." msgstr "" -"从 [String] 构造 [NodePath]。如果以斜杠为前缀,则创建的路径是绝对路径(" -"请参阅 [method is_absolute])。\n" +"从 [String] 构造 [NodePath]。如果以斜杠为前缀,则创建的路径是绝对路径(请参" +"阅 [method is_absolute])。\n" "在到目标节点的路径后可以选择包含“子名称”,它可以指向属性,也可以被嵌套。\n" "可以作为节点路径的字符串的示例:\n" "[codeblock]\n" @@ -90201,8 +90784,8 @@ msgstr "" "# 指向 RigidBody2D 节点作为从 SceneTree 开始的绝对路径。\n" "\"/root/Level/RigidBody2D\"\n" "[/codeblock]\n" -"[b]注意:[/b]在 GDScript 中,也可以通过在常量字符串前面加上 [code]^[/code] " -"前缀,来将常量字符串转换为节点路径。[code]^\"path/to/node\"[/code] 相当于 " +"[b]注意:[/b]在 GDScript 中,也可以通过在常量字符串前面加上 [code]^[/code] 前" +"缀,来将常量字符串转换为节点路径。[code]^\"path/to/node\"[/code] 相当于 " "[code]NodePath(\"path/to/node\")[/code]。" #: doc/classes/NodePath.xml @@ -90256,7 +90839,8 @@ msgstr "" msgid "" "Returns all node names concatenated with a slash character ([code]/[/code]) " "as a single [StringName]." -msgstr "将与斜杠字符([code]/[/code])连接的所有节点名称作为单个 [StringName] 返回。" +msgstr "" +"将与斜杠字符([code]/[/code])连接的所有节点名称作为单个 [StringName] 返回。" #: doc/classes/NodePath.xml msgid "" @@ -90275,18 +90859,18 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"将与冒号字符([code]:[/code])连接的所有属性子名称作为单个 [StringName] " -"返回。\n" +"将与冒号字符([code]:[/code])连接的所有属性子名称作为单个 [StringName] 返" +"回。\n" "[codeblocks]\n" "[gdscript]\n" "var node_path = ^\"Sprite2D:texture:resource_name\"\n" -"print(node_path.get_concatenated_subnames()) # 打印 “texture:resource_name”。" -"\n" +"print(node_path.get_concatenated_subnames()) # 打印 “texture:" +"resource_name”。\n" "[/gdscript]\n" "[csharp]\n" "var nodePath = new NodePath(\"Sprite2D:texture:resource_name\");\n" -"GD.Print(nodePath.GetConcatenatedSubnames()); // 打印 " -"“texture:resource_name”。\n" +"GD.Print(nodePath.GetConcatenatedSubnames()); // 打印 “texture:" +"resource_name”。\n" "[/csharp]\n" "[/codeblocks]" @@ -90310,9 +90894,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回由从 0 开始的 [param idx] 指示的节点名称。如果 [param idx] " -"超出范围,则会生成错误。另请参阅 [method get_subname_count] 和 [method " -"get_name_count]。\n" +"返回由从 0 开始的 [param idx] 指示的节点名称。如果 [param idx] 超出范围,则会" +"生成错误。另请参阅 [method get_subname_count] 和 [method get_name_count]。\n" "[codeblocks]\n" "[gdscript]\n" "var sprite_path = NodePath(\"../RigidBody2D/Sprite2D\")\n" @@ -90356,8 +90939,8 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"返回由从 0 开始的 [param idx] 指示的属性名称。如果 [param idx] " -"超出范围,则会生成错误。另请参阅 [method get_subname_count]。\n" +"返回由从 0 开始的 [param idx] 指示的属性名称。如果 [param idx] 超出范围,则会" +"生成错误。另请参阅 [method get_subname_count]。\n" "[codeblocks]\n" "[gdscript]\n" "var path_to_name = NodePath(\"Sprite2D:texture:resource_name\")\n" @@ -90379,8 +90962,8 @@ msgid "" "For example, [code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/" "code] contains 2 subnames." msgstr "" -"返回路径中属性名称(“子名称”)的数量。节点路径中的每个子名称都列在冒号字符([" -"code]:[/code])之后。\n" +"返回路径中属性名称(“子名称”)的数量。节点路径中的每个子名称都列在冒号字符" +"([code]:[/code])之后。\n" "例如,[code]\"Level/RigidBody2D/Sprite2D:texture:resource_name\"[/code] 包含 " "2 个子名称。" @@ -90404,16 +90987,40 @@ msgid "" "autoload named \"Global\" exists)." msgstr "" "如果节点路径是绝对路径,则返回 [code]true[/code]。与相对路径不同,绝对路径由" -"前导斜杠字符([code]/[/code])表示,并且始终从 [SceneTree] " -"开始。它可用于从根节点可靠地访问节点(例如,如果存在名为 “Global” " -"的自动加载,则 [code]\"/root/Global\"[/code])。" +"前导斜杠字符([code]/[/code])表示,并且始终从 [SceneTree] 开始。它可用于从根" +"节点可靠地访问节点(例如,如果存在名为 “Global” 的自动加载,则 [code]\"/root/" +"Global\"[/code])。" #: doc/classes/NodePath.xml msgid "" "Returns [code]true[/code] if the node path has been constructed from an " "empty [String] ([code]\"\"[/code])." -msgstr "如果节点路径是从空的 [String]([code]\"\"[/code])构造的,则返回 " -"[code]true[/code]。" +msgstr "" +"如果节点路径是从空的 [String]([code]\"\"[/code])构造的,则返回 [code]true[/" +"code]。" + +#: doc/classes/NodePath.xml +#, fuzzy +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" +"返回该 [PackedByteArray] 的切片,是从 [param begin](含)到 [param end](不" +"含)的全新 [PackedByteArray]。\n" +"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] " +"的默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr." +"slice(1, arr.size())[/code] 的简写)。\n" +"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." +"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。" #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." @@ -90423,7 +91030,8 @@ msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if two node paths are equal, that is, they are " "composed of the same node names and subnames in the same order." -msgstr "如果两个节点路径相等,即它们由相同的节点名称和子名称按相同的顺序组成,则返回 " +msgstr "" +"如果两个节点路径相等,即它们由相同的节点名称和子名称按相同的顺序组成,则返回 " "[code]true[/code]。" #: modules/noise/doc_classes/Noise.xml @@ -91059,8 +91667,8 @@ msgstr "" "应该返回一个属性列表,作为字典的 [Array]。该结果被添加到 [method " "get_property_list] 的数组中,并且应该以相同的方式进行格式化。每个 " "[Dictionary] 必须至少包含 [code]name[/code] 和 [code]type[/code] 条目。\n" -"你可以使用 [method _property_can_revert] 和 [method _property_get_revert] " -"自定义该方法添加的属性的默认值。\n" +"你可以使用 [method _property_can_revert] 和 [method _property_get_revert] 自" +"定义该方法添加的属性的默认值。\n" "下面的示例显示了一个数字列表,该列表显示为从 [code]ZERO[/code] 到 " "[code]FIVE[/code] 的单词,其中 [code]number_count[/code] 控制列表的大小:\n" "[codeblocks]\n" @@ -91169,12 +91777,11 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]该方法旨在用于高级目的。对于大多数常见用例,脚本语言提供了更简单" -"的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation " -"@GDScript.@export_enum]、[annotation " -"@GDScript.@export_group]、等。如果要自定义导出的属性,请使用 [method " -"_validate_property]。\n" -"[b]注意:[/b]如果该对象的脚本不是 [annotation " -"@GDScript.@tool],则该方法在编辑器中不会被调用。" +"的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation @GDScript." +"@export_enum]、[annotation @GDScript.@export_group]、等。如果要自定义导出的属" +"性,请使用 [method _validate_property]。\n" +"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编" +"辑器中不会被调用。" #: doc/classes/Object.xml msgid "" @@ -91244,11 +91851,12 @@ msgstr "" "等继承类定义了更多通知,这些通知也由该方法接收。" #: doc/classes/Object.xml +#, fuzzy msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -91463,9 +92071,9 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"覆盖该方法以自定义已有属性。除了使用 [method _get_property_list] " -"添加的属性之外,每个属性信息都经过该方法。字典内容与 [method " -"_get_property_list] 中的相同。\n" +"覆盖该方法以自定义已有属性。除了使用 [method _get_property_list] 添加的属性之" +"外,每个属性信息都经过该方法。字典内容与 [method _get_property_list] 中的相" +"同。\n" "[codeblocks]\n" "[gdscript]\n" "@tool\n" @@ -91610,15 +92218,16 @@ msgstr "" "次调用时分配新的 [StringName]。" #: doc/classes/Object.xml +#, fuzzy msgid "" "Calls the [param method] on the object during idle time. Always returns " "null, [b]not[/b] the method's result.\n" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -92866,12 +93475,11 @@ msgid "" msgstr "" "使用项目设置中配置的翻译目录,翻译一个 [param message] 或 [param " "plural_message]。可以进一步指定 [param context] 来帮助翻译。\n" -"如果 [method can_translate_messages] 为 " -"[code]false[/code],或者没有翻译可用,则该方法将返回 [param message] 或 [" -"param plural_message],而不做任何更改。请参阅 [method " -"set_message_translation]。\n" -"[param n] " -"是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形式。\n" +"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可" +"用,则该方法将返回 [param message] 或 [param plural_message],而不做任何更" +"改。请参阅 [method set_message_translation]。\n" +"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形" +"式。\n" "有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext." "html]《使用 gettext 进行本地化》[/url]。\n" "[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method " @@ -93270,9 +93878,10 @@ msgid "An OpenXR action." msgstr "OpenXR 动作。" #: modules/openxr/doc_classes/OpenXRAction.xml +#, fuzzy msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -93839,6 +94448,11 @@ msgid "" "level." msgstr "注册扩展程序。这应该发生在核心模块初始化级别。" +#: modules/openxr/doc_classes/OpenXRHand.xml +#, fuzzy +msgid "Use [XRHandModifier3D] instead." +msgstr "改用 [method get_rid]。" + #: modules/openxr/doc_classes/OpenXRHand.xml msgid "Node supporting hand and finger tracking in OpenXR." msgstr "OpenXR 中支持手和手指跟踪的节点。" @@ -94097,6 +94711,12 @@ msgstr "" "返回当前 HMD 支持的显示刷新率。仅当 OpenXR 运行时支持该功能并且接口已被初始化" "后才会返回。" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -94106,12 +94726,24 @@ msgstr "" "如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param " "joint])的角速度。这是相对于 [XROrigin3D] 而言的!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "如果启用了手动跟踪,则返回通知我们跟踪数据有效性的标志。" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -94121,6 +94753,12 @@ msgstr "" "如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param " "joint])的线速度。这是相对于没有应用世界尺度的 [XROrigin3D] 而言的!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -94130,6 +94768,12 @@ msgstr "" "如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param " "joint])的位置。这是相对于没有应用世界尺度的 [XROrigin3D] 而言的!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -94147,11 +94791,18 @@ msgstr "" "如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param " "joint])的旋转。" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled and hand tracking source is supported, gets the " "source of the hand tracking data for [param hand]." -msgstr "如果启用了手部跟踪并且支持手部跟踪源,则获取 [param hand] 的手部跟踪数据源。" +msgstr "" +"如果启用了手部跟踪并且支持手部跟踪源,则获取 [param hand] 的手部跟踪数据源。" #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" @@ -94235,8 +94886,8 @@ msgid "" "initialized before this is accessible.\n" "[b]Note:[/b] Only works on compatibility renderer." msgstr "" -"将注视点级别设置为从 0(关闭)到 " -"3(高),必须先初始化接口,然后才能访问该接口。\n" +"将注视点级别设置为从 0(关闭)到 3(高),必须先初始化接口,然后才能访问该接" +"口。\n" "[b]注意:[/b]仅适用于兼容性渲染器。" #: modules/openxr/doc_classes/OpenXRInterface.xml @@ -94315,15 +94966,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "手部跟踪源枚举的最大值。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "掌关节。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "腕关节。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "掌骨拇指关节。" @@ -94335,7 +94986,7 @@ msgstr "拇指近端关节。" msgid "Thumb distal joint." msgstr "拇指远端关节。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "拇指尖端关节。" @@ -94794,15 +95445,16 @@ msgid "" msgstr "" "[OS] 类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二" "进制文件的执行、命令行等。\n" -"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板、和 TTS 相关的 [OS] " -"函数已被移至 [DisplayServer] 单例(和 [Window] " -"类)。与时间相关的函数已被移除,并且仅在 [Time] 类中可用。" +"[b]注意:[/b]在 Godot 4 中,与窗口管理、剪贴板、和 TTS 相关的 [OS] 函数已被移" +"至 [DisplayServer] 单例(和 [Window] 类)。与时间相关的函数已被移除,并且仅" +"在 [Time] 类中可用。" #: doc/classes/OS.xml msgid "" "Displays a modal dialog box using the host platform's implementation. The " "engine execution is blocked until the dialog is closed." -msgstr "使用主机平台的实现显示一个模式对话框。引擎执行将被阻塞,直到该对话框被关闭。" +msgstr "" +"使用主机平台的实现显示一个模式对话框。引擎执行将被阻塞,直到该对话框被关闭。" #: doc/classes/OS.xml msgid "" @@ -94841,11 +95493,11 @@ msgid "" "See [method create_process] if you wish to run a different process.\n" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows." msgstr "" -"创建一个独立运行的 Godot 新实例。[param arguments] " -"按给定顺序使用,并以空格分隔。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(" -"并可能使用 [method kill] 终止它)。如果进程无法创建,则该方法将返回 " -"[code]-1[/code]。\n" +"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分" +"隔。\n" +"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视该进程(并可能使" +"用 [method kill] 终止它)。如果进程无法创建,则该方法将返回 [code]-1[/" +"code]。\n" "如果你希望运行不同的进程,请参阅 [method create_process]。\n" "[b]注意:[/b]该方法在 Android、Linux、macOS 和 Windows 上实现。" @@ -94878,13 +95530,13 @@ msgid "" "embedded helper executables, specified during export or system .app bundle, " "system .app bundles will ignore arguments." msgstr "" -"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] " -"中指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解析。[" -"param arguments] 按给定顺序使用,并以空格分隔。\n" +"创建一个独立于 Godot 运行的新进程。Godot 终止时它也不会终止。[param path] 中" +"指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解析。" +"[param arguments] 按给定顺序使用,并以空格分隔。\n" "在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一" "个控制台应用程序,则一个新的终端窗口将被打开。\n" -"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(" -"并可能使用 [method kill] 终止它)。否则该方法将返回 [code]-1[/code]。\n" +"如果进程创建成功,则该方法将返回新的进程 ID,可以使用它来监视进程(并可能使" +"用 [method kill] 终止它)。否则该方法将返回 [code]-1[/code]。\n" "例如,运行项目的另一个实例:\n" "[codeblocks]\n" "[gdscript]\n" @@ -94916,18 +95568,16 @@ msgid "" "the project if it is currently running (since the project is an independent " "child process)." msgstr "" -"将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 " -"[code]0[/code]。否则,[method delay_msec] 不执行任何操作并打印一条错误消息。" -"\n" -"[b]注意:[/b][method delay_msec] " -"是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻塞的方式延迟代码执行,请参阅 [" -"method SceneTree.create_timer]。使用 [SceneTreeTimer] 等待会延迟位于 " -"[code]await[/code] 下方的代码的执行,而不会影响该项目(或编辑器,对于 " -"[EditorPlugin] 和 [EditorScript])的其余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_msec] " -"时,它将冻结项目并阻止它重新绘制和注册输入,直到延迟结束。当使用 [method " -"delay_msec] 作为 [EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器" -"但不会冻结当前正在运行的项目(因为项目是一个独立的子进程)。" +"将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 [code]0[/" +"code]。否则,[method delay_msec] 不执行任何操作并打印一条错误消息。\n" +"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" +"阻塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 " +"[SceneTreeTimer] 等待会延迟位于 [code]await[/code] 下方的代码的执行,而不会影" +"响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重" +"新绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 " +"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" +"运行的项目(因为项目是一个独立的子进程)。" #: doc/classes/OS.xml msgid "" @@ -94946,18 +95596,16 @@ msgid "" "the project if it is currently running (since the project is an independent " "child process)." msgstr "" -"将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 " -"[code]0[/code]。否则,[method delay_usec] 不执行任何操作并打印一条错误消息。" -"\n" -"[b]注意:[/b][method delay_usec] " -"是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻塞的方式延迟代码执行,请参阅 [" -"method SceneTree.create_timer]。使用 [SceneTreeTimer] 等待会延迟放置在 " -"[code]await[/code] 下方的代码的执行,而不会影响该项目(或编辑器,对于 " -"[EditorPlugin] 和 [EditorScript])的其余部分。\n" -"[b]注意:[/b]当在主线程上调用 [method delay_usec] " -"时,它将冻结项目并阻止它重新绘制和注册输入,直到延迟结束。当使用 [method " -"delay_usec] 作为 [EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器" -"但不会冻结当前正在运行的项目(因为项目是一个独立的子进程)。" +"将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 [code]0[/" +"code]。否则,[method delay_usec] 不执行任何操作并打印一条错误消息。\n" +"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非" +"阻塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 " +"[SceneTreeTimer] 等待会延迟放置在 [code]await[/code] 下方的代码的执行,而不会" +"影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其余部分。\n" +"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重" +"新绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 " +"[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" +"运行的项目(因为项目是一个独立的子进程)。" #: doc/classes/OS.xml msgid "" @@ -95017,18 +95665,18 @@ msgid "" "[b]Note:[/b] On Android, system commands such as [code]dumpsys[/code] can " "only be run on a rooted device." msgstr "" -"以[i]阻塞[/i]方式执行给定进程。[param path] " -"中指定的文件必须存在且可执行。将使用系统路径解析。[param arguments] " -"按给定顺序使用,用空格分隔,并用引号包裹。\n" +"以[i]阻塞[/i]方式执行给定进程。[param path] 中指定的文件必须存在且可执行。将" +"使用系统路径解析。[param arguments] 按给定顺序使用,用空格分隔,并用引号包" +"裹。\n" "如果提供了 [param output] 数组,则进程的完整 shell 输出,将作为单个 [String] " -"元素被追加到 [param output]。如果 [param read_stderr] 为 " -"[code]true[/code],则标准错误流的输出也会被追加到数组中。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code] " -"并且进程是控制台应用程序,则会打开一个新的终端窗口。\n" +"元素被追加到 [param output]。如果 [param read_stderr] 为 [code]true[/code]," +"则标准错误流的输出也会被追加到数组中。\n" +"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制" +"台应用程序,则会打开一个新的终端窗口。\n" "该方法返回命令的退出代码,如果进程执行失败,则返回 [code]-1[/code]。\n" -"[b]注意:[/b]主线程将被阻塞,直到执行的命令终止。使用 [Thread] " -"创建一个不会阻塞主线程的独立线程,或者使用 [method create_process] " -"创建一个完全独立的进程。\n" +"[b]注意:[/b]主线程将被阻塞,直到执行的命令终止。使用 [Thread] 创建一个不会阻" +"塞主线程的独立线程,或者使用 [method create_process] 创建一个完全独立的进" +"程。\n" "例如,要检索工作目录内容的列表:\n" "[codeblocks]\n" "[gdscript]\n" @@ -95040,8 +95688,8 @@ msgstr "" "int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" "[/csharp]\n" "[/codeblocks]\n" -"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例如:" -"\n" +"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" +"如:\n" "[codeblocks]\n" "[gdscript]\n" "var output = []\n" @@ -95049,24 +95697,24 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, output);" -"\n" +"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " +"output);\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" "[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " -"[code]cmd.exe[/code],将 [code]/c[/code] " -"作为第一个参数,并将所需的命令作为第二个参数。\n" +"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" +"二个参数。\n" "[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " -"[code]powershell.exe[/code],将 [code]-Command[/code] " -"作为第一个参数,然后将所需的命令作为第二个参数。\n" -"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell " -"可执行文件名称,将 [code]-c[/code] " -"作为第一个参数,并将所需的命令作为第二个参数。\n" -"[b]注意:[/b]在 macOS " -"上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执行文件。\n" -"[b]注意:[/b]在 Android 上,[code]dumpsys[/code] 等系统命令只能在 root " -"设备上运行。" +"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将" +"所需的命令作为第二个参数。\n" +"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执" +"行文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参" +"数。\n" +"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可" +"执行文件。\n" +"[b]注意:[/b]在 Android 上,[code]dumpsys[/code] 等系统命令只能在 root 设备上" +"运行。" #: doc/classes/OS.xml msgid "" @@ -95097,18 +95745,18 @@ msgstr "" "[codeblocks]\n" "[gdscript]\n" "print(OS.find_keycode_from_string(\"C\")) # 输出 67 (KEY_C)\n" -"print(OS.find_keycode_from_string(\"Escape\")) # 输出 4194305 (KEY_ESCAPE)" -"\n" -"print(OS.find_keycode_from_string(\"Shift+Tab\")) # 输出 37748738 (" -"KEY_MASK_SHIFT | KEY_TAB)\n" +"print(OS.find_keycode_from_string(\"Escape\")) # 输出 4194305 " +"(KEY_ESCAPE)\n" +"print(OS.find_keycode_from_string(\"Shift+Tab\")) # 输出 37748738 " +"(KEY_MASK_SHIFT | KEY_TAB)\n" "print(OS.find_keycode_from_string(\"Unknown\")) # 输出 0 (KEY_NONE)\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(OS.FindKeycodeFromString(\"C\")); // 输出 C (Key.C)\n" "GD.Print(OS.FindKeycodeFromString(\"Escape\")); // 输出 Escape (Key." "Escape)\n" -"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // 输出 37748738 (" -"KeyModifierMask.MaskShift | Key.Tab)\n" +"GD.Print(OS.FindKeycodeFromString(\"Shift+Tab\")); // 输出 37748738 " +"(KeyModifierMask.MaskShift | Key.Tab)\n" "GD.Print(OS.FindKeycodeFromString(\"Unknown\")); // 输出 None (Key.None)\n" "[/csharp]\n" "[/codeblocks]\n" @@ -95131,8 +95779,8 @@ msgstr "" "环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/" "io/data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " "get_config_dir] 和 [method get_data_dir]。\n" -"不要与 [method get_user_data_dir] " -"混淆,后者返回[i]项目特定的[/i]用户数据路径。" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" +"径。" #: doc/classes/OS.xml msgid "" @@ -95184,14 +95832,14 @@ msgid "" "get_cmdline_user_args]." msgstr "" "返回传递给引擎的命令行参数。\n" -"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 " -"[code]--key=value[/code] " -"两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与引擎参数冲突。\n" +"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 [code]--" +"key=value[/code] 两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与" +"引擎参数冲突。\n" "还可以使用 [method get_environment] 方法合并环境变量。\n" -"可以设置 [member ProjectSettings.editor/run/main_run_args] " -"来定义编辑器在运行项目时传递的命令行参数。\n" -"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式," -"将命令行参数解析为一个 [Dictionary] 的最小示例:\n" +"可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行" +"项目时传递的命令行参数。\n" +"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析" +"为一个 [Dictionary] 的最小示例:\n" "[codeblocks]\n" "[gdscript]\n" "var arguments = {}\n" @@ -95222,10 +95870,9 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相反" -",传递标准的 UNIX " -"双破折号([code]--[/code]),然后传递自定义参数,引擎将根据设计忽略这些参数。" -"这些可以通过 [method get_cmdline_user_args] 读取。" +"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相" +"反,传递标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参数,引擎将根" +"据设计忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。" #: doc/classes/OS.xml msgid "" @@ -95262,8 +95909,8 @@ msgstr "" "环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/" "io/data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " "get_cache_dir] 和 [method get_data_dir]。\n" -"不要与 [method get_user_data_dir] " -"混淆,后者返回[i]项目专用的[/i]用户数据路径。" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" +"径。" #: doc/classes/OS.xml msgid "" @@ -95272,9 +95919,9 @@ msgid "" "with [method open_midi_inputs]. See also [method close_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"如果连接的 MIDI 设备名称存在,则返回它们的数组。如果系统 MIDI " -"驱动程序之前尚未使用 [method open_midi_inputs] 进行初始化,则返回一个空数组。" -"另请参阅 [method close_midi_inputs]。\n" +"如果连接的 MIDI 设备名称存在,则返回它们的数组。如果系统 MIDI 驱动程序之前尚" +"未使用 [method open_midi_inputs] 进行初始化,则返回一个空数组。另请参阅 " +"[method close_midi_inputs]。\n" "[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml @@ -95290,12 +95937,12 @@ msgid "" "[i]project-specific[/i] user data path." msgstr "" "根据操作系统的标准返回[i]全局[/i]用户数据目录。\n" -"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_DATA_HOME[/code] " -"环境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/" -"io/data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " +"在 Linux/BSD 平台上,可以通过在启动项目之前设置 [code]XDG_DATA_HOME[/code] 环" +"境变量来覆盖该路径。有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/" +"data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 [method " "get_cache_dir] 和 [method get_config_dir]。\n" -"不要与 [method get_user_data_dir] " -"混淆,后者返回[i]项目专用的[/i]用户数据路径。" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路" +"径。" #: doc/classes/OS.xml msgid "" @@ -95336,8 +95983,8 @@ msgid "" "relying on executable path." msgstr "" "返回当前引擎可执行文件的文件路径。\n" -"[b]注意:[/b]在 macOS 上,请始终使用 [method " -"create_instance],不要依赖可执行文件的路径。" +"[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行" +"文件的路径。" #: doc/classes/OS.xml msgid "" @@ -95389,8 +96036,8 @@ msgstr "" "输出 \"Shift+Tab\"\n" "[/csharp]\n" "[/codeblocks]\n" -"另见 [method find_keycode_from_string]、[member InputEventKey.keycode]、[" -"method InputEventKey.get_keycode_with_modifiers]。" +"另见 [method find_keycode_from_string]、[member InputEventKey.keycode]、" +"[method InputEventKey.get_keycode_with_modifiers]。" #: doc/classes/OS.xml msgid "" @@ -95411,19 +96058,19 @@ msgid "" "If you want only the language code and not the fully specified locale from " "the OS, you can use [method get_locale_language]." msgstr "" -"以 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形式的 [String] " -"返回主机操作系统区域设置。[code]language[/code] " -"之后的每个子字符串都是可选的,并且可能不存在。\n" +"以 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形式的 [String] 返回主" +"机操作系统区域设置。[code]language[/code] 之后的每个子字符串都是可选的,并且" +"可能不存在。\n" "- [code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/" "wiki/List_of_ISO_639-1_codes]语言代码[/url],小写。\n" "- [code skip-lint]Script[/code] - 4 个字母的[url=https://en.wikipedia.org/" "wiki/ISO_15924]文字代码[/url],首字母大写。\n" "- [code]COUNTRY[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" "ISO_3166-1]国家地区代码[/url],大写。\n" -"- [code]VARIANT[/code] - " -"语言变体,地区和排序顺序。变体可以有任意数量的带下划线的关键字。\n" -"- [code]extra[/code] - " -"分号分隔的附加关键字列表。这可能包含货币、日历、排序顺序和编号系统信息。\n" +"- [code]VARIANT[/code] - 语言变体,地区和排序顺序。变体可以有任意数量的带下划" +"线的关键字。\n" +"- [code]extra[/code] - 分号分隔的附加关键字列表。这可能包含货币、日历、排序顺" +"序和编号系统信息。\n" "如果你只需要语言代码而不是操作系统中完全指定的区域设置,则可以使用 [method " "get_locale_language]。" @@ -95479,9 +96126,8 @@ msgstr "" "- [code]\"free\"[/code] - 无需磁盘访问或其他昂贵操作即可立即分配的物理内存大" "小,单位为字节。进程也许能够分配更多的物理内存,但是这种操作需要将不活跃的内" "存页移动至磁盘,这可能会很昂贵。\n" -"- [code]\"available\"[/code] - " -"无需扩展交换文件即可分配的内存大小,单位为字节。该值包括物理内存和交换空间。" -"\n" +"- [code]\"available\"[/code] - 无需扩展交换文件即可分配的内存大小,单位为字" +"节。该值包括物理内存和交换空间。\n" "- [code]\"stack\"[/code] - 当前线程的栈大小,单位为字节。\n" "[b]注意:[/b]每个条目的值在其未知时可能是 [code]-1[/code]。" @@ -95560,14 +96206,13 @@ msgstr "" "- 在 Windows 上为 [code]\"Windows\"[/code]。\n" "- 在 macOS 上为 [code]\"macOS\"[/code]。\n" "- 在基于 Linux 的操作系统上为 [code]\"Linux\"[/code]。\n" -"- 在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"" -"[/code]、[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。" -"\n" +"- 在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"[/" +"code]、[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。\n" "- 在 Android 上为 [code]\"Android\"[/code]。\n" "- 在 iOS 上为 [code]\"iOS\"[/code]。\n" "- 在 Web 上为 [code]\"Web\"[/code]。\n" -"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他值。" -"\n" +"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他" +"值。\n" "[codeblocks]\n" "[gdscript]\n" "match OS.get_name():\n" @@ -95612,8 +96257,8 @@ msgstr "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]注意:[/b]在 Web 平台上,仍然可以通过功能标签确定主机平台的操作系统。" -"请参阅 [method has_feature]。" +"[b]注意:[/b]在 Web 平台上,仍然可以通过功能标签确定主机平台的操作系统。请参" +"阅 [method has_feature]。" #: doc/classes/OS.xml msgid "" @@ -95641,8 +96286,8 @@ msgid "" "[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and " "iOS. On Android and Web, [method get_processor_name] returns an empty string." msgstr "" -"返回主机上 CPU 型号的全名(例如 [code]\"Intel(R) Core(TM) i7-6700K CPU @ 4." -"00GHz\"[/code])。\n" +"返回主机上 CPU 型号的全名(例如 [code]\"Intel(R) Core(TM) i7-6700K CPU @ " +"4.00GHz\"[/code])。\n" "[b]注意:[/b]该方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android 和 " "Web 上,[method get_processor_name] 返回空字符串。" @@ -95678,8 +96323,8 @@ msgid "" "shared_storage] is [code]true[/code]. Shared directories have additional " "restrictions on Android." msgstr "" -"返回不同平台上常用文件夹的路径,如 [param dir] 所定义。有关可用位置,请参阅 [" -"enum SystemDir] 常量。\n" +"返回不同平台上常用文件夹的路径,如 [param dir] 所定义。有关可用位置,请参阅 " +"[enum SystemDir] 常量。\n" "[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n" "[b]注意:[/b]共享存储在 Android 上实现,如果 [param shared_storage] 为 " "[code]true[/code],则允许区分应用程序特定目录和共享目录。共享目录在 Android " @@ -95696,10 +96341,10 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" -"返回带有 [param font_name] " -"和样式的系统字体文件的路径。如果未找到匹配的字体,则返回空字符串。\n" -"下列别名可用于请求默认字体:无衬线“sans-" -"serif”、有衬线“serif”、等宽“monospace”、手写体“cursive”、花体“fantasy”。\n" +"返回带有 [param font_name] 和样式的系统字体文件的路径。如果未找到匹配的字体," +"则返回空字符串。\n" +"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" +"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" "[b]注意:[/b]如果请求的样式不可用,则返回的字体可能具有不同的样式。\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" @@ -95720,10 +96365,10 @@ msgid "" "Windows." msgstr "" "返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风" -"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字体" -",则返回空数组。\n" -"下列别名可用于请求默认字体:无衬线“sans-" -"serif”、有衬线“serif”、等宽“monospace”、手写体“cursive”、花体“fantasy”。\n" +"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字" +"体,则返回空数组。\n" +"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" +"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" "[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。" "应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n" "[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的" @@ -95750,6 +96395,7 @@ msgstr "" "[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns a string that is unique to the device.\n" "[b]Note:[/b] This string may change without notice if the user reinstalls " @@ -95759,15 +96405,15 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" "返回特定于该设备的一个字符串。\n" "[b]注意:[/b]如果用户重新安装操作系统、升级操作系统、或修改硬件,则该字符串可" "能会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID " "更改会使之前保存的数据变得无法访问。返回的字符串也可能会被外部程序伪造,因此" "出于安全目的,请勿依赖该方法返回的字符串。\n" -"[b]注意:[/b]在 Web " -"上,返回空字符串并生成错误,因为出于安全考虑无法实现该方法。" +"[b]注意:[/b]在 Web 上,返回空字符串并生成错误,因为出于安全考虑无法实现该方" +"法。" #: doc/classes/OS.xml msgid "" @@ -95792,26 +96438,26 @@ msgid "" "Not to be confused with [method get_data_dir], which returns the [i]global[/" "i] (non-project-specific) user home directory." msgstr "" -"返回写入用户数据的绝对目录路径(Godot 中的 [code]user://[/code] 目录)。" -"该路径取决于项目名称和 [member ProjectSettings.application/config/" +"返回写入用户数据的绝对目录路径(Godot 中的 [code]user://[/code] 目录)。该路" +"径取决于项目名称和 [member ProjectSettings.application/config/" "use_custom_user_dir]。\n" -"- 在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\" -"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " -"[code]%AppData%\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 " -"[code]%UserProfile%\\AppData\\Roaming[/code]。\n" +"- 在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/" +"code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%" +"\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%" +"\\AppData\\Roaming[/code]。\n" "- 在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/" "[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " "[code]~/Library/Application Support/[custom_name][/code] 。\n" "- 在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/" "[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 " "[code]~/.local/share/[custom_name][/code]。\n" -"- 在 Android 和 iOS " -"上,这是内部存储或外部存储中的沙盒目录,具体取决于用户的配置。\n" +"- 在 Android 和 iOS 上,这是内部存储或外部存储中的沙盒目录,具体取决于用户的" +"配置。\n" "- 在 Web 上,这是由浏览器管理的虚拟目录。\n" "如果项目名称为空,则 [code][project_name][/code] 将回退为 [code][unnamed " "project][/code]。\n" -"请勿与 [method get_data_dir] " -"混淆,后者返回的是[i]全局[/i](非项目特定的)用户主目录。" +"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用" +"户主目录。" #: doc/classes/OS.xml msgid "" @@ -95835,12 +96481,12 @@ msgstr "" "返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分" "操作系统的不同版本,包括次要版本、内部版本和自定义版本。\n" "- 对于 Windows,返回主要和次要版本,以及构建号。例如,对于 Windows 10 版本," -"返回的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本," -"它可能看起来像 [code]6.1.7601[/code]。\n" +"返回的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它" +"可能看起来像 [code]6.1.7601[/code]。\n" "- 对于滚动发行版,例如 Arch Linux,会返回一个空字符串。\n" "- 对于 macOS 和 iOS,会返回主要和次要版本,以及补丁号。\n" -"- 对于 Android,会返回 SDK 版本和增量构建号。如果是自定义的 " -"ROM,将会尝试返回其版本。\n" +"- 对于 Android,会返回 SDK 版本和增量构建号。如果是自定义的 ROM,将会尝试返回" +"其版本。\n" "[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" #: doc/classes/OS.xml @@ -95862,11 +96508,11 @@ msgstr "" "get_video_adapter_api_version]。\n" "第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] " "等。\n" -"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] " -"驱动程序,其版本格式为 [code]510.85.02[/code]。对于 Windows," -"其驱动程序的格式是 [code]31.0.15.1659[/code]。\n" -"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows " -"上不以无头模式运行时才受支持。在其他平台上,它返回一个空数组。" +"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱" +"动程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式" +"是 [code]31.0.15.1659[/code]。\n" +"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 上不以无头模式运行时才受支持。在" +"其他平台上,它返回一个空数组。" #: doc/classes/OS.xml msgid "" @@ -95895,12 +96541,12 @@ msgid "" msgstr "" "如果当前运行的实例支持给定功能标签的功能,则返回 [code]true[/code],具体取决" "于平台、构建等。可用于检查当前是否正在运行调试构建,是否在某个平台或架构上," -"等等。详情见[url=$DOCS_URL/tutorials/export/feature_tags." -"html]《功能标签》[/url]文档。\n" +"等等。详情见[url=$DOCS_URL/tutorials/export/feature_tags.html]《功能标签》[/" +"url]文档。\n" "[b]注意:[/b]标签名称区分大小写。\n" -"[b]注意:[/b]在 Web 平台上,会定义 [code]web_android[/code]、[code]web_ios[/c" -"ode]、[code]web_linuxbsd[/code]、[code]web_macos[/code]、[code]web_windows[/c" -"ode] 的其中之一,表示宿主平台。" +"[b]注意:[/b]在 Web 平台上,会定义 [code]web_android[/code]、[code]web_ios[/" +"code]、[code]web_linuxbsd[/code]、[code]web_macos[/code]、[code]web_windows[/" +"code] 的其中之一,表示宿主平台。" #: doc/classes/OS.xml msgid "" @@ -95912,14 +96558,12 @@ msgid "" "export template (debug or release), use [code]OS.has_feature(\"template\")[/" "code] instead." msgstr "" -"如果用于运行项目的 Godot " -"二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行时,则返回 " -"[code]true[/code]。\n" +"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" +"时,则返回 [code]true[/code]。\n" "如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 " "[code]false[/code]。\n" -"[b]注意:[/b]要检查用于运行项目的 Godot " -"二进制文件是否是导出模板(调试或发布),请改用 [code]OS.has_feature(" -"\"template\")[/code]。" +"[b]注意:[/b]要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发" +"布),请改用 [code]OS.has_feature(\"template\")[/code]。" #: doc/classes/OS.xml msgid "" @@ -95965,9 +96609,9 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." msgstr "" -"如果该子进程 ID([param pid])仍在运行,则返回 " -"[code]true[/code];如果它已终止,则返回 [code]false[/code]。[param pid] " -"必须是从 [method create_process] 生成的有效 ID。\n" +"如果该子进程 ID([param pid])仍在运行,则返回 [code]true[/code];如果它已终" +"止,则返回 [code]false[/code]。[param pid] 必须是从 [method create_process] " +"生成的有效 ID。\n" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml @@ -96007,9 +96651,8 @@ msgid "" "the game again. Relevant to the Web platform, where this persistence may be " "unavailable." msgstr "" -"如果 [code]user://[/code] " -"文件系统是持久的,即玩家退出并再次开始游戏后其状态相同,则返回 " -"[code]true[/code]。与 Web 平台相关,这种持久性可能不可用。" +"如果 [code]user://[/code] 文件系统是持久的,即玩家退出并再次开始游戏后其状态" +"相同,则返回 [code]true[/code]。与 Web 平台相关,这种持久性可能不可用。" #: doc/classes/OS.xml msgid "" @@ -96053,8 +96696,8 @@ msgstr "" "将给定 [param path] 处的文件或目录移动到系统的回收站。另请参阅 [method " "DirAccess.remove]。\n" "该方法仅支持全局路径,所以可能需要使用 [method ProjectSettings." -"globalize_path]。请勿将其用于 [code]res://[/code] " -"中的文件,因为它在导出后的项目中是无法正常工作的。\n" +"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的" +"项目中是无法正常工作的。\n" "如果找不到文件或目录,或者系统不支持该方法,则返回 [constant FAILED]。\n" "[codeblocks]\n" "[gdscript]\n" @@ -96076,8 +96719,8 @@ msgid "" "[method close_midi_inputs].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"初始化系统 MIDI 驱动的单例,允许 Godot 接收 [InputEventMIDI]。另请参阅 [" -"method get_connected_midi_inputs] and [method close_midi_inputs]。\n" +"初始化系统 MIDI 驱动的单例,允许 Godot 接收 [InputEventMIDI]。另请参阅 " +"[method get_connected_midi_inputs] and [method close_midi_inputs]。\n" "[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。" #: doc/classes/OS.xml @@ -96094,15 +96737,14 @@ msgid "" "correctly. If you need a single executable with console support, use a " "custom build compiled with the [code]windows_subsystem=console[/code] flag." msgstr "" -"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ," -"如果在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 [" -"method read_string_from_stdin] " -"的线程将被阻塞,直到程序在标准输入中接收到一个断行(通常由用户按下 " -"[kbd]Enter[/kbd])。\n" +"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如" +"果在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 " +"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一" +"个断行(通常由用户按下 [kbd]Enter[/kbd])。\n" "[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。\n" "[b]注意:[/b]在导出的 Windows 版本中,运行控制台包装器可执行文件来访问终端。" -"否则,标准输入将无法正常工作。如果你需要具有控制台支持的单个可执行文件," -"请使用启用 [code]windows_subsystem=console[/code] 标志编译的自定义构建。" +"否则,标准输入将无法正常工作。如果你需要具有控制台支持的单个可执行文件,请使" +"用启用 [code]windows_subsystem=console[/code] 标志编译的自定义构建。" #: doc/classes/OS.xml msgid "" @@ -96112,8 +96754,8 @@ msgid "" "specifically request permission for [code]\"RECORD_AUDIO\"[/code] by " "[code]AudioDriverOpenSL[/code]." msgstr "" -"向操作系统请求名为 [param name] 的权限。如果顺利取得权限则返回 " -"[code]true[/code]。\n" +"向操作系统请求名为 [param name] 的权限。如果顺利取得权限则返回 [code]true[/" +"code]。\n" "[b]注意:[/b]这个方法目前只在 Android 上实现,[code]AudioDriverOpenSL[/code] " "会用它来请求 [code]\"RECORD_AUDIO\"[/code] 权限。" @@ -96125,8 +96767,8 @@ msgid "" "are automatically granted at install time in Android applications." msgstr "" "向操作系统请求[i]危险的[/i]权限。如果成功授予权限则返回 [code]true[/code]。\n" -"[b]注意:[/b]这个方法仅在 Android 上实现。普通权限是在 Android " -"应用安装时自动授予的。" +"[b]注意:[/b]这个方法仅在 Android 上实现。普通权限是在 Android 应用安装时自动" +"授予的。" #: doc/classes/OS.xml msgid "" @@ -96177,23 +96819,22 @@ msgid "" "the project won't restart automatically." msgstr "" "如果 [param restart] 为 [code]true[/code],则项目在使用 [method SceneTree." -"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] " -"退出时,会自动重新启动。可以提供命令行 [param " -"arguments]。要使用最初用于运行项目的命令行参数重新启动项目,请将 [method " -"get_cmdline_args] 作为 [param arguments] 的值传递。\n" +"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启" +"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新" +"启动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n" "该方法可用于应用需要重新启动的设置更改。另见 [method is_restart_on_exit_set] " "和 [method get_restart_on_exit_arguments]。\n" -"[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。" -"不会影响移动和 Web 平台,或者当项目从编辑器启动时。\n" -"[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 " -"[code]SIGKILL[/code] 而不是通常的 " -"[code]SIGTERM[/code]),项目不会自动重新启动。" +"[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不" +"会影响移动和 Web 平台,或者当项目从编辑器启动时。\n" +"[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 [code]SIGKILL[/" +"code] 而不是通常的 [code]SIGTERM[/code]),项目不会自动重新启动。" #: doc/classes/OS.xml msgid "" "Assigns the given name to the current thread. Returns [constant " "ERR_UNAVAILABLE] if unavailable on the current platform." -msgstr "为当前线程分配指定的名称。如果在当前平台不可使用,则返回 [constant " +msgstr "" +"为当前线程分配指定的名称。如果在当前平台不可使用,则返回 [constant " "ERR_UNAVAILABLE]。" #: doc/classes/OS.xml @@ -96206,8 +96847,8 @@ msgid "" msgstr "" "如果 [param enabled] 为 [code]true[/code],那么在以写模式打开文件时,会使用在" "同一位置打开的临时文件。关闭时会自动将其应用至目标文件。\n" -"适用于文件可能被杀毒软件、文本编辑器、甚至 Godot " -"编辑器自己等其他程序打开的场景。" +"适用于文件可能被杀毒软件、文本编辑器、甚至 Godot 编辑器自己等其他程序打开的场" +"景。" #: doc/classes/OS.xml msgid "" @@ -96233,22 +96874,21 @@ msgid "" "and Windows." msgstr "" "请求操作系统使用最合适的程序打开由 [param uri] 标识的资源。例如:\n" -"- [code]OS.shell_open(\"C:\\\\Users\\n" -"ame\\Downloads\")[/code] 在 Windows 上会用资源管理器打开用户的 Downloads " -"文件夹。\n" -"- [code]OS.shell_open(\"https://godotengine.org\")[/code] " -"会使用默认网页浏览器打开 Godot 官方网站。\n" -"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] " -"会打开默认电子邮件客户端并将“收件人”字段设置为 [code]example@example." -"com[/code]。其他支持自定义的字段见 [url=https://datatracker.ietf.org/doc/" -"html/rfc2368]RFC 2368 - [code]mailto[/code] URL 方案[/url]。\n" +"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上" +"会用资源管理器打开用户的 Downloads 文件夹。\n" +"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览" +"器打开 Godot 官方网站。\n" +"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" +"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" +"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - " +"[code]mailto[/code] URL 方案[/url]。\n" "可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 项目路径转换为系统路径,以便与该方法一起使用。\n" -"[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码," -"得到的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 " -"Web 平台后 [method shell_open] 可能无法正常工作。\n" -"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows " -"上实现。" +"[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码,得到" +"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平" +"台后 [method shell_open] 可能无法正常工作。\n" +"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" +"现。" #: doc/classes/OS.xml msgid "" @@ -96271,9 +96911,9 @@ msgstr "" "内容。\n" "请使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 项目路径转换为系统路径以与该方法一起使用。\n" -"[b]注意:[/b]目前该方法仅在 Windows 和 macOS 上实现。在其他平台上," -"它会回退至使用前缀为 [code]file://[/code] 的 [param file_or_dir_path] " -"目录路径调用 [method shell_open]。" +"[b]注意:[/b]目前该方法仅在 Windows 和 macOS 上实现。在其他平台上,它会回退至" +"使用前缀为 [code]file://[/code] 的 [param file_or_dir_path] 目录路径调用 " +"[method shell_open]。" #: doc/classes/OS.xml msgid "" @@ -96286,11 +96926,10 @@ msgid "" "[b]Note:[/b] Environment variable names are case-sensitive on all platforms " "except Windows." msgstr "" -"如果给定的环境变量存在,则从当前环境中移除。[param variable] " -"名称不能为空或包含 [code]=[/code] 字符。在运行 [method unset_environment] " -"后,将为 Godot 进程和使用 [method execute] " -"执行的任何进程移除环境变量。环境变量的移除并[i]不会[/i]持续到 Godot " -"进程终止后运行的进程。\n" +"如果给定的环境变量存在,则从当前环境中移除。[param variable] 名称不能为空或包" +"含 [code]=[/code] 字符。在运行 [method unset_environment] 后,将为 Godot 进程" +"和使用 [method execute] 执行的任何进程移除环境变量。环境变量的移除并[i]不会[/" +"i]持续到 Godot 进程终止后运行的进程。\n" "[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。" #: doc/classes/OS.xml @@ -96428,8 +97067,9 @@ msgstr "" "FileAccess.CompressionMode] 常量。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -96437,8 +97077,9 @@ msgstr "" "数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -96446,8 +97087,9 @@ msgstr "" "数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -96600,8 +97242,9 @@ msgid "Creates a copy of the array, and returns it." msgstr "创建该数组的副本,并将该副本返回。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" @@ -96609,8 +97252,9 @@ msgstr "" "移量位置开始,该数组必须还分配有至少 8 个字节的空间。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" @@ -96618,8 +97262,9 @@ msgstr "" "移量位置开始,该数组必须还分配有至少 4 个字节的空间。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -97878,11 +98523,12 @@ msgid "" msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。" #: doc/classes/PackedScene.xml +#, fuzzy msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" "场景内容的字典表示。\n" @@ -98558,6 +99204,7 @@ msgstr "" "Android 阻止。" #: doc/classes/PacketPeerUDP.xml +#, fuzzy msgid "" "Binds this [PacketPeerUDP] to the specified [param port] and [param " "bind_address] with a buffer size [param recv_buf_size], allowing it to " @@ -98568,8 +99215,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" "将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓" @@ -98842,10 +99489,109 @@ msgstr "布尔值,用于确定背景纹理是否应被过滤。" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "应用于该 [PanoramaSkyMaterial] 的 [Texture2D]。" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "用于创建视差滚动背景的节点。" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"为 [code]true[/code] 时,[ParallaxLayer] 子元素将不受相机缩放级别的影响。" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" +"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member " +"scroll_limit_end] 才能工作。" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" +"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member " +"scroll_limit_begin] 才能工作。" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -98951,22 +99697,20 @@ msgid "" "[b]Note:[/b] Despite the name, the layer will not be mirrored, it will only " "be repeated." msgstr "" -"[ParallaxLayer] 重复绘制的间隔,单位为像素。用于创建无限滚动的背景。" -"如果将某个轴设置为 [code]0[/code],那么 [ParallaxLayer] " -"就只会在那个方向上绘制一次。\n" -"[b]注意:[/b]如果想要在重复时让子节点显示的 [Texture2D] " -"进行像素级对齐,那么就应当在设置间隔时考虑纹理所使用的缩放。例如你使用 " -"[Sprite2D] 节点将 600×600 的纹理进行 [code]0.5[/code] " -"的缩放,然后希望纹理横向重复,那么就应该将“Mirroring”设置为 [code]Vector2(" -"300, 0)[/code]。\n" +"[ParallaxLayer] 重复绘制的间隔,单位为像素。用于创建无限滚动的背景。如果将某" +"个轴设置为 [code]0[/code],那么 [ParallaxLayer] 就只会在那个方向上绘制一" +"次。\n" +"[b]注意:[/b]如果想要在重复时让子节点显示的 [Texture2D] 进行像素级对齐,那么" +"就应当在设置间隔时考虑纹理所使用的缩放。例如你使用 [Sprite2D] 节点将 600×600 " +"的纹理进行 [code]0.5[/code] 的缩放,然后希望纹理横向重复,那么就应该" +"将“Mirroring”设置为 [code]Vector2(300, 0)[/code]。\n" "[b]注意:[/b]如果视口的某个轴比对应重复轴的两倍还要大,那么就无法无限重复,因" "为时差图层同一时间只能将该图层绘制两份。计算可见窗口时依据的是父级 " -"[ParallaxBackground] " -"的位置,而不是图层自身的位置。因此,使用镜像时,[b]请勿[/b]改变 " -"[ParallaxLayer] 相对于父节点的位置。如果需要修改背景的位置,请改为设置 " -"[ParallaxBackground] 父节点的 [member CanvasLayer.offset] 属性。\n" -"[b]注意:[/b]虽然这个属性的名叫 " -"Mirroring,是“镜像”的意思,但是并不会对图层做镜像,只会进行重复。" +"[ParallaxBackground] 的位置,而不是图层自身的位置。因此,使用镜像时,[b]请勿" +"[/b]改变 [ParallaxLayer] 相对于父节点的位置。如果需要修改背景的位置,请改为设" +"置 [ParallaxBackground] 父节点的 [member CanvasLayer.offset] 属性。\n" +"[b]注意:[/b]虽然这个属性的名叫 Mirroring,是“镜像”的意思,但是并不会对图层做" +"镜像,只会进行重复。" #: doc/classes/ParallaxLayer.xml msgid "" @@ -100750,13 +101494,18 @@ msgstr "该 PhysicalBone3D 的旋转速度,以每秒[i]弧度[/i]为单位。" msgid "Sets the body's transform." msgstr "设置该物体的变换。" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" -"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反" -"弹)。" #: doc/classes/PhysicalBone3D.xml msgid "" @@ -101010,8 +101759,9 @@ msgid "" "Returns the gravity vector computed from all sources that can affect the " "body, including all gravity overrides from [Area2D] nodes and the global " "world gravity." -msgstr "返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area2D] " -"节点的重力覆盖和全局世界重力。" +msgstr "" +"返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area2D] 节点的重力" +"覆盖和全局世界重力。" #: doc/classes/PhysicsBody2D.xml msgid "" @@ -101090,8 +101840,8 @@ msgid "" "as expected. It is advised to keep its scale the same on all axes and adjust " "its collision shape(s) instead." msgstr "" -"[PhysicsBody3D] 与受物理影响的 3D 游戏对象的抽象基类。所有 3D " -"物理体都继承自这个类。\n" +"[PhysicsBody3D] 与受物理影响的 3D 游戏对象的抽象基类。所有 3D 物理体都继承自" +"这个类。\n" "[b]警告:[/b]缩放不均一时,这个节点的行为可能不符合预期。建议让所有轴上的缩放" "都保持一致,改为调整碰撞形状的大小。" @@ -101106,8 +101856,9 @@ msgid "" "Returns the gravity vector computed from all sources that can affect the " "body, including all gravity overrides from [Area3D] nodes and the global " "world gravity." -msgstr "返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area3D] " -"节点的重力覆盖和全局世界重力。" +msgstr "" +"返回根据能够影响该物体的所有来源计算得到的重力向量,包括 [Area3D] 节点的重力" +"覆盖和全局世界重力。" #: doc/classes/PhysicsBody3D.xml msgid "" @@ -102066,6 +102817,18 @@ msgid "" msgstr "" "如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -104840,7 +105603,8 @@ msgstr "设置给定柔性物体可以碰撞的物理层。" msgid "" "Sets the damping coefficient of the given soft body. Higher values will slow " "down the body more noticeably when forces are applied." -msgstr "设置给定柔性物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。" +msgstr "" +"设置给定柔性物体的阻尼系数。当施加力时,较高的值会更明显地减慢物体的速度。" #: doc/classes/PhysicsServer3D.xml msgid "" @@ -104871,7 +105635,8 @@ msgid "" "Sets the pressure coefficient of the given soft body. Simulates pressure " "build-up from inside this body. Higher values increase the strength of this " "effect." -msgstr "设置给定柔性物体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强" +msgstr "" +"设置给定柔性物体的压力系数。模拟物体内部的压力积聚。较高的值会增加该效果的强" "度。" #: doc/classes/PhysicsServer3D.xml @@ -104884,8 +105649,9 @@ msgid "" "Sets the simulation precision of the given soft body. Increasing this value " "will improve the resulting simulation, but can affect performance. Use with " "care." -msgstr "设置给定柔性物体的模拟精度。增加该值将改善模拟结果,但会影响性能。请小心使用" -"。" +msgstr "" +"设置给定柔性物体的模拟精度。增加该值将改善模拟结果,但会影响性能。请小心使" +"用。" #: doc/classes/PhysicsServer3D.xml msgid "Assigns a space to the given soft body (see [method space_create])." @@ -107109,13 +107875,12 @@ msgstr "" "添加新的多状态菜单项,使用 [param label] 作为文本。\n" "与普通的双态菜单项不同,多状态菜单项的状态可以超过两个,数量由 [param " "max_states] 定义。默认值由 [param default_state] 定义。\n" -"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param " -"id],则会根据索引来创建。如果没有提供 [param accel]," -"则会为该菜单项分配默认的 0(对应 [constant @GlobalScope." -"KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息见 [method " -"get_item_accelerator]。\n" -"[b]注意:[/b]多状态菜单项的状态不会自动变化,必须手动修改。如何控制见 [" -"method toggle_item_multistate]、[method set_item_multistate]、[method " +"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则" +"会根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0(对" +"应 [constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的" +"信息见 [method get_item_accelerator]。\n" +"[b]注意:[/b]多状态菜单项的状态不会自动变化,必须手动修改。如何控制见 " +"[method toggle_item_multistate]、[method set_item_multistate]、[method " "get_item_multistate]。\n" "示例用法:\n" "[codeblock]\n" @@ -107193,6 +107958,10 @@ msgstr "" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。\n" "如果 [param allow_echo] 为 [code]true[/code],则快捷键可以被回响事件激活。" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "" "Adds an item that will act as a submenu of the parent [PopupMenu] node when " @@ -107209,6 +107978,25 @@ msgstr "" "该子菜单时,将显示该子菜单。\n" "还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" +"添加菜单项,点击时会作为父级 [PopupMenu] 节点的子菜单。[param submenu] 参数必" +"须是已作为子节点添加到此节点的现有 [PopupMenu] 的名称。当点击该项目、悬停足够" +"长的时间、或使用 [code]ui_select[/code] 或 [code]ui_right[/code] 输入操作激活" +"该子菜单时,将显示该子菜单。\n" +"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -107299,6 +108087,11 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "返回给定 [param index] 处菜单项所关联的 [Shortcut]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "改用 [method get_rid]。" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " @@ -107307,6 +108100,16 @@ msgstr "" "返回给定 [param index] 处菜单项的子菜单名称。有关如何添加子菜单的更多信息,请" "参见 [method add_submenu_item]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"返回给定 [param index] 处菜单项的子菜单名称。有关如何添加子菜单的更多信息,请" +"参见 [method add_submenu_item]。" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "返回索引为 [param index] 的菜单项的文本。" @@ -107510,6 +108313,11 @@ msgstr "设置索引为 [param index] 的菜单项的 [Shortcut]。" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "禁用索引为 [param index] 的菜单项的 [Shortcut]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "改用 [method get_rid]。" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -107519,6 +108327,15 @@ msgstr "" "设置位于给定 [param index] 的菜单项的子菜单。子菜单为点击该菜单项后应该显示的" "子 [PopupMenu] 节点的名称。" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "设置索引为 [param index] 的菜单项的文本。" @@ -107573,9 +108390,9 @@ msgid "" "system menu. Only one [PopupMenu] can be bound to each special menu at a " "time." msgstr "" -"如果设为 [method DisplayServer.global_menu_get_system_menu_roots] " -"返回值中的任意一个,则该 [PopupMenu] 与特殊系统菜单绑定。" -"每个特殊菜单在同一时间只能与一个 [PopupMenu] 绑定。" +"如果设为 [method DisplayServer.global_menu_get_system_menu_roots] 返回值中的" +"任意一个,则该 [PopupMenu] 与特殊系统菜单绑定。每个特殊菜单在同一时间只能与一" +"个 [PopupMenu] 绑定。" #: doc/classes/PopupMenu.xml msgid "" @@ -108088,7 +108905,8 @@ msgstr "将百分比可视化表示的控件。显示从右到左的填充百分 msgid "" "If [code]false[/code], the [member indeterminate] animation will be paused " "in the editor." -msgstr "如果为 [code]false[/code],则会在编辑器中暂停 [member indeterminate] 动画。" +msgstr "" +"如果为 [code]false[/code],则会在编辑器中暂停 [member indeterminate] 动画。" #: doc/classes/ProgressBar.xml doc/classes/TextureProgressBar.xml msgid "The fill direction. See [enum FillMode] for possible values." @@ -108098,8 +108916,9 @@ msgstr "填充方向。可能的取值见 [enum FillMode]。" msgid "" "When set to [code]true[/code], the progress bar indicates that something is " "happening with an animation, but does not show the fill percentage or value." -msgstr "设为 [code]true[/code] " -"时,进度表会使用动画来表示正在执行某些操作,但是不会显示填充和具体的值。" +msgstr "" +"设为 [code]true[/code] 时,进度表会使用动画来表示正在执行某些操作,但是不会显" +"示填充和具体的值。" #: doc/classes/ProgressBar.xml msgid "If [code]true[/code], the fill percentage is displayed on the bar." @@ -108170,8 +108989,9 @@ msgid "A 4×4 matrix for 3D projective transformations." msgstr "用于 3D 投影变换的 4×4 矩阵。" #: doc/classes/Projection.xml +#, fuzzy msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -109592,8 +110412,8 @@ msgid "" "max_log_files], and [member application/run/flush_stdout_on_print]." msgstr "" "如果为 [code]true[/code],则会将所有输出和错误消息保存在文件中。另见 [member " -"debug/file_logging/log_path]、[member debug/file_logging/max_log_files]、[" -"member application/run/flush_stdout_on_print]。" +"debug/file_logging/log_path]、[member debug/file_logging/max_log_files]、" +"[member application/run/flush_stdout_on_print]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -109615,8 +110435,8 @@ msgid "" msgstr "" "项目日志文件的存储路径。建议使用 [code]user://[/code] 中的路径。\n" "也可以使用 [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" -"command_line_tutorial.html]命令行参数[/url]手动设置。如果指定了这个命令行参数" -",则会自动禁用日志轮换(见 [member debug/file_logging/max_log_files])。" +"command_line_tutorial.html]命令行参数[/url]手动设置。如果指定了这个命令行参" +"数,则会自动禁用日志轮换(见 [member debug/file_logging/max_log_files])。" #: doc/classes/ProjectSettings.xml msgid "" @@ -109626,8 +110446,8 @@ msgid "" "command_line_tutorial.html]command line argument[/url] is used, log rotation " "is always disabled." msgstr "" -"指定允许的最大日志文件数(用于轮换)。设置为 [code]1[/code] " -"将禁用日志文件轮转。\n" +"指定允许的最大日志文件数(用于轮换)。设置为 [code]1[/code] 将禁用日志文件轮" +"转。\n" "如果使用 [code]--log-file [/code] [url=$DOCS_URL/tutorials/editor/" "command_line_tutorial.html]命令行参数[/url] ,则始终禁用日志轮转。" @@ -109865,11 +110685,12 @@ msgstr "" "示。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" "设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用函数却不使用其返回值" @@ -110143,8 +110964,9 @@ msgstr "" "有着色器警告。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -110436,7 +111258,8 @@ msgid "" "Sets the driver to be used by the display server. This property can not be " "edited directly, instead, set the driver using the platform-specific " "overrides." -msgstr "设置显示服务器要使用的驱动程序。该属性不能直接编辑,请改用特定平台的覆盖项来" +msgstr "" +"设置显示服务器要使用的驱动程序。该属性不能直接编辑,请改用特定平台的覆盖项来" "设置驱动程序。" #: doc/classes/ProjectSettings.xml @@ -110603,9 +111426,8 @@ msgid "" msgstr "" "主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/" "initial_position_type] 设置为“Absolute”([code]0[/code] )时使用。\n" -"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中," -"请改用 [member EditorSettings.run/window_placement/rect_custom_position] " -"的值。" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/rect_custom_position] 的值。" #: doc/classes/ProjectSettings.xml msgid "" @@ -110625,8 +111447,8 @@ msgstr "" "[code]1[/code] - “Primary Screen Center(主屏幕中心)”。\n" "[code]2[/code] - “Other Screen Center(其他屏幕中心)”, 屏幕用 [member " "display/window/size/initial_screen] 设置。\n" -"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中," -"请改用 [member EditorSettings.run/window_placement/rect] 的值。" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/rect] 的值。" #: doc/classes/ProjectSettings.xml msgid "" @@ -110638,10 +111460,10 @@ msgid "" "EditorSettings.run/window_placement/screen] is used instead." msgstr "" "主窗口的初始屏幕,该设置仅在 [member display/window/size/" -"initial_position_type] 被设置为“Other Screen Center”([code]2[/code] " -")时使用。\n" -"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中," -"请改用 [member EditorSettings.run/window_placement/screen] 的值。" +"initial_position_type] 被设置为“Other Screen Center”([code]2[/code] )时使" +"用。\n" +"[b]注意:[/b]该设置仅影响导出的项目,或者当项目从命令行运行时。在编辑器中,请" +"改用 [member EditorSettings.run/window_placement/screen] 的值。" #: doc/classes/ProjectSettings.xml msgid "" @@ -110855,14 +111677,14 @@ msgid "" msgstr "" "设置游戏主窗口的垂直同步模式。编辑器自己的垂直同步模式可以使用 [member " "EditorSettings.interface/editor/vsync_mode] 来设置。\n" -"请参阅 [enum DisplayServer.VSyncMode] " -"了解可能的值以及它们如何影响应用程序的行为。\n" -"根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/b]。" -"\n" -"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile " -"渲染方式,不支持 Compatibility。\n" -"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变垂直同步模式," -"请改为调用 [method DisplayServer.window_set_vsync_mode]。" +"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的" +"行为。\n" +"根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/" +"b]。\n" +"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile 渲" +"染方式,不支持 Compatibility。\n" +"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变垂直同步模式,请改为调" +"用 [method DisplayServer.window_set_vsync_mode]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -110928,7 +111750,8 @@ msgid "" "The maximum width to use when importing textures as an atlas. The value will " "be rounded to the nearest power of two when used. Use this to prevent " "imported textures from growing too large in the other direction." -msgstr "作为图集导入纹理时使用的最大宽度。使用时会将取值向上取整到最近的二次幂。这个" +msgstr "" +"作为图集导入纹理时使用的最大宽度。使用时会将取值向上取整到最近的二次幂。这个" "设置可以防止导入的纹理在其他方向上增长得过大。" #: doc/classes/ProjectSettings.xml @@ -111151,10 +111974,10 @@ msgid "" "settings at [code]filesystem/import/blender/blender_path[/code]. Blender 3.0 " "or later is required." msgstr "" -"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D " -"场景文件会通过转换为 glTF 2.0 来导入。\n" -"需要在编辑器设置 [code]filesystem/import/blender/blender_path[/code] 中," -"配置 Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。" +"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件" +"会通过转换为 glTF 2.0 来导入。\n" +"需要在编辑器设置 [code]filesystem/import/blender/blender_path[/code] 中,配" +"置 Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。" #: doc/classes/ProjectSettings.xml msgid "" @@ -111173,11 +111996,12 @@ msgstr "" "访问到 Blender。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" "如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景" "文件会通过转换为 glTF 2.0 来导入。\n" @@ -111185,16 +112009,18 @@ msgstr "" "置 FBX2glTF 可执行文件的路径。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" "[member filesystem/import/fbx/enabled] 在 Android 上的覆盖项,Godot 无法轻易" "访问到 FBX2glTF。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" "[member filesystem/import/fbx/enabled] 在 Web 上的覆盖项,Godot 无法轻易访问" @@ -112241,7 +113067,8 @@ msgid "" "On Wear OS devices, defines which axis of the mouse wheel rotary input is " "mapped to. This rotary input is usually performed by rotating the physical " "or virtual (touch-based) bezel on a smartwatch." -msgstr "在 Wear OS 设备上,定义鼠标滚轮旋钮输入映射的轴。旋钮输入通常是通过旋转智能手" +msgstr "" +"在 Wear OS 设备上,定义鼠标滚轮旋钮输入映射的轴。旋钮输入通常是通过旋转智能手" "表的物理或虚拟(基于触摸)表冠进行的。" #: doc/classes/ProjectSettings.xml @@ -112369,11 +113196,12 @@ msgid "Root node default layout direction." msgstr "根节点的默认布局方向。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -114380,29 +115208,34 @@ msgstr "" "改用 [method RenderingServer.canvas_set_shadow_texture_size]。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" "如果为 [code]true[/code],则 [CanvasItem] 节点会在内部吸附到整像素。对于低分" "辨率像素艺术游戏很有用。节点的位置仍然可以是次像素的,但小数部分无效。这样外" -"观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 [Camera2D] " -"平滑的情况下。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附," -"请改为在根 [Viewport] 上使用 [method RenderingServer." +"观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 [Camera2D] 平滑的" +"情况下。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel]。\n" "[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " "gui/common/snap_controls_to_pixels] 控制。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " "pixels. Useful for low-resolution pixel art games. Only affects the final " @@ -114413,13 +115246,16 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" "如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素。对于低分" "辨率像素艺术游戏很有用。只影响最终顶点的位置,不影响变换。这样外观看上去就会" "更锐利,但会影响移动的平滑程度,尤其是在启用了 [Camera2D] 平滑的情况下。\n" -"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附," -"请改为在根 [Viewport] 上使用 [method RenderingServer." +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附,请改为" +"在根 [Viewport] 上使用 [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel]。\n" "[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member " "gui/common/snap_controls_to_pixels] 控制。" @@ -114618,14 +115454,11 @@ msgstr "" "使用 Mobile 渲染方法时,不会执行前置深度阶段。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"The thread model to use for rendering. Rendering on a thread may improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." msgstr "" "渲染使用的线程模型。使用线程渲染可能提升性能,但与主线程同步时可能引起更大的" "卡顿。\n" @@ -114633,6 +115466,13 @@ msgstr "" "的问题,这些问题可能导致崩溃,尤其是在使用粒子或调整窗口大小的情况下。目前不" "推荐在生产环境中使用。" +#: doc/classes/ProjectSettings.xml +msgid "" +"The thread model to use for rendering. Rendering on a thread may improve " +"performance, but synchronizing to the main thread can cause a bit more " +"jitter." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " @@ -116022,11 +116862,12 @@ msgstr "" "用 WebP。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -116123,6 +116964,7 @@ msgstr "" "以在运行时更改该设置,并参阅 [enum Viewport.VRSMode] 以获取可能的值。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to " "default texture loaded as the VRS image.\n" @@ -116131,16 +116973,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" "如果 [member rendering/vrs/mode] 为 [b]Texture[/b],则这是 VRS 图像所加载的默" @@ -116169,10 +117011,9 @@ msgid "" "one, and if possible, at least one worker thread will be dedicated to low-" "priority tasks." msgstr "" -"为低优先级任务保留的 [WorkerThreadPool] 线程的比例。例如总共有 10 个线程," -"而这个值是 [code]0.3[/code],那么就会为低优先级任务保留 3 个工作线程。" -"实际的取值不会超过 CPU " -"核心数减一,如果可能,至少会有一个专门用于低优先级任务的线程。" +"为低优先级任务保留的 [WorkerThreadPool] 线程的比例。例如总共有 10 个线程,而" +"这个值是 [code]0.3[/code],那么就会为低优先级任务保留 3 个工作线程。实际的取" +"值不会超过 CPU 核心数减一,如果可能,至少会有一个专门用于低优先级任务的线程。" #: doc/classes/ProjectSettings.xml msgid "" @@ -116369,11 +117210,11 @@ msgid "" " return curve.sample_baked(v)\n" "[/codeblock]" msgstr "" -"使用自定义缓动函数进行插值。会使用 [code]0.0[/code] 到 [code]1.0[/code] " -"之间的值来调用 [param interpolator_method],提供的这个方法的返回值应该也在这" -"个范围内(可以用超出范围的值表示越过目标)。后续会再使用这个方法的返回值进行" -"起始值和目标值之间的插值。请注意,传给这个方法的参数仍然会受到补间器本身缓动" -"功能的影响。\n" +"使用自定义缓动函数进行插值。会使用 [code]0.0[/code] 到 [code]1.0[/code] 之间" +"的值来调用 [param interpolator_method],提供的这个方法的返回值应该也在这个范" +"围内(可以用超出范围的值表示越过目标)。后续会再使用这个方法的返回值进行起始" +"值和目标值之间的插值。请注意,传给这个方法的参数仍然会受到补间器本身缓动功能" +"的影响。\n" "[b]示例:[/b]\n" "[codeblock]\n" "@export var curve: Curve\n" @@ -116443,54 +117284,83 @@ msgstr "代表 3D 旋转的单位四元数。" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" -"四元数与 [Basis] 类似,实现的是旋转的矩阵表示。但 [Basis] 存储了旋转、缩放、" -"切变,四元数只存储旋转。\n" -"四元数的参数可以使用轴角对来指定,也可以通过欧拉角来指定。由于四元数的紧凑性" -"以及在内存中的存储方式,部分运算(尤其是获取轴角和执行 SLERP)在防止浮点数误" -"差方面更加高效稳健。\n" -"[b]注意:[/b]四元数需要先归一化,才能用于旋转。" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "构造默认初始化的四元数,所有分量都被设置为 [code]0[/code]。" +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "构造一个与 [constant IDENTITY] 相同的 [Basis]。" #: doc/classes/Quaternion.xml msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "构造给定 [Quaternion] 的副本。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" "构造一个四元数,代表半径为 [code]1.0[/code] 的球面上两个点之间最短的弧。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "构造一个四元数,它将围绕给定的轴旋转指定的角度。轴必须是一个归一化的向量。" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "从给定的 [Basis] 构造一个四元数。" +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." -msgstr "构建一个由给定值定义的四元数。" +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -116507,8 +117377,11 @@ msgstr "" "方法的结果不可靠。" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." -msgstr "返回两个四元数的点积。" +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -116520,8 +117393,11 @@ msgstr "" "四元数的向量部分的长度。" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "按 YXZ 旋转顺序从欧拉角构造一个四元数。" +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -116538,19 +117414,21 @@ msgstr "返回该四元数表示的旋转的旋转轴。" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" -"以欧拉角的形式返回该四元数的旋转。欧拉顺序取决于 [param order] 参数,例如使" -"用 YXZ 顺序:这个方法按照 Z、X、Y 的顺序分解。可能的取值见 [enum EulerOrder] " -"枚举。返回向量的格式为 (X 角, Y 角, Z 角)。" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "返回四元数的取逆。" +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "返回该向量的长宽比,即 [member x] 与 [member y] 的比例。" #: doc/classes/Quaternion.xml msgid "" @@ -116570,47 +117448,64 @@ msgstr "" "[method @GlobalScope.is_finite]。" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "" +"如果 [param path] 指向一个有效节点,则返回 [code]true[/code]。另见 [method " +"get_node]。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." msgstr "返回四元数是否被归一化。" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "返回四元数的长度。" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." -msgstr "返回四元数的长度的平方。" - -#: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." msgstr "" -"返回该四元数的对数。该结果的向量部分是该四元数的旋转轴乘以其旋转角度,该结果" -"的实部为零。" - -#: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "返回四元数的副本,归一化为单位长度。" +"返回这个向量的平方长度,即平方大小。\n" +"这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的" +"平方距离时,更喜欢用它。" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"如果该字典为空(大小为 [code]0[/code]),则返回 [code]true[/code]。另见 " +"[method size]。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "返回该四元数与 [param to] 之间的球面线性插值 [param weight] 的结果。\n" "[b]注意:[/b]两个四元数都必须被归一化。" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"返回在这个四元数和 [param to] 之间按照 [param weight] 进行球面线性插值的结" -"果,不会检查旋转路径是否大于 90 度。" #: doc/classes/Quaternion.xml msgid "" @@ -116634,91 +117529,123 @@ msgstr "" "它可以根据时间值执行比 [method spherical_cubic_interpolate] 更平滑的插值。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元数的W分量(实数部分)。\n" "四元数分量通常不应该被直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元数的X分量(虚轴[code]i[/code]部分)。\n" "四元数分量通常不应直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元数的Y分量(虚轴[code]j[/code]部分)。\n" "四元数分量通常不应直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元数的Z分量(虚轴[code]k[/code]部分)。\n" "四元数分量通常不应该被直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" "单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数" "变换,它不会改变。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"如果四元数不相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" "通过将这两个四元数相乘,来合成这两个四元数。效果是将第二个四元数(子)按照第" "一个四元数(父)进行旋转。" #: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +#, fuzzy +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "使用给定的 [Quaternion] 旋转 [Vector3](相乘)。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用" +"作更大表达式的一部分。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" "将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大" "表达式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " "two nearby rotations." msgstr "" "将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相加。这个运算本身没有意" "义,但可以用作更大表达式的一部分,例如求两个相近旋转的中间近似值。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" @@ -116726,39 +117653,54 @@ msgstr "" "义,但可以用作更大表达式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" "将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大" "表达式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大" +"表达式的一部分。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"如果四元数完全相等,则返回 [code]true[/code]。\n" -"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" +"如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" -"使用索引访问四元数的分量。[code]q[0][/code] 等价于 [code]q.x[/code]、" -"[code]q[1][/code] 等价于 [code]q.y[/code]、[code]q[2][/code] 等价于 [code]q." -"z[/code]、[code]q[3][/code] 等价于[code]q.w[/code]。" +"使用索引访问颜色分量。[code][0][/code] 相当于 [member r],[code][1][/code] 相" +"当于 [member g],[code][2][/code] 相当于 [member b],[code][3][/code] 相当于 " +"[member a]." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" "返回该 [Quaternion] 的负值。和写 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/" @@ -116792,6 +117734,24 @@ msgstr "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -116806,11 +117766,14 @@ msgid "" msgstr "返回在 [param from] 和 [param to] 之间(含端点)的伪随机浮点数。" #: doc/classes/RandomNumberGenerator.xml +#, fuzzy msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "使用具有指定 [param mean] 和标准 [param deviation] 的 Box-Muller 变换,返回一" "个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]的伪随" @@ -117067,16 +118030,16 @@ msgid "" "To sweep over a region of 2D space, you can approximate the region with " "multiple [RayCast2D]s or use [ShapeCast2D]." msgstr "" -"Raycast 代表的是从它的原点到 [member target_position] " -"的射线,如果与碰撞对象相交,就能找到路径上距离最近的 [CollisionObject2D]。\n" -"要让 [RayCast2D] 忽略某些对象,可以通过将它们加入例外列表," -"也可以通过让检测汇报忽略 [Area2D]([member collide_with_areas])或 " -"[PhysicsBody2D]([member collide_with_bodies]),还可以通过配置物理层。\n" +"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象" +"相交,就能找到路径上距离最近的 [CollisionObject2D]。\n" +"要让 [RayCast2D] 忽略某些对象,可以通过将它们加入例外列表,也可以通过让检测汇" +"报忽略 [Area2D]([member collide_with_areas])或 [PhysicsBody2D]([member " +"collide_with_bodies]),还可以通过配置物理层。\n" "[RayCast2D] 每一个物理帧都会计算是否相交,且该计算结果会保留到下一个物理帧。" -"如果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast2D]," -"请使用 [method force_raycast_update]。\n" -"要扫描 2D 空间中的某个区块,可以使用多个 [RayCast2D] 或使用 [ShapeCast2D] " -"去近似该区块。" +"如果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast2D],请使" +"用 [method force_raycast_update]。\n" +"要扫描 2D 空间中的某个区块,可以使用多个 [RayCast2D] 或使用 [ShapeCast2D] 去" +"近似该区块。" #: doc/classes/RayCast2D.xml msgid "" @@ -117241,16 +118204,16 @@ msgid "" "To sweep over a region of 3D space, you can approximate the region with " "multiple [RayCast3D]s or use [ShapeCast3D]." msgstr "" -"Raycast 代表的是从它的原点到 [member target_position] " -"的射线,如果与碰撞对象相交,就能找到路径上距离最近的 [CollisionObject3D]。\n" -"要让 [RayCast3D] 忽略某些对象,可以通过将它们加入例外列表," -"也可以通过让检测汇报忽略 [Area3D]([member collide_with_areas])或 " -"[PhysicsBody3D]([member collide_with_bodies]),还可以通过配置物理层。\n" +"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象" +"相交,就能找到路径上距离最近的 [CollisionObject3D]。\n" +"要让 [RayCast3D] 忽略某些对象,可以通过将它们加入例外列表,也可以通过让检测汇" +"报忽略 [Area3D]([member collide_with_areas])或 [PhysicsBody3D]([member " +"collide_with_bodies]),还可以通过配置物理层。\n" "[RayCast3D] 每一个物理帧都会计算是否相交,且该计算结果会保留到下一个物理帧。" -"如果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast3D]," -"请使用 [method force_raycast_update]。\n" -"要扫描 3D 空间中的某个区块,可以使用多个 [RayCast3D] 或使用 [ShapeCast3D] " -"去近似该区块。" +"如果要立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast3D],请使" +"用 [method force_raycast_update]。\n" +"要扫描 3D 空间中的某个区块,可以使用多个 [RayCast3D] 或使用 [ShapeCast3D] 去" +"近似该区块。" #: doc/classes/RayCast3D.xml msgid "" @@ -119119,6 +120082,7 @@ msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" #: doc/classes/RefCounted.xml +#, fuzzy msgid "" "Base class for any object that keeps a reference count. [Resource] and many " "other helper objects inherit this class.\n" @@ -119139,8 +120103,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" "所有保持引用计数的对象的基类。[Resource] 和许多其他辅助对象继承该类。\n" "与其他 [Object] 类型不同,[RefCounted] 保留一个内部引用计数器,以便它们在不再" @@ -120067,11 +121031,11 @@ msgid "" "- a draw list is currently active (created by [method draw_list_begin])\n" "- a compute list is currently active (created by [method compute_list_begin])" msgstr "" -"将 [param src_buffer] 中从 [param src_offset] 开始的 [param size] " -"个字节复制到 [param dst_buffer] 中的 [param dst_offset] 位置。\n" +"将 [param src_buffer] 中从 [param src_offset] 开始的 [param size] 个字节复制" +"到 [param dst_buffer] 中的 [param dst_offset] 位置。\n" "出现以下情况时会输出错误:\n" -"- [param size] 个字节在 [param src_buffer] 或 [param dst_buffer] " -"中对应位置上会超出边界\n" +"- [param size] 个字节在 [param src_buffer] 或 [param dst_buffer] 中对应位置上" +"会超出边界\n" "- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n" "- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)" @@ -121301,8 +122265,8 @@ msgid "" "code] argument doesn't apply.)" msgstr "" "基于物理设备的特定设备对象。\n" -"- Vulkan:Vulkan 设备驱动资源([code]VkDevice[/code])。([code]rid[/code] " -"参数不适用。)" +"- Vulkan:Vulkan 设备驱动资源([code]VkDevice[/code])。([code]rid[/code] 参" +"数不适用。)" #: doc/classes/RenderingDevice.xml msgid "" @@ -121335,8 +122299,8 @@ msgid "" "code] argument doesn't apply.)" msgstr "" "主要队列属于的家族。\n" -"- Vulkan:队列家族索引,是一个 [code]uint32_t[/code]。([code]rid[/code] " -"参数不适用。)" +"- Vulkan:队列家族索引,是一个 [code]uint32_t[/code]。([code]rid[/code] 参数" +"不适用。)" #: doc/classes/RenderingDevice.xml msgid "- Vulkan: [code]VkImage[/code]." @@ -125558,6 +126522,14 @@ msgid "" "[Vector2]." msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" @@ -127097,9 +128069,10 @@ msgid "" msgstr "计算并返回轴对齐的边界框,该边界框将所有的实例都包含在 multimesh 中。" #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -128477,7 +129450,8 @@ msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +#, fuzzy +msgid "Detaches a viewport from a canvas." msgstr "从画布分离视口,反之亦然。" #: doc/classes/RenderingServer.xml @@ -131531,11 +132505,11 @@ msgid "" "[b]Note:[/b] This is an internal rendering server object, do not instantiate " "this from script." msgstr "" -"该对象管理基于渲染设备的渲染器的所有 3D 渲染缓冲区。为每个启用 3D " -"渲染的视口创建该对象的实例。\n" -"所有缓冲区都被组织在[b]上下文[/b]中。默认上下文被称为 " -"[b]render_buffers[/b],可以包含颜色缓冲区、深度缓冲区、速度缓冲区、VRS " -"密度图和这些缓冲区的 MSAA 变体等。\n" +"该对象管理基于渲染设备的渲染器的所有 3D 渲染缓冲区。为每个启用 3D 渲染的视口" +"创建该对象的实例。\n" +"所有缓冲区都被组织在[b]上下文[/b]中。默认上下文被称为 [b]render_buffers[/b]," +"可以包含颜色缓冲区、深度缓冲区、速度缓冲区、VRS 密度图和这些缓冲区的 MSAA 变" +"体等。\n" "缓冲区仅保证在视口渲染期间存在。\n" "[b]注意:[/b]这是内部渲染服务器对象,请勿在脚本中实例化。" @@ -131585,8 +132559,8 @@ msgid "" "If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " "variant of the buffer." msgstr "" -"返回渲染 3D " -"内容的颜色纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。\n" +"返回渲染 3D 内容的颜色纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" "如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" #: doc/classes/RenderSceneBuffersRD.xml @@ -131606,8 +132580,8 @@ msgid "" "If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " "variant of the buffer." msgstr "" -"返回渲染 3D " -"内容的深度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。\n" +"返回渲染 3D 内容的深度纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" "如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" #: doc/classes/RenderSceneBuffersRD.xml @@ -131664,8 +132638,8 @@ msgid "" "If [param msaa] is [b]true[/b] and MSAA is enabled, this returns the MSAA " "variant of the buffer." msgstr "" -"返回渲染 3D " -"内容的速度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。\n" +"返回渲染 3D 内容的速度纹理。如果使用多视图,这将是一个包含所有视图的纹理数" +"组。\n" "如果 [param msaa] 为 [b]true[/b] 并且启用了 MSAA,则会返回缓冲的 MSAA 变种。" #: doc/classes/RenderSceneBuffersRD.xml @@ -131747,8 +132721,9 @@ msgstr "在 GDExtension 中实现时请返回相机的 [Transform3D]。" msgid "" "Implement this in GDExtension to return the [RID] of the uniform buffer " "containing the scene data as a UBO." -msgstr "在 GDExtension 中实现时请返回 Uniform 缓冲的 [RID],这个缓冲中包含了 UBO " -"形式的场景数据。" +msgstr "" +"在 GDExtension 中实现时请返回 Uniform 缓冲的 [RID],这个缓冲中包含了 UBO 形式" +"的场景数据。" #: doc/classes/RenderSceneDataExtension.xml msgid "Implement this in GDExtension to return the view count." @@ -131784,6 +132759,7 @@ msgid "Base class for serializable objects." msgstr "可序列化对象的基类。" #: doc/classes/Resource.xml +#, fuzzy msgid "" "Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. Since they inherit from [RefCounted], " @@ -131802,14 +132778,14 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" -"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 [RefCou" -"nted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源里、保" -"存到磁盘上。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 [Object] " -"之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" -"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 [" -"method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" +"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 " +"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资" +"源里、保存到磁盘上。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 " +"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n" +"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 " +"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n" "引擎会维护所有已加载资源的全局缓存,可以根据路径引用资源(见 [method " "ResourceLoader.has_cached])。资源会在首次加载时缓存,所有引用释放后就会从缓" "存中移除。如果缓存中存在某个资源,那么后续使用其路径进行加载的时候返回的就是" @@ -132016,13 +132992,15 @@ msgstr "" msgid "" "This signal is only emitted when the resource is created. Override [method " "_setup_local_to_scene] instead." -msgstr "这个信号只会在资源创建时发出。请改为覆盖 [method _setup_local_to_scene]。" +msgstr "" +"这个信号只会在资源创建时发出。请改为覆盖 [method _setup_local_to_scene]。" #: doc/classes/Resource.xml msgid "" "Emitted by a newly duplicated resource with [member resource_local_to_scene] " "set to [code]true[/code]." -msgstr "由新复制的 [member resource_local_to_scene] 为 [code]true[/code] 的资源发出。" +msgstr "" +"由新复制的 [member resource_local_to_scene] 为 [code]true[/code] 的资源发出。" #: doc/classes/ResourceFormatLoader.xml msgid "Loads a specific resource type from a file." @@ -132151,6 +133129,43 @@ msgstr "" "[code]{ String => String }[/code],将旧依赖路径映射到新路径。\n" "成功时返回 [constant OK],失败时返回 [enum Error] 常量。" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "将特定资源类型保存到文件。" @@ -132674,8 +133689,9 @@ msgstr "" msgid "" "Font ascent (number of pixels above the baseline). If set to [code]0[/code], " "half of the character height is used." -msgstr "字体的上高(基线上方的像素数)。如果设为 [code]0[/code] " -"则使用字符高度的一半。" +msgstr "" +"字体的上高(基线上方的像素数)。如果设为 [code]0[/code] 则使用字符高度的一" +"半。" #: doc/classes/ResourceImporterImageFont.xml msgid "" @@ -132711,15 +133727,15 @@ msgstr "" "数字(127)、十六进制数字([code]0x007f[/code] 或 [code]U+007f[/code])、单引" "号([code]'~'[/code])来指定字符。在字符之间加上连字符指定的就是一个范围。\n" "例如 [code]0-127[/code] 表示的是完整的 ASCII 范围。这个范围也可以写作 " -"[code]0x0000-0x007f[/code](或者 [code]U+0000-U+007f[/code])。再比如,[code]" -"' '-'~'[/code] 等价于 [code]32-127[/code],表示的是可打印(可见)ASCII " +"[code]0x0000-0x007f[/code](或者 [code]U+0000-U+007f[/code])。再比如," +"[code]' '-'~'[/code] 等价于 [code]32-127[/code],表示的是可打印(可见)ASCII " "字符的范围。\n" "指定范围时如果在后面加上三个用空格分隔的整数值,就可以自定义字符的前进量和偏" "移(额外前进量、X 偏移量、Y 偏移量)。例如 [code]'a'-'b' 4 5 2[/code] 就是将 " "`a` 和 `b` 这两个字符的前进量设为 [code]char_width + 4[/code] 并将偏移量设为 " "[code]Vector2(5, 2)[/code]。\n" -"请确保 [member character_ranges] 不超过 [member columns] * [member rows] " -"定义的数量。否则字体将无法导入。" +"请确保 [member character_ranges] 不超过 [member columns] * [member rows] 定义" +"的数量。否则字体将无法导入。" #: doc/classes/ResourceImporterImageFont.xml msgid "Number of columns in the font image. See also [member rows]." @@ -132729,8 +133745,9 @@ msgstr "字体图像中的列数。另见 [member rows]。" msgid "" "Font descent (number of pixels below the baseline). If set to [code]0[/" "code], half of the character height is used." -msgstr "字体的下深(基线下方的像素数)。如果设为 [code]0[/code] " -"则使用字符高度的一半。" +msgstr "" +"字体的下深(基线下方的像素数)。如果设为 [code]0[/code] 则使用字符高度的一" +"半。" #: doc/classes/ResourceImporterImageFont.xml msgid "" @@ -133309,6 +134326,16 @@ msgstr "" "放。如果为 [code]false[/code],[member nodes/root_scale] 将乘以该根节点的缩" "放。" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -133323,9 +134350,8 @@ msgid "" "code] will not perform any rescaling. See [member nodes/apply_root_scale] " "for details of how this scale is applied." msgstr "" -"用于场景根的均一缩放。默认值 [code]1.0[/code] " -"不会执行任何重新缩放。有关如何应用该缩放的详细信息,请参阅 [member nodes/" -"apply_root_scale]。" +"用于场景根的均一缩放。默认值 [code]1.0[/code] 不会执行任何重新缩放。有关如何" +"应用该缩放的详细信息,请参阅 [member nodes/apply_root_scale]。" #: doc/classes/ResourceImporterScene.xml msgid "" @@ -133513,10 +134539,11 @@ msgstr "" "处,但内存占用会增加。" #: doc/classes/ResourceImporterTexture.xml +#, fuzzy msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -133905,9 +134932,9 @@ msgstr "" "可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " "[Resource] 类型。任何继承自 [Resource] 的内容都可以用作类型提示,例如 " "[Image]。\n" -"[b]注意:[/b]如果使用了 [method Resource.take_over_path]," -"则这个方法会为接管的路径返回 " -"[code]true[/code],即便对应的资源尚未保存(即仅存在于资源缓存中)。" +"[b]注意:[/b]如果使用了 [method Resource.take_over_path],则这个方法会为接管" +"的路径返回 [code]true[/code],即便对应的资源尚未保存(即仅存在于资源缓存" +"中)。" #: doc/classes/ResourceLoader.xml msgid "" @@ -134065,27 +135092,6 @@ msgid "" "load_threaded_get]." msgstr "资源成功加载,可以通过 [method load_threaded_get] 访问。" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "即便资源路径存在对应的缓存,也始终从磁盘加载,新加载得到的副本不会进行缓存。" -"使用这个模式加载的实例是独立存在的。" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "如果资源已缓存,则返回缓存引用。否则从磁盘加载。" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "即便资源路径存在对应的缓存,也始终从磁盘加载。新加载得到的副本会替换缓存中的" -"版本。" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "用于预加载场景子资源的节点。" @@ -134556,18 +135562,22 @@ msgstr "" "[member text] 而不是使用 [method append_text]。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" "清空标签栈。\n" "[b]注意:[/b]这个方法不会修改 [member text],但将 [member text] 设置为空字符" "串也能清空标签栈。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -134577,8 +135587,10 @@ msgstr "" "值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -135013,10 +136025,14 @@ msgstr "" #: doc/classes/RichTextLabel.xml msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"在标签栈中添加元标签。类似于 BBCode 的 [code skip-lint][url=something]{text}" -"[/url][/code],但支持非 [String] 元数据类型。" #: doc/classes/RichTextLabel.xml msgid "" @@ -135148,8 +136164,11 @@ msgstr "" "矩形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "如果为 [code]true[/code],则该标签使用 BBCode 格式。" +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -135181,9 +136200,11 @@ msgstr "" "skip-lint][hint=description]{text}[/hint][/code]。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "如果为 [code]true[/code],则会在元标签下划线,例如 [code skip-lint][url]" "{text}[/url][/code]。" @@ -135263,16 +136284,26 @@ msgstr "当文档完全加载时触发。" #: doc/classes/RichTextLabel.xml msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" -"当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如 [code skip-" -"lint][url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为 [String] 类型。" -"如果需要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签" -"栈。" #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse exits a meta tag." @@ -135302,6 +136333,27 @@ msgstr "每个列表项都有实心圆标记。" msgid "Selects the whole [RichTextLabel] text." msgstr "全选 [TextEdit] 文本。" +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" +"最大的旋转量。只有在 [member angular_limit_enabled] 为 [code]true[/code] 时才" +"有效。" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "如果设置了该位,[method update_image] 会更改图像纹理。" @@ -136745,8 +137797,9 @@ msgstr "" msgid "" "Returns [code]true[/code] if the property identified by the given [param " "path] is configured to be synchronized on spawn." -msgstr "返回已将 [param path] 对应的属性配置为在出生时同步,则返回 " -"[code]true[/code]。" +msgstr "" +"返回已将 [param path] 对应的属性配置为在出生时同步,则返回 [code]true[/" +"code]。" #: modules/multiplayer/doc_classes/SceneReplicationConfig.xml msgid "Use [method property_get_replication_mode] instead." @@ -137043,17 +138096,18 @@ msgid "Manages the game loop via a hierarchy of nodes." msgstr "通过节点层次结构管理游戏循环。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" "作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点" "可以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、" @@ -137069,51 +138123,39 @@ msgstr "SceneTree" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" -"对给定分组的每个成员调用 [param method]。调用方法时在末尾指定的参数会传递给 " -"[param method]。如果节点没有给定的方法或参数列表不匹配(无论是数量还是类" -"型),那么就会跳过这个节点。\n" -"[b]注意:[/b][method call_group] 将立即对所有成员调用一次方法,如果对大量成员" -"调用昂贵的方法,这可能会导致卡顿。" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" -"调用给定分组中每个成员的 [param method] 方法,遵循给定的 [enum " -"GroupCallFlags]。你可以在方法调用末尾指定要传递给 [param method] 的参数。如果" -"某个节点没有给定的方法,或者方法的参数列表不匹配(无论是数量还是类型不匹" -"配),则会跳过这个节点。\n" -"[codeblock]\n" -"# 使用延迟方式逆序调用该方法。\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]注意:[/b]分组调用标志可用于控制方法调用的行为。默认情况下方法是立即调用" -"的,与 [method call_group] 类似。但是如果在 [param flags] 中存在 [constant " -"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object." -"set_deferred] 类似。" #: doc/classes/SceneTree.xml msgid "" @@ -137167,18 +138209,19 @@ msgstr "" "安全方式释放之前的场景。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -137196,11 +138239,10 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" "返回一个 [SceneTreeTimer],会在 [SceneTree] 中经过给定秒数后发出 [signal " "SceneTreeTimer.timeout] 信号。\n" @@ -137234,15 +138276,15 @@ msgstr "" "code] 时为 [method Node._physics_process])。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" "创建并返回新的 [Tween]。该 Tween 会在下一个处理帧或物理帧中自动开始(取决于 " "[enum Tween.TweenProcessMode])。\n" @@ -137253,16 +138295,16 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"返回指定组中的第一个节点,如果组为空或不存在,则返回 [code]null[/code]。" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -137276,7 +138318,8 @@ msgstr "" "set_multiplayer]。" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "返回此 [SceneTree] 中的节点数。" #: doc/classes/SceneTree.xml @@ -137285,74 +138328,64 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "返回一个分配给给定组的所有节点的列表。" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." -msgstr "返回一个分配给给定组的所有节点的列表。" +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." +msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" "返回在 [SceneTree] 中当前存在的 [Tween] 的数组(包括正在运行的和已暂停的)。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" -"如果存在给定的分组,则返回 [code]true[/code]。\n" -"场景中存在属于某个分组的 [Node] 时,该分组才存在(见 [method Node." -"add_to_group])。不含任何节点的分组会被自动移除。" +"如果全局范围内存在具有给定 [param name] 的单例,则返回 [code]true[/code]。" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" -"向 [param group] 中的所有成员发送给定的通知。\n" -"[b]注意:[/b][method notify_group] 会立即通知所有成员,如果向大量成员发送了通" -"知,进而调用了开销很大的方法,则可能导致卡顿。" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" -"将给定的通知发送到 [param group] 中的所有成员,同时遵循给定的 [enum " -"GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志用于控制通知发送的行为。默认情况下通知会立即发送,类" -"似于 [method notify_group]。但是,如果 [param call_flags] 参数中包含 " -"[constant GROUP_CALL_DEFERRED] 标志,则通知将在当前帧的末尾发送,类似于使用 " -"[code]Object.call_deferred(\"notification\", ...)[/code]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" "将给定的对象加入删除队列,将对 [method Object.free] 的调用推迟到当前帧的末" "尾。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" "在当前迭代结束时退出应用程序。可以选择给出参数 [param exit_code](默认为 " @@ -137363,10 +138396,12 @@ msgstr "" "户应该通过 Home 键来关闭应用程序。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" @@ -137377,33 +138412,54 @@ msgstr "" "[constant ERR_CANT_CREATE]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value]。\n" -"[b]注意:[/b][method set_group] 会立即在所有成员上设置属性,如果对许多成员设" -"置具有大量耗费的 setter 的属性,则可能会导致卡顿。" +"返回给定 [param property] 的 [Variant] 值。如果 [param property] 不存在,则该" +"方法返回 [code]null[/code]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node2D.new()\n" +"node.rotation = 1.5\n" +"var a = node.get(\"rotation\") # a 为 1.5\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node2D();\n" +"node.Rotation = 1.5f;\n" +"var a = node.Get(\"rotation\"); // a 为 1.5\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 " +"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调" +"用时分配一个新的 [StringName]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" -"将给定分组中所有成员的 [param property] 设置为 [param value],设置时会考虑给" -"定的 [enum GroupCallFlags]。\n" -"[b]注意:[/b]分组调用标志可用于控制属性设置的行为。默认情况下会立即设置属性," -"类似于 [method set_group]。但是,如果在 [param call_flags] 参数中存在 " -"[constant GROUP_CALL_DEFERRED] 标志,则属性将在该帧的末尾再设置,类似于 " -"[method Object.call_deferred]。" +"如果给定的 [param signal] 名称和 [param callable] 之间存在连接,则返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param signal] 必须是 " +"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用" +"时分配一个新的 [StringName]。" #: doc/classes/SceneTree.xml msgid "" @@ -137436,16 +138492,12 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" -"返回当前运行场景的根节点,无视其结构。\n" -"[b]警告:[/b]直接设置这个属性可能无法达到预期效果,[i]不会[/i]为场景树添加或" -"移除任何节点,请考虑改用 [method change_scene_to_file] 或 [method " -"change_scene_to_packed]。" #: doc/classes/SceneTree.xml msgid "" @@ -137485,8 +138537,11 @@ msgstr "" "debug_paths_hint] 的值不会产生预期的效果。" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." -msgstr "编辑场景的根。" +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -137504,13 +138559,15 @@ msgstr "" "中运行 RPC,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" "如果为 [code]true[/code],[SceneTree] 会暂停。这样做会有以下行为:\n" "- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n" @@ -137529,76 +138586,97 @@ msgstr "" "禁用这个选项时,如果要处理“返回”按钮,请使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" -#: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." -msgstr "[SceneTree] 的根 [Window]。" - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "当将节点添加到 [SceneTree] 时发出。" - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "给定的文件夹 [param folder] 被移除时发出。" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "当从 [SceneTree] 中移除节点时发出。" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "给定的文件夹 [param folder] 被移除时发出。" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "当节点重命名时发出。" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "当 [member texture] 被改变时触发。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" "在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发" "出。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" "在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" -"该信号仅在编辑器中发出,允许编辑器更新被禁用节点的可见性。任何节点的 [member " -"Node.process_mode] 更改时发出。" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." +#, fuzzy +msgid "Call nodes within a group with no special behavior (default)." msgstr "对分组进行调用时,不使用标志(默认)。" #: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "对分组进行调用时,使用逆场景序。" +msgid "" +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +#, fuzzy +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." msgstr "在当前帧的末尾对分组进行调用(处理帧或物理帧)。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" "即便执行了多次调用,也只对分组进行一次调用。\n" "[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一" @@ -139444,10 +140522,11 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" -"添加骨骼,名称为 [param name]。[method get_bone_count] 将成为该骨骼的索引。" #: doc/classes/Skeleton3D.xml msgid "Clear all the bones in this skeleton." @@ -139472,8 +140551,9 @@ msgid "" msgstr "强制更新索引为 [param bone_idx] 的骨骼及其所有子项的变换/姿势。" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" "返回一个数组,其中包含传入骨骼 [param bone_idx] 的所有子节点的骨骼索引。" @@ -139725,12 +140805,9 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" -"当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用" -"于通知依赖骨骼位置的节点,Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。" #: doc/classes/Skeleton3D.xml msgid "" @@ -139791,14 +140868,13 @@ msgid "" "skeleton_ik_node.set_interpolation(0.0)\n" "[/codeblock]" msgstr "" -"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转," -"从而将末端骨骼放置在正确的 3D 位置。游戏中 IK " -"的典型场景是将角色的脚放在地面上,或者将角色的手放在当前持有的物体上。" -"SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼链,并将结果应用于 " -"[Skeleton3D] [code]bones_global_pose_override[/code] " -"属性中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] " -"的骨骼变换或用户设置的骨骼自定义姿势。应用量可以用 [member interpolation] " -"属性来控制。\n" +"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放" +"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的" +"手放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨" +"骼链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属" +"性中所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换" +"或用户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控" +"制。\n" "[codeblock]\n" "# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n" "skeleton_ik_node.start()\n" @@ -140609,6 +141685,12 @@ msgstr "" "作为 LookAt 修改目标的节点的 NodePath。该节点是该修改将 [Bone2D] 旋转到的节" "点。" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -140616,12 +141698,11 @@ msgid "" msgstr "将 [PhysicalBone2D] 节点的变换应用到 [Bone2D] 节点的修改器。" #: doc/classes/SkeletonModification2DPhysicalBones.xml +#, fuzzy msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" "该修改采用 [PhysicalBone2D] 节点的变换并将它们应用于 [Bone2D] 节点。由于链接" "的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n" @@ -141212,11 +142293,11 @@ msgid "" " └─ RightLittleDistal\n" "[/codeblock]" msgstr "" -"[SkeletonProfile] " -"是针对人形优化的预设。它存在的目的是进行标准化,因此所有参数都是只读的。\n" -"人形骨架预设包含了 54 根骨骼,分为 [code]\"Body\"[/code](身体)、[code]" -"\"Face\"[/code](面部)、 [code]\"LeftHand\"[/code](左手)、[code]" -"\"RightHand\"[/code](右手)4 组。结构如下:\n" +"[SkeletonProfile] 是针对人形优化的预设。它存在的目的是进行标准化,因此所有参" +"数都是只读的。\n" +"人形骨架预设包含了 54 根骨骼,分为 [code]\"Body\"[/code](身体)、" +"[code]\"Face\"[/code](面部)、 [code]\"LeftHand\"[/code](左手)、" +"[code]\"RightHand\"[/code](右手)4 组。结构如下:\n" "[codeblock]\n" "Root\n" "└─ Hips\n" @@ -141431,8 +142512,9 @@ msgstr "" msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." -msgstr "如果为 [code]true[/code],则滑块可以交互。如果为 " -"[code]false[/code],则只能通过代码更改该值。" +msgstr "" +"如果为 [code]true[/code],则滑块可以交互。如果为 [code]false[/code],则只能通" +"过代码更改该值。" #: doc/classes/Slider.xml msgid "If [code]true[/code], the value can be changed using the mouse wheel." @@ -141462,14 +142544,16 @@ msgstr "" msgid "" "Emitted when dragging is started. This is emitted before the corresponding " "[signal Range.value_changed] signal." -msgstr "拖拽开始时触发。触发时机在对应的 [signal Range.value_changed] 信号之前。" +msgstr "" +"拖拽开始时触发。触发时机在对应的 [signal Range.value_changed] 信号之前。" #: doc/classes/Slider.xml msgid "" "Boolean constant. If [code]1[/code], the grabber texture size will be " "ignored and it will fit within slider's bounds based only on its center " "position." -msgstr "布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" +msgstr "" +"布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其" "缩放到滑杆的边界。" #: doc/classes/Slider.xml @@ -141777,9 +142861,10 @@ msgid "An input field for numbers." msgstr "数字的输入字段。" #: doc/classes/SpinBox.xml +#, fuzzy msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -142259,9 +143344,10 @@ msgstr "" "[/codeblocks]" #: doc/classes/Sprite2D.xml +#, fuzzy msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -142282,9 +143368,9 @@ msgid "" msgstr "" "如果为 [code]true[/code],则会将纹理居中。\n" "[b]注意:[/b]像素风游戏中,纹理在居中后可能会变形。这是因为此时纹理的位置在两" -"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 [" -"member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 [" -"member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" +"个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 " +"[member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" #: doc/classes/Sprite2D.xml doc/classes/Sprite3D.xml msgid "" @@ -142474,12 +143560,12 @@ msgid "" "shader's [code]fragment()[/code] function." msgstr "" "用于[i]乘以[/i]纹理颜色的颜色值。可用于氛围着色或模拟环境光的颜色。\n" -"[b]注意:[/b]与 2D 的 [member CanvasItem.modulate] 不同,不支持大于 [code]1." -"0[/code] 的颜色值(过亮)。\n" +"[b]注意:[/b]与 2D 的 [member CanvasItem.modulate] 不同,不支持大于 " +"[code]1.0[/code] 的颜色值(过亮)。\n" "[b]注意:[/b]如果在 [SpriteBase3D] 上定义了 [member GeometryInstance3D." "material_override],则必须配置该材质,让它的反照率考虑顶点颜色。否则 [member " -"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member BaseMaterial3D" -".vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 " +"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D],[member " +"BaseMaterial3D.vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 " "[ShaderMaterial],必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 " "[code]fragment()[/code] 函数中。" @@ -144483,14 +145569,15 @@ msgstr "" "如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。" #: doc/classes/String.xml +#, fuzzy msgid "" "Converts the given [param number] to a string representation, in scientific " "notation.\n" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -145326,25 +146413,23 @@ msgid "" "[code]not[/code] operator cannot be used. Instead, [method is_empty] should " "be used to check for empty [StringName]s." msgstr "" -"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。" -"值相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。" -"\n" -"需要 [StringName] 的方法通常可以传 " -"[String],会自动进行转换(经常发生在编译时),不过有时候你可能会想要提前使用 " -"[StringName] 构造函数来构造 [StringName],在 GDScript 中也可以用字面量语法 " -"[code]&\"example\"[/code]。你可以通过手动构造 [StringName] 来控制 [String] " -"的转换时机,使用字面量则可以完全消除掉转换过程。\n" +"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值" +"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n" +"需要 [StringName] 的方法通常可以传 [String],会自动进行转换(经常发生在编译" +"时),不过有时候你可能会想要提前使用 [StringName] 构造函数来构造 " +"[StringName],在 GDScript 中也可以用字面量语法 [code]&\"example\"[/code]。你" +"可以通过手动构造 [StringName] 来控制 [String] 的转换时机,使用字面量则可以完" +"全消除掉转换过程。\n" "另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n" -"[String] 的所有方法都在这个类中可用。它们会将 [StringName] " -"转换为字符串,返回的也是字符串。这样做效率非常低,应该只在需要字符串时使用。" -"\n" -"[b]注意:[/b]在 C# 中,需要显式转换为 [code]System.String[/code] " -"才能使用本页列出的方法。使用 [code]ToString()[/code] 方法将 [StringName] " -"转换为字符串,然后使用 [code]System.String[/code] 或 " -"[code]StringExtensions[/code] 中的等效方法。\n" -"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\"" -")[/code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。" -"不能使用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 " +"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回" +"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n" +"[b]注意:[/b]在 C# 中,需要显式转换为 [code]System.String[/code] 才能使用本页" +"列出的方法。使用 [code]ToString()[/code] 方法将 [StringName] 转换为字符串,然" +"后使用 [code]System.String[/code] 或 [code]StringExtensions[/code] 中的等效方" +"法。\n" +"[b]注意:[/b]转换为布尔值时,空的 [StringName]([code]StringName(\"\")[/" +"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能" +"使用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 " "[StringName]。" #: doc/classes/StringName.xml @@ -146621,7 +147706,8 @@ msgstr "通过扩展顶点数组移除索引数组。" msgid "" "This method is unused internally, as it does not preserve normals or UVs. " "Consider using [method ImporterMesh.generate_lods] instead." -msgstr "内部已不再使用这个方法,因为它不会保留法线和 UV。请考虑改用 [method " +msgstr "" +"内部已不再使用这个方法,因为它不会保留法线和 UV。请考虑改用 [method " "ImporterMesh.generate_lods]。" #: doc/classes/SurfaceTool.xml @@ -146630,8 +147716,8 @@ msgid "" "root of quadric error metric), using at most [param target_index_count] " "indices." msgstr "" -"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根)," -"最多使用 [param target_index_count] 个索引。" +"为给定的 [param nd_threshold] 生成 LOD,使用线性单位(四次误差的平方根),最" +"多使用 [param target_index_count] 个索引。" #: doc/classes/SurfaceTool.xml msgid "" @@ -147311,15 +148397,16 @@ msgid "" "no tab is selected and can only be set when [member deselect_enabled] is " "[code]true[/code] or if all tabs are hidden or disabled." msgstr "" -"当前选中选项卡的索引号。[code]-1[/code] 表示没有选中任何选项卡,只有在 [" -"member deselect_enabled] 为 [code]true[/code] " -"或所有选项卡都处于隐藏或禁用状态下才能够设置。" +"当前选中选项卡的索引号。[code]-1[/code] 表示没有选中任何选项卡,只有在 " +"[member deselect_enabled] 为 [code]true[/code] 或所有选项卡都处于隐藏或禁用状" +"态下才能够设置。" #: doc/classes/TabBar.xml msgid "" "If [code]true[/code], all tabs can be deselected so that no tab is selected. " "Click on the current tab to deselect it." -msgstr "如果为 [code]true[/code],则所有选项卡都可以被取消选择,不选中任何选项卡。单" +msgstr "" +"如果为 [code]true[/code],则所有选项卡都可以被取消选择,不选中任何选项卡。单" "击当前选项卡取消选中。" #: doc/classes/TabBar.xml doc/classes/TabContainer.xml @@ -147759,8 +148846,8 @@ msgid "" "set to [code]false[/code].\n" "A value of [code]-1[/code] means that no tab is selected." msgstr "" -"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] " -"属性会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。\n" +"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" +"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。\n" "设为 [code]-1[/code] 表示不选中任何选项卡。" #: doc/classes/TabContainer.xml @@ -147807,8 +148894,9 @@ msgstr "" "标题被隐藏。" #: doc/classes/TabContainer.xml +#, fuzzy msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -147933,6 +149021,7 @@ msgid "" msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。" #: doc/classes/TCPServer.xml +#, fuzzy msgid "" "Listen on the [param port] binding to [param bind_address].\n" "If [param bind_address] is set as [code]\"*\"[/code] (default), the server " @@ -147941,9 +149030,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" "在 [param port] 上监听与 [param bind_address] 绑定的地址。\n" "如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),该服务器将监听" @@ -148079,8 +149168,9 @@ msgid "" "Applies text from the [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url] (IME) to each caret and closes the IME if it is open." msgstr "" -"为所有光标应用[url=https://zh.wikipedia.org/zh-cn/%E8%BE%93%E5%85%A5%E6%B3%95" -"]输入法编辑器[/url]中的文本,如果输入法编辑器处于打开状态,还会将其关闭。" +"为所有光标应用[url=https://zh.wikipedia.org/zh-cn/" +"%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑器[/url]中的文本,如果输入法编辑器处于" +"打开状态,还会将其关闭。" #: doc/classes/TextEdit.xml msgid "" @@ -148198,8 +149288,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "返回给定索引处边栏的名称。" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." -msgstr "返回给定索引处边栏的类型。" +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the width of the gutter at the given index." @@ -148259,8 +149351,11 @@ msgid "Returns the number of lines in the text." msgstr "返回文本中的行数。" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的图标。" +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the color currently in [param gutter] at [param line]." @@ -148271,8 +149366,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数据。" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的文本。" +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -148535,9 +149633,8 @@ msgid "" "Returns [code]true[/code] if the user has text in the [url=https://en." "wikipedia.org/wiki/Input_method]Input Method Editor[/url] (IME)." msgstr "" -"如果用户的[url=https://zh.wikipedia.org/zh-cn/" -"%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑器[/url]中存在文本,则返回 " -"[code]true[/code]。" +"如果用户的[url=https://zh.wikipedia.org/zh-cn/%E8%BE%93%E5%85%A5%E6%B3%95]输" +"入法编辑器[/url]中存在文本,则返回 [code]true[/code]。" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." @@ -148760,9 +149857,12 @@ msgid "" msgstr "将边栏设置为可点击。当鼠标在边栏上悬停时,会将鼠标光标变为指点的手形。" #: doc/classes/TextEdit.xml +#, fuzzy msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" "为边栏设置自定义的绘制方法。回调方法必须接受以下参数:[code]line: int, " "gutter: int, Area: Rect2[/code]。" @@ -148780,8 +149880,11 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "设置该边栏为可覆写。见 [method merge_gutters]。" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." -msgstr "设置边栏的类型。" +#, fuzzy +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "定义源纹理提供的数据类型。选项参阅[enum TextureType]。" #: doc/classes/TextEdit.xml msgid "Set the width of the gutter." @@ -148824,8 +149927,11 @@ msgstr "" "gutter] 可点击。见 [signal gutter_clicked]。" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." -msgstr "将边栏 [param gutter] 在第 [param line] 行的图标设置为 [param icon]。" +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the color for [param gutter] on [param line] to [param color]." @@ -148838,8 +149944,11 @@ msgstr "" "将边栏 [param gutter] 在第 [param line] 行的元数据设置为 [param metadata]。" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." -msgstr "将边栏 [param gutter] 在第 [param line] 行的文本设置为 [param text]。" +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -149149,16 +150258,23 @@ msgid "" msgstr "换行发生在控件边界,超出通常可见的范围。" #: doc/classes/TextEdit.xml -msgid "Draw a string." -msgstr "绘制字符串。" +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." -msgstr "绘制图标。" +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." -msgstr "自定义绘制。" +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the background [Color] of this [TextEdit]." @@ -149461,8 +150577,12 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文本上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." -msgstr "用于生成网格的文本。" +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" #: doc/classes/TextMesh.xml msgid "Text width (in pixels), used for fill alignment." @@ -151032,6 +152152,11 @@ msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。" msgid "Grapheme is an object replacement character for the embedded object." msgstr "字素是内嵌对象的对象替换字符。" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "字素是 Kashida。" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -152100,21 +153225,24 @@ msgstr "" msgid "" "The width of the 9-patch's left column. Only effective if [member " "nine_patch_stretch] is [code]true[/code]." -msgstr "九宫格左侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " +msgstr "" +"九宫格左侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " "时有效。" #: doc/classes/TextureProgressBar.xml msgid "" "The width of the 9-patch's right column. Only effective if [member " "nine_patch_stretch] is [code]true[/code]." -msgstr "九宫格右侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " +msgstr "" +"九宫格右侧一列的宽度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " "时有效。" #: doc/classes/TextureProgressBar.xml msgid "" "The height of the 9-patch's top row. Only effective if [member " "nine_patch_stretch] is [code]true[/code]." -msgstr "九宫格顶部一行的高度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " +msgstr "" +"九宫格顶部一行的高度。仅在 [member nine_patch_stretch] 为 [code]true[/code] " "时有效。" #: doc/classes/TextureProgressBar.xml @@ -152251,9 +153379,9 @@ msgid "" "may result in unstable behavior in some [Container] controls. This behavior " "may be re-evaluated and changed in the future." msgstr "" -"使用 [constant EXPAND_FIT_WIDTH]、[constant EXPAND_FIT_WIDTH_PROPORTIONAL]、[" -"constant EXPAND_FIT_HEIGHT]、[constant EXPAND_FIT_HEIGHT_PROPORTIONAL] " -"可能会导致某些容器的行为不稳定。后续版本中可能会重新评估该行为并进行修改。" +"使用 [constant EXPAND_FIT_WIDTH]、[constant EXPAND_FIT_WIDTH_PROPORTIONAL]、" +"[constant EXPAND_FIT_HEIGHT]、[constant EXPAND_FIT_HEIGHT_PROPORTIONAL] 可能" +"会导致某些容器的行为不稳定。后续版本中可能会重新评估该行为并进行修改。" #: doc/classes/TextureRect.xml #, fuzzy @@ -153385,8 +154513,8 @@ msgid "" "returned polygon." msgstr "" "返回图块的导航多边形,对应的 TileSet 导航层由索引 [param layer_id] 指定。\n" -"可以使用 [param flip_h]、[param flip_v]、[param transpose] " -"对返回的多边形进行变换。" +"可以使用 [param flip_h]、[param flip_v]、[param transpose] 对返回的多边形进行" +"变换。" #: doc/classes/TileData.xml msgid "" @@ -153396,8 +154524,8 @@ msgid "" "returned polygon." msgstr "" "返回图块的遮挡器多边形,对应的 TileSet 遮挡层由索引 [param layer_id] 指定。\n" -"可以使用 [param flip_h]、[param flip_v]、[param transpose] " -"对返回的多边形进行变换。" +"可以使用 [param flip_h]、[param flip_v]、[param transpose] 对返回的多边形进行" +"变换。" #: doc/classes/TileData.xml msgid "" @@ -153554,13 +154682,15 @@ msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " "of tiles which are used to create grid-based maps. A TileMap may have " "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" "基于 2D 图块的地图节点。Tilemap(图块地图)使用 [TileSet],其中包含了图块的列" @@ -154073,9 +155203,10 @@ msgstr "" "形组合的地形。否则,可能会产生意想不到的结果。" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" "启用或禁用图层 [param layer]。被禁用的图层根本不会被处理(没有渲染、物理" @@ -155998,19 +157129,25 @@ msgstr "倒数计时器。" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" -"使用指定的间隔进行倒计时,并在到达 0 时发出信号。可以设置为重复或“一次性”模" -"式。\n" -"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越" -"快,反之亦然。\n" -"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method " -"SceneTree.create_timer]。" #: doc/classes/Timer.xml msgid "Returns [code]true[/code] if the timer is stopped or has not started." @@ -156023,8 +157160,8 @@ msgid "" "value is used for the [member wait_time].\n" "[b]Note:[/b] This method does not resume a paused timer. See [member paused]." msgstr "" -"如果计时器尚未启动,则启动计时器。如果计时器不在场景树中则会失败。如果 [" -"param time_sec] 大于 [code]0[/code],则会将其用于 [member wait_time]。\n" +"如果计时器尚未启动,则启动计时器。如果计时器不在场景树中则会失败。如果 " +"[param time_sec] 大于 [code]0[/code],则会将其用于 [member wait_time]。\n" "[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。" #: doc/classes/Timer.xml @@ -156045,8 +157182,9 @@ msgstr "" msgid "" "If [code]true[/code], the timer will stop after reaching the end. Otherwise, " "as by default, the timer will automatically restart." -msgstr "如果为 " -"[code]true[/code],则计时器将在完成时停止。否则默认情况下会自动重新启动。" +msgstr "" +"如果为 [code]true[/code],则计时器将在完成时停止。否则默认情况下会自动重新启" +"动。" #: doc/classes/Timer.xml msgid "" @@ -156054,15 +157192,16 @@ msgid "" "until this property is set back to [code]false[/code], even when [method " "start] is called." msgstr "" -"如果为 [code]true[/code],则计时器处于暂停状态。即便调用了 [method " -"start],处于暂停状态的计时器也不会进行处理,必须将这个属性设回 " -"[code]false[/code] 才会继续。" +"如果为 [code]true[/code],则计时器处于暂停状态。即便调用了 [method start],处" +"于暂停状态的计时器也不会进行处理,必须将这个属性设回 [code]false[/code] 才会" +"继续。" #: doc/classes/Timer.xml msgid "" "Specifies when the timer is updated during the main loop (see [enum " "TimerProcessCallback])." -msgstr "指定计时器在主循环的哪个时间点进行更新(见 [enum TimerProcessCallback])。" +msgstr "" +"指定计时器在主循环的哪个时间点进行更新(见 [enum TimerProcessCallback])。" #: doc/classes/Timer.xml msgid "" @@ -156071,8 +157210,8 @@ msgid "" "[b]Note:[/b] This property is read-only and cannot be modified. It is based " "on [member wait_time]." msgstr "" -"计时器的剩余时间,单位为秒。如果计时器处于停止状态,则始终为 [code]0[/code]。" -"\n" +"计时器的剩余时间,单位为秒。如果计时器处于停止状态,则始终为 [code]0[/" +"code]。\n" "[b]注意:[/b]这个属性是只读的,无法进行修改。基于的是 [member wait_time]。" #: doc/classes/Timer.xml @@ -156089,10 +157228,10 @@ msgstr "" "计时器完成计时所需的时间,单位为秒。这个属性也可以在每次调用 [method start] " "时设置。\n" "[b]注意:[/b]计时器的处理只能在物理帧或处理帧进行一次(取决于 [member " -"process_callback])。如果帧率不稳定,则计时完成所需的时间也可能不一致," -"等待时间小于 [code]0.05[/code] " -"秒左右的情况下尤为明显。如果计时器非常短,建议自己编写代码,不要使用 [Timer] " -"节点。计时器还会受到 [member Engine.time_scale] 的影响。" +"process_callback])。如果帧率不稳定,则计时完成所需的时间也可能不一致,等待时" +"间小于 [code]0.05[/code] 秒左右的情况下尤为明显。如果计时器非常短,建议自己编" +"写代码,不要使用 [Timer] 节点。计时器还会受到 [member Engine.time_scale] 的影" +"响。" #: doc/classes/Timer.xml msgid "Emitted when the timer reaches the end." @@ -156102,14 +157241,16 @@ msgstr "当计时器计时完成时发出。" msgid "" "Update the timer every physics process frame (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." -msgstr "在物理处理帧中更新计时器(见 [constant Node." +msgstr "" +"在物理处理帧中更新计时器(见 [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" #: doc/classes/Timer.xml msgid "" "Update the timer every process (rendered) frame (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." -msgstr "在处理(渲染)帧中更新计时器(见 [constant Node." +msgstr "" +"在处理(渲染)帧中更新计时器(见 [constant Node." "NOTIFICATION_INTERNAL_PROCESS])。" #: doc/classes/TLSOptions.xml @@ -156344,7 +157485,7 @@ msgstr "" "从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向" "量)构建变换。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the basis is " "invertible (must have non-zero determinant)." @@ -156406,7 +157547,7 @@ msgstr "返回缩放。" msgid "Returns the transform's skew (in radians)." msgstr "返回该变换的偏斜(单位为弧度)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." @@ -156414,7 +157555,7 @@ msgstr "" "返回将该变换与其他变换使用给定权重 [param weight] 进行插值的结果(权重范围为 " "0.0 到 1.0)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation basis is orthonormal (i.e. rotation/reflection is fine, " @@ -156464,7 +157605,7 @@ msgstr "" "返回一个旋转后的变换副本,使旋转后的 X 轴指向 [param target] 位置。\n" "操作发生在全局空间中。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -156500,7 +157641,7 @@ msgstr "" "相乘一致,即 [code]X * R[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -156513,7 +157654,7 @@ msgstr "" "相乘一致,即 [code]S * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -156526,7 +157667,7 @@ msgstr "" "相乘一致,即 [code]X * S[/code],但进行了优化。\n" "可以视作在局部坐标系中的变换。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -156539,7 +157680,7 @@ msgstr "" "相乘一致,即 [code]T * X[/code],但进行了优化。\n" "可以视作在全局/父级坐标系中的变换。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -156589,7 +157730,7 @@ msgstr "将沿 X 轴翻转的 [Transform2D]。" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "将沿 Y 轴翻转的 [Transform2D]。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -156611,7 +157752,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "使用给定的 [Transform2D] 矩阵将该 [Rect2] 进行变换(相乘)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -156642,7 +157783,7 @@ msgstr "" "该运算符将 [Transform2D] 的所有分量相乘,包括 [member origin] 向量,从而对其" "进行统一缩放。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -156668,52 +157809,95 @@ msgstr "代表 3D 变换的 3×4 矩阵。" #: doc/classes/Transform3D.xml msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" -"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换,由 " -"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n" -"通用介绍见教程[url=$DOCS_URL/tutorials/math/matrices_and_transforms.html]《矩" -"阵与变换》[/url]。" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "构造一个与 [constant IDENTITY] 相同的 [Basis]。" #: doc/classes/Transform3D.xml msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "构造给定 [Transform3D] 的副本。" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "从 [Basis] 和 [Vector3] 构造 Transform3D。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" "通过修剪投影矩阵的最后一行,从 [Projection] 中构造 Transform3D(不会复制 " "[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" "[code]from.w.w[/code])。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" "从四个 [Vector3] 值(矩阵列)构造 Transform3D。每个轴对应于局部基向量(其中一" "些可能已被缩放)。" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"返回此向量和 [param to] 之间,按数量 [param weight] 线性插值结果。[param " +"weight] 在 [code]0.0[/code] 到 [code]1.0[/code] 的范围内,代表插值的量。" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -156736,8 +157920,18 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -156752,9 +157946,10 @@ msgstr "" "可以视作在全局/父级坐标系中的变换。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -156769,78 +157964,201 @@ msgstr "" "可以视作在局部坐标系中的变换。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" -"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被" -"解释为随物体移动的局部坐标系的基向量。" - -#: doc/classes/Transform3D.xml -msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." -msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。" - -#: doc/classes/Transform3D.xml -msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." -msgstr "" -"没有应用平移、旋转、缩放的 [Transform3D]。当应用于其他数据结构时,[constant " -"IDENTITY] 不执行变换。" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." -msgstr "应用了垂直于 YZ 平面镜像操作的 [Transform3D]。" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." -msgstr "应用了垂直于 XZ 平面镜像操作的 [Transform3D]。" - -#: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." -msgstr "应用了垂直于 XY 平面镜像操作的 [Transform3D]。" - -#: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [AABB] 进行变换(相乘)。" - -#: doc/classes/Transform3D.xml -msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." -msgstr "" -"使用给定的 [Transform3D] 矩阵对 [Vector3] 数组中的每个元素进行变换(相乘)。" - -#: doc/classes/Transform3D.xml -msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [Plane] 进行变换(相乘)。" - -#: doc/classes/Transform3D.xml -msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." -msgstr "使用给定的 [Transform3D] 矩阵对 [Vector3] 进行变换(相乘)。" - -#: doc/classes/Transform3D.xml -msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." -msgstr "" -"该运算符将 [Transform3D] 的所有分量相乘,包括 [member origin] 向量,从而对其" -"进行统一缩放。" +"返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从左侧" +"相乘一致,即 [code]S * X[/code],但进行了优化。\n" +"可以视作在全局/父级坐标系中的变换。" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." msgstr "" -"该运算符将 [Transform3D] 的所有分量相乘,包括 [member origin] 向量,从而对其" -"进行统一缩放。" +"返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从右侧" +"相乘一致,即 [code]X * S[/code],但进行了优化。\n" +"可以视作在局部坐标系中的变换。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" +"返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从左侧" +"相乘一致,即 [code]T * X[/code],但进行了优化。\n" +"可以视作在全局/父级坐标系中的变换。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n" +"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从右侧" +"相乘一致,即 [code]X * T[/code],但进行了优化。\n" +"可以视作在局部坐标系中的变换。" + +#: doc/classes/Transform3D.xml +msgid "" +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." +msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。" + +#: doc/classes/Transform3D.xml +msgid "" +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." +msgstr "应用了垂直于 YZ 平面镜像操作的 [Transform3D]。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." +msgstr "应用了垂直于 XZ 平面镜像操作的 [Transform3D]。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." +msgstr "应用了垂直于 XY 平面镜像操作的 [Transform3D]。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个 [Basis] 矩阵的分量不相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." +msgstr "使用给定的 [Transform3D] 矩阵对 [AABB] 进行变换(相乘)。" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." +msgstr "使用给定的 [Transform3D] 矩阵对 [Plane] 进行变换(相乘)。" + +#: doc/classes/Transform3D.xml +msgid "" +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." +msgstr "使用给定的 [Transform3D] 矩阵对 [Vector3] 进行变换(相乘)。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." +msgstr "" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通" +"过 [param right] 值调整所有 3 个轴的大小。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通" +"过 [param right] 值调整所有 3 个轴的大小。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通" +"过 [param right] 值调整所有 3 个轴的大小。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" +"将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通" +"过 [param right] 值调整所有 3 个轴的大小。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" +"[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" +"靠。" #: doc/classes/Translation.xml msgid "" @@ -157534,8 +158852,8 @@ msgid "" "and all its descendants." msgstr "" "如果为 [code]true[/code],则该 [Tree] 启用了递归折叠。按住 [kbd]Shift[/kbd] " -"键点击折叠箭头或使用快捷键 [code]ui_right[/code]/[code]ui_left[/code] " -"会折叠或展开该 [TreeItem] 及所有子项。" +"键点击折叠箭头或使用快捷键 [code]ui_right[/code]/[code]ui_left[/code] 会折叠" +"或展开该 [TreeItem] 及所有子项。" #: doc/classes/Tree.xml msgid "If [code]true[/code], the folding arrow is hidden." @@ -157931,32 +159249,32 @@ msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked and editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于勾选状态并且可编辑时显示(见 [method TreeItem.set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态并且" +"可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is checked and non-editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于勾选状态并且不可编辑时显示(见 [method TreeItem.set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态并且" +"不可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is indeterminate and editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于中间状态并且可编辑时显示(见 [method TreeItem.set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态并且" +"可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is indeterminate and non-editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于中间状态并且不可编辑时显示(见 [method TreeItem.set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态并且" +"不可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" @@ -157969,17 +159287,16 @@ msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked and editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于未选中状态并且可编辑时显示(见 [method TreeItem.set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选中状态并" +"且可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " "cell is unchecked and non-editable (see [method TreeItem.set_editable])." msgstr "" -"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] " -"的单元格处于未选中状态并且不可编辑时显示(见 [method TreeItem." -"set_editable])。" +"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选中状态并" +"且不可编辑时显示(见 [method TreeItem.set_editable])。" #: doc/classes/Tree.xml msgid "" @@ -161436,7 +162753,8 @@ msgstr "" "进行重新排列。" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +#, fuzzy +msgid "A 2D vector using floating-point coordinates." msgstr "使用浮点数坐标的 2D 向量。" #: doc/classes/Vector2.xml @@ -161828,8 +163146,12 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "返回将该向量投影到给定向量 [param b] 上的结果。" +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -161879,9 +163201,13 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." -msgstr "返回沿着平面进行滑动后的向量,该平面由给定的法线定义。" +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" @@ -162420,7 +163746,8 @@ msgstr "" "操作在保持相同幅度的同时,翻转向量的方向。" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +#, fuzzy +msgid "A 3D vector using floating-point coordinates." msgstr "使用浮点数坐标的 3D 向量。" #: doc/classes/Vector3.xml @@ -162554,8 +163881,14 @@ msgstr "" "逆时针方向时符号为正,在顺时针方向时符号为负。" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." -msgstr "返回沿着由给定法线定义的平面滑动后的新向量。" +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -163087,7 +164420,8 @@ msgstr "" "的。该操作在保持相同幅度的同时,翻转向量的方向。" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +#, fuzzy +msgid "A 4D vector using floating-point coordinates." msgstr "使用浮点数坐标的 4D 向量。" #: doc/classes/Vector4.xml @@ -164205,10 +165539,11 @@ msgid "" msgstr "视口的抽象基类。对绘图以及与游戏世界的交互进行了封装。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -164480,8 +165815,8 @@ msgstr "" "- [method Node._shortcut_input]\n" "- [method Node._unhandled_key_input]\n" "- [method Node._unhandled_input]\n" -"如果某个方法使用 [method set_input_as_handled] " -"将输入标记为已处理,则列表中的后续方法均不会被调用。\n" +"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的" +"后续方法均不会被调用。\n" "如果上述方法均未处理事件,并且 [member physics_object_picking] 为 " "[code]true[/code],则该事件将用于物理对象的拾取。\n" "[b]注意:[/b]这个方法不会将输入事件传播至嵌入的 [Window] 和 [SubViewport]。" @@ -164970,6 +166305,7 @@ msgstr "" "件不支持 VRS,则会忽略此属性。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Texture to use when [member vrs_mode] is set to [constant Viewport." "VRS_TEXTURE].\n" @@ -164978,16 +166314,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" "[member vrs_mode] 为 [constant Viewport.VRS_TEXTURE] 时使用的纹理。\n" @@ -165015,8 +166351,11 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "自定义的 [World3D],可以作为 3D 环境源。" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "当控件节点获取键盘焦点时触发。" +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." +msgstr "" #: doc/classes/Viewport.xml msgid "" @@ -165839,11 +167178,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "代表 [enum VaryingType] 枚举的大小。" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +#, fuzzy +msgid "Indicates an invalid [VisualShader] node." msgstr "表示无效的 [VisualShader] 节点。" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +#, fuzzy +msgid "Indicates an output node of [VisualShader]." msgstr "表示 [VisualShader] 的输出节点。" #: doc/classes/VisualShaderNode.xml @@ -167726,18 +169067,22 @@ msgstr "" "[/code] ,参阅[method add_output_port]。" #: doc/classes/VisualShaderNodeIf.xml +#, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "根据可视化着色器图中浮点比较的结果输出 3D 向量。" #: doc/classes/VisualShaderNodeIf.xml +#, fuzzy msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" "这个可视化着色器节点有六个输入端口。端口 1 和端口 2 提供的是需要比较的两个浮" @@ -167971,9 +169316,10 @@ msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "与 [code]INF[/code](无穷大)比较。" #: doc/classes/VisualShaderNodeIs.xml +#, fuzzy msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" "与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。" @@ -168861,8 +170207,9 @@ msgid "" msgstr "在可视化着色器图中,将四个 [Vector3] 合成为 [Transform3D]。" #: doc/classes/VisualShaderNodeTransformCompose.xml +#, fuzzy msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -168888,8 +170235,9 @@ msgid "" msgstr "在可视化着色器图中,将 [Transform3D] 分解为四个 [Vector3]。" #: doc/classes/VisualShaderNodeTransformDecompose.xml +#, fuzzy msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "获取一个4x4的变换矩阵,并将其分解为四个[code]vec3[/code]值,每行一个。" @@ -168919,7 +170267,8 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "在可视化着色器图中使用的 [Transform3D] 运算符。" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +#, fuzzy +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "对两个变换(4x4 矩阵)输入应用 [member operator]。" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -168984,8 +170333,9 @@ msgid "" msgstr "在可视化着色器图中,将 [Transform3D] 与 [Vector3] 相乘。" #: doc/classes/VisualShaderNodeTransformVecMult.xml +#, fuzzy msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "对一个变换(4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。" @@ -169866,8 +171216,8 @@ msgid "" "control and goes from top (min) to bottom (max). Note that this direction is " "the opposite of [VSlider]'s." msgstr "" -"垂直滑块,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] " -"的控件,从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。" +"垂直滑块,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] 的控件," +"从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。" #: doc/classes/VSeparator.xml msgid "A vertical line used for separating other controls." @@ -169892,9 +171242,8 @@ msgid "" "vertical axis. It is a [Range]-based control and goes from bottom (min) to " "top (max). Note that this direction is the opposite of [VScrollBar]'s." msgstr "" -"垂直滑块,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 " -"[Range],从下(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] " -"的方向是相反的。" +"垂直滑块,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 [Range],从" +"下(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] 的方向是相反的。" #: doc/classes/VSplitContainer.xml msgid "" @@ -171306,6 +172655,14 @@ msgstr "" "为当前的 HMD 设置屏幕刷新率。不是所有 HMD 和浏览器都支持。不会立即生效,发出 " "[signal display_refresh_rate_changed] 信号后才会生效。" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -171637,9 +172994,10 @@ msgid "" msgstr "请求更新 [Window] 大小以适应底层 [Control] 节点。" #: doc/classes/Window.xml +#, fuzzy msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -172340,10 +173698,10 @@ msgid "" "that the transient parent is assigned at the time this window becomes " "visible, so changing it afterwards has no effect until re-shown." msgstr "" -"如果为 [code]true[/code] 并且 [Window] 启用了 [member transient],则该窗口(" -"在变为可见时)会变为当前聚焦窗口的临时窗口,而不是层级结构中直接父窗口的临时" -"窗口。请注意,临时父级是在窗口变为可见时赋值的,所以如果在显示之后进行更改," -"则需要等到再次显示才会生效。" +"如果为 [code]true[/code] 并且 [Window] 启用了 [member transient],则该窗口" +"(在变为可见时)会变为当前聚焦窗口的临时窗口,而不是层级结构中直接父窗口的临" +"时窗口。请注意,临时父级是在窗口变为可见时赋值的,所以如果在显示之后进行更" +"改,则需要等到再次显示才会生效。" #: doc/classes/Window.xml #, fuzzy @@ -173476,11 +174834,12 @@ msgid "An anchor point in AR space." msgstr "AR 空间中的锚点。" #: doc/classes/XRAnchor3D.xml +#, fuzzy msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -173500,9 +174859,11 @@ msgstr "" "请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关" "于真实世界的信息而更新,尤其是在只有部分表面在视野内时。" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -173523,6 +174884,535 @@ msgstr "" "返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该" "桌子表面的估计尺寸。" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "最小化底部面板。" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Specifies the type of updates to perform on the bones." +msgstr "指定要在骨骼上执行的更新类型。" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "到与此实例关联的 [Skeleton3D] 的 [NodePath]。" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "代表 [enum BGMode] 枚举的大小。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "追踪对象。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "设置给定柔性物体的全局变换。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "设置给定柔性物体的全局变换。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "该追踪器的类型。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "如果为 [code]true[/code],隐藏折叠箭头。" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Root joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Hips joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Spine joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Upper chest joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Neck joint." +msgstr "掌关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Head joint." +msgstr "掌关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Head tip joint." +msgstr "食指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left shoulder joint." +msgstr "小指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper arm joint." +msgstr "缩放上限。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower arm joint." +msgstr "小指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper arm joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower arm joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper leg joint." +msgstr "上嘴唇向右移。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower leg joint." +msgstr "小指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left foot joint." +msgstr "小指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left toes joint." +msgstr "小指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper leg joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower leg joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right foot joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right toes joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left hand joint." +msgstr "左手。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "掌关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "腕关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb metacarpal joint." +msgstr "掌骨拇指关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb phalanx proximal joint." +msgstr "拇指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb phalanx distal joint." +msgstr "拇指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb tip joint." +msgstr "拇指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger metacarpal joint." +msgstr "掌骨食指关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx proximal joint." +msgstr "食指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx intermediate joint." +msgstr "食指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx distal joint." +msgstr "食指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger tip joint." +msgstr "食指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "掌骨中指关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx proximal joint." +msgstr "中指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx intermediate joint." +msgstr "中指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "中指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "中指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right hand joint." +msgstr "右手。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb metacarpal joint." +msgstr "掌骨拇指关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx proximal joint." +msgstr "拇指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "拇指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb tip joint." +msgstr "拇指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger metacarpal joint." +msgstr "掌骨中指关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx proximal joint." +msgstr "中指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx intermediate joint." +msgstr "中指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "中指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "中指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "代表 [enum Hint] 枚举的大小。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "设置该关节的旋转,单位为弧度。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "设置该关节的旋转,单位为弧度。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -174268,6 +176158,286 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "代表 [enum BlendShapeEntry] 枚举的大小。" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "追踪对象。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "返回给定形状所有者的父对象。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "返回该碰撞体接触点处的线速度向量。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "返回给定窗口的模式。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "设置给定形状所有者的 [Transform2D]。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "该姿势的角速度。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "返回该碰撞体接触点处的线速度向量。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "设置该代理的半径。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "设置给定形状所有者的 [Transform2D]。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "动作的类型。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "翻译的区域设置。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "如果为 [code]true[/code],则该网格可见。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A left hand." +msgstr "左手。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A right hand." +msgstr "右手。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "代表 [enum Hint] 枚举的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of hand tracking data is unknown." +msgstr "翻译的区域设置。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "代表 [enum Source] 枚举的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx proximal joint." +msgstr "拇指近端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "拇指远端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger metacarpal joint." +msgstr "掌骨食指关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx proximal joint." +msgstr "食指近端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx intermediate joint." +msgstr "食指中间关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx distal joint." +msgstr "食指远端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger tip joint." +msgstr "食指尖端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "掌骨中指关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx proximal joint." +msgstr "中指近端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx intermediate joint." +msgstr "中指中间关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "中指远端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "中指尖端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger metacarpal joint." +msgstr "环指掌骨关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx proximal joint." +msgstr "环指近端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx intermediate joint." +msgstr "环指中间关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx distal joint." +msgstr "环指远端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger tip joint." +msgstr "环指尖端关节。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "代表 [enum Hint] 枚举的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "设置该关节的旋转,单位为弧度。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "物体的线速度,单位为单位每秒。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's angular velocity data is valid." +msgstr "该姿势的角速度。" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "XR 接口实现的基类。" @@ -174304,13 +176474,17 @@ msgid "" msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。" #: doc/classes/XRInterface.xml +#, fuzzy msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "返回该接口的名称(OpenXR、OpenVR、OpenHMD、ARKit 等)。" #: doc/classes/XRInterface.xml +#, fuzzy msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -174667,9 +176841,9 @@ msgid "" "center of the physical space. In this mode, system-level recentering may be " "disabled, requiring the use of [method XRServer.center_on_hmd]." msgstr "" -"与 [constant XR_PLAY_AREA_ROOMSCALE] " -"相同,但是原点固定在物理空间的中心。在这个模式下,可能会禁用通过 [method " -"XRServer.center_on_hmd] 进行的系统级别的中心重定位。" +"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心。在这" +"个模式下,可能会禁用通过 [method XRServer.center_on_hmd] 进行的系统级别的中心" +"重定位。" #: doc/classes/XRInterface.xml msgid "Opaque blend mode. This is typically used for VR devices." @@ -174740,8 +176914,9 @@ msgid "Returns the name of this interface." msgstr "返回该接口的名称。" #: doc/classes/XRInterfaceExtension.xml +#, fuzzy msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "返回表示游戏区域边界的 [PackedVector3Array](如果适用)。" @@ -174987,8 +177162,9 @@ msgstr "" msgid "" "If [code]true[/code], this origin node is currently being used by the " "[XRServer]. Only one origin point can be used at a time." -msgstr "如果为 [code]true[/code],则该原点节点目前正被 [XRServer] " -"使用。一次只能使用一个原点。" +msgstr "" +"如果为 [code]true[/code],则该原点节点目前正被 [XRServer] 使用。一次只能使用" +"一个原点。" #: doc/classes/XROrigin3D.xml msgid "" @@ -174996,8 +177172,8 @@ msgid "" "[member XRServer.world_scale]. By default, most AR/VR platforms assume that " "1 game unit corresponds to 1 real world meter." msgstr "" -"游戏世界相对于现实世界的缩放。与 [member XRServer.world_scale] " -"相同。默认情况下,大多数 AR/VR 平台假定 1 个游戏世界单位等于现实世界的 1 米。" +"游戏世界相对于现实世界的缩放。与 [member XRServer.world_scale] 相同。默认情况" +"下,大多数 AR/VR 平台假定 1 个游戏世界单位等于现实世界的 1 米。" #: doc/classes/XRPose.xml msgid "This object contains all data related to a pose on a tracked object." @@ -175089,7 +177265,8 @@ msgstr "" "能被(部分)遮挡。" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +#, fuzzy +msgid "Tracking information is considered accurate and up to date." msgstr "追踪信息被认为是准确且最新的。" #: doc/classes/XRPositionalTracker.xml @@ -175253,10 +177430,20 @@ msgid "" "and handles all the processing." msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "注册一个新的 [XRFaceTracker],用于跟踪面部的混合形状。" + #: doc/classes/XRServer.xml msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "注册一个新的 [XRFaceTracker],用于跟踪面部的混合形状。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "注册一个新的 [XRFaceTracker],用于跟踪面部的混合形状。" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "注册一个 [XRInterface] 对象。" @@ -175317,6 +177504,20 @@ msgstr "" "通过名称 [param name] 查找接口。例如,如果你的项目使用 AR/VR 平台的功能,你可" "以通过名称找到该平台的接口并初始化。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" +"返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " +"实例。" + #: doc/classes/XRServer.xml msgid "Returns the [XRFaceTracker] with the given tracker name." msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" @@ -175325,7 +177526,22 @@ msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" msgid "" "Returns a dictionary of the registered face trackers. Each element of the " "dictionary is a tracker name mapping to the [XRFaceTracker] instance." -msgstr "返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " +msgstr "" +"返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " +"实例。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "返回给定跟踪器名称的 [XRFaceTracker]。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" +"返回已注册面部跟踪器的字典。每个元素都是跟踪器的名称,映射到 [XRFaceTracker] " "实例。" #: doc/classes/XRServer.xml @@ -175369,10 +177585,20 @@ msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "返回 [param tracker_types] 的追踪器字典。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Removes a registered [XRBodyTracker]." +msgstr "删除已注册的[XRFaceTracker]。" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "删除已注册的[XRFaceTracker]。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Removes a registered [XRHandTracker]." +msgstr "删除已注册的[XRFaceTracker]。" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "移除该 [param interface]。" @@ -175401,8 +177627,24 @@ msgstr "" msgid "" "The scale of the game world compared to the real world. By default, most AR/" "VR platforms assume that 1 game unit corresponds to 1 real world meter." -msgstr "游戏世界相对于现实世界的缩放。默认情况下,大多数 AR/VR 平台假定 1 " -"个游戏世界单位等于现实世界的 1 米。" +msgstr "" +"游戏世界相对于现实世界的缩放。默认情况下,大多数 AR/VR 平台假定 1 个游戏世界" +"单位等于现实世界的 1 米。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "添加新的面部跟踪器时发出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "移除面部跟踪器时发出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "更新已有面部跟踪器时发出。" #: doc/classes/XRServer.xml msgid "Emitted when a new face tracker is added." @@ -175416,6 +177658,21 @@ msgstr "移除面部跟踪器时发出。" msgid "Emitted when an existing face tracker is updated." msgstr "更新已有面部跟踪器时发出。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "添加新的面部跟踪器时发出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "移除面部跟踪器时发出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "更新已有面部跟踪器时发出。" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/classes/zh_TW.po b/classes/zh_TW.po index 6d93dcf..9514292 100644 --- a/classes/zh_TW.po +++ b/classes/zh_TW.po @@ -202,6 +202,10 @@ msgstr "本方法描述的是使用本型別作為左運算元的有效運算子 msgid "This value is an integer composed as a bitmask of the following flags." msgstr "這個值是由下列旗標構成的位元遮罩整數。" +#: doc/tools/make_rst.py +msgid "No return value." +msgstr "" + #: doc/tools/make_rst.py msgid "" "There is currently no description for this class. Please help us by :ref:" @@ -1493,6 +1497,20 @@ msgstr "" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" +#: modules/gdscript/doc_classes/@GDScript.xml +msgid "" +"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property " +"is not displayed in the editor, but it is serialized and stored in the scene " +"or resource file. This can be useful for [annotation @tool] scripts. Also " +"the property value is copied when [method Resource.duplicate] or [method " +"Node.duplicate] is called, unlike non-exported variables.\n" +"[codeblock]\n" +"var a # Not stored in the file, not displayed in the editor.\n" +"@export_storage var b # Stored in the file, not displayed in the editor.\n" +"@export var c: int # Stored in the file, displayed in the editor.\n" +"[/codeblock]" +msgstr "" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Define a new subgroup for the following exported properties. This helps to " @@ -3367,8 +3385,9 @@ msgstr "" "[/codeblock]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [code]0.0[/code] and " +"Returns a random floating-point value between [code]0.0[/code] and " "[code]1.0[/code] (inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3390,8 +3409,9 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a random floating point value between [param from] and [param to] " +"Returns a random floating-point value between [param from] and [param to] " "(inclusive).\n" "[codeblocks]\n" "[gdscript]\n" @@ -3417,13 +3437,18 @@ msgstr "" "[/codeblocks]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" -"Returns a normally-distributed pseudo-random floating point value using Box-" -"Muller transform with the specified [param mean] and a standard [param " -"deviation]. This is also called Gaussian distribution." +"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" +"distributed[/url], pseudo-random floating-point value from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" -"返回一個正態分佈的偽隨機浮點值,該分佈使用具有指定 [param mean] 和標準 " -"[param deviation] 的 Box-Muller 變換。這也被稱為高斯分佈。" +"使用具有指定 [param mean] 和標準 [param deviation] 的 Box-Muller 變換,返回一" +"個[url=https://en.wikipedia.org/wiki/Normal_distribution]正態分佈[/url]的偽隨" +"機數。這也被稱為高斯分佈。" #: doc/classes/@GlobalScope.xml msgid "" @@ -3789,9 +3814,10 @@ msgstr "" "[/url]" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "The returned value is the same type of [Variant] as [param step]. Supported " "types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], " @@ -3825,9 +3851,10 @@ msgstr "" "[method Vector4i.snapped]。" #: doc/classes/@GlobalScope.xml +#, fuzzy msgid "" "Returns the multiple of [param step] that is the closest to [param x]. This " -"can also be used to round a floating point number to an arbitrary number of " +"can also be used to round a floating-point number to an arbitrary number of " "decimals.\n" "A type-safe version of [method snapped], returning a [float].\n" "[codeblock]\n" @@ -9845,7 +9872,11 @@ msgid "" "An [constant Animation.UPDATE_DISCRETE] track value takes precedence when " "blending [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track values and [constant Animation.UPDATE_DISCRETE] track " -"values. This is the default behavior for [AnimationPlayer]." +"values. This is the default behavior for [AnimationPlayer].\n" +"[b]Note:[/b] If a value track has non-numeric type key values, it is " +"internally converted to use [constant " +"ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT] with [constant Animation." +"UPDATE_DISCRETE]." msgstr "" #: doc/classes/AnimationMixer.xml @@ -9913,9 +9944,10 @@ msgstr "" "應的子動畫節點。" #: doc/classes/AnimationNode.xml +#, fuzzy msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " -"return all children animation nodes in order as a [code]name: node[/code] " +"return all child animation nodes in order as a [code]name: node[/code] " "dictionary." msgstr "" "繼承 [AnimationRootNode] 時,實作這個虛方法可以用 [code]名稱:節點[/code] 字典" @@ -10018,11 +10050,12 @@ msgstr "" "它是絕對的。可以選擇傳入篩選模式(選項請參閱 [enum FilterAction])。" #: doc/classes/AnimationNode.xml +#, fuzzy msgid "" -"Blend another animation node (in case this animation node contains children " +"Blend another animation node (in case this animation node contains child " "animation nodes). This function is only useful if you inherit from " -"[AnimationRootNode] instead, else editors will not display your animation " -"node for addition." +"[AnimationRootNode] instead, otherwise editors will not display your " +"animation node for addition." msgstr "" "混合另一個動畫節點(在這個動畫節點包含子動畫節點的情況下)。這個函式只有在你" "繼承 [AnimationRootNode] 時才有用,否則編輯器在新增節點時不會顯示你的動畫節" @@ -11335,8 +11368,9 @@ msgid "A time-scaling animation node used in [AnimationTree]." msgstr "對時間進行縮放的動畫節點,在 [AnimationTree] 中使用。" #: doc/classes/AnimationNodeTimeScale.xml +#, fuzzy msgid "" -"Allows to scale the speed of the animation (or reverse it) in any children " +"Allows to scale the speed of the animation (or reverse it) in any child " "[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation." msgstr "" "允許縮放任何子節點中動畫的速度(或反轉)。將其設定為 [code]0.0[/code] 將暫停" @@ -20631,7 +20665,7 @@ msgstr "用於表示 3D 旋轉和縮放的 3×3 矩陣。" #: doc/classes/Basis.xml msgid "" -"The [Basis] built-in [Variant] type is a 3x3 [url=https://en.wikipedia.org/" +"The [Basis] built-in [Variant] type is a 3×3 [url=https://en.wikipedia.org/" "wiki/Matrix_(mathematics)]matrix[/url] used to represent 3D rotation, scale, " "and shear. It is frequently used within a [Transform3D].\n" "A [Basis] is composed by 3 axis vectors, each representing a column of the " @@ -21990,6 +22024,15 @@ msgid "" "HorizontalAlignment] constants." msgstr "按鈕文字的文字對齊策略,使用 [enum HorizontalAlignment] 常數之一。" +#: doc/classes/Button.xml +#, fuzzy +msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle." +msgstr "" +"設定給定 [param column] 的自動換行模式。如果設定為 [constant TextServer." +"AUTOWRAP_OFF] 以外的值,則文字將在節點的邊界矩形內換行。" + #: doc/classes/Button.xml msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -22305,9 +22348,9 @@ msgstr "代表一個方法或一個獨立函式的內建型別。" #, fuzzy msgid "" "[Callable] is a built-in [Variant] type that represents a function. It can " -"either be a method within an [Object] instance, or a standalone function not " -"related to any object, like a lambda function. Like all [Variant] types, it " -"can be stored in variables and passed to other functions. It is most " +"either be a method within an [Object] instance, or a custom callable used " +"for different purposes (see [method is_custom]). Like all [Variant] types, " +"it can be stored in variables and passed to other functions. It is most " "commonly used for signal callbacks.\n" "[b]Example:[/b]\n" "[codeblocks]\n" @@ -22356,6 +22399,23 @@ msgid "" "\n" " # Prints \"Attack!\", when the button_pressed signal is emitted.\n" " button_pressed.connect(func(): print(\"Attack!\"))\n" +"[/codeblock]\n" +"In GDScript, you can access methods and global functions as [Callable]s:\n" +"[codeblock]\n" +"tween.tween_callback(node.queue_free) # Object methods.\n" +"tween.tween_callback(array.clear) # Methods of built-in types.\n" +"tween.tween_callback(print.bind(\"Test\")) # Global functions.\n" +"[/codeblock]\n" +"[b]Note:[/b] [Dictionary] does not support the above due to ambiguity with " +"keys.\n" +"[codeblock]\n" +"var dictionary = {\"hello\": \"world\"}\n" +"\n" +"# This will not work, `clear` is treated as a key.\n" +"tween.tween_callback(dictionary.clear)\n" +"\n" +"# This will work.\n" +"tween.tween_callback(Callable.create(dictionary, \"clear\"))\n" "[/codeblock]" msgstr "" "可呼叫體 [Callable] 是內建的 [Variant] 型別,代表某個函式。可以是 [Object] 實" @@ -22430,9 +22490,12 @@ msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "建構給定 [Callable] 的副本。" #: doc/classes/Callable.xml +#, fuzzy msgid "" "Creates a new [Callable] for the method named [param method] in the " -"specified [param object]." +"specified [param object].\n" +"[b]Note:[/b] For methods of built-in [Variant] types, use [method create] " +"instead." msgstr "" "建立新的 [Callable],使用指定物件 [param object] 中名為 [param method] 的方" "法。" @@ -22489,6 +22552,13 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" +"[b]Note:[/b] Deferred calls are processed at idle time. Idle time happens " +"mainly at the end of process and physics frames. In it, deferred calls will " +"be run until there are none left, which means you can defer calls from other " +"deferred calls and they'll still be run in the current idle time cycle. This " +"means you should not call a method deferred from itself (or from a method " +"called by it), as this causes infinite recursion the same way as if you had " +"called the method directly.\n" "See also [method Object.call_deferred]." msgstr "" "使用延遲模式呼叫該 [Callable] 所代表的方法,即在目前影格的末尾呼叫。可以傳遞" @@ -22508,6 +22578,17 @@ msgstr "" "呼叫該 [Callable] 所代表的方法。與 [method call] 不同,這個方法需要所有參數都" "放在 [param arguments] [Array] 之中。" +#: doc/classes/Callable.xml +msgid "" +"Creates a new [Callable] for the method named [param method] in the " +"specified [param variant]. To represent a method of a built-in [Variant] " +"type, a custom callable is used (see [method is_custom]). If [param variant] " +"is [Object], then a standard callable will be created instead.\n" +"[b]Note:[/b] This method is always necessary for the [Dictionary] type, as " +"property syntax is used to access its entries. You may also use this method " +"when [param variant]'s type is not known in advance (for polymorphism)." +msgstr "" + #: doc/classes/Callable.xml msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " @@ -22562,12 +22643,13 @@ msgstr "" #: doc/classes/Callable.xml msgid "" "Returns [code]true[/code] if this [Callable] is a custom callable. Custom " -"callables are created from [method bind] or [method unbind]. In GDScript, " -"lambda functions are also custom callables." +"callables are used:\n" +"- for binding/unbinding arguments (see [method bind] and [method unbind]);\n" +"- for representing methods of built-in [Variant] types (see [method " +"create]);\n" +"- for representing global, lambda, and RPC functions in GDScript;\n" +"- for other purposes in the core, GDExtension, and C#." msgstr "" -"如果該 [Callable] 為自訂可呼叫體,則返回 [code]true[/code]。自訂可呼叫體是由 " -"[method bind] 或 [method unbind] 建立的。在 GDScript 中,lambda 函式也是自訂" -"可呼叫體。" #: doc/classes/Callable.xml msgid "" @@ -24867,9 +24949,10 @@ msgid "" msgstr "[param event] 的輸入發出的變換將在局部空間而不是全域空間中套用。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" "Moves this node to display on top of its siblings.\n" -"Internally, the node is moved to the bottom of parent's children list. The " +"Internally, the node is moved to the bottom of parent's child list. The " "method has no effect on nodes without a parent." msgstr "" "移動該節點以顯示在其同級節點之上。\n" @@ -24922,8 +25005,9 @@ msgstr "" "叫各種 [code]popup*()[/code] 函式的其中之一。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Allows the current node to clip children nodes, essentially acting as a mask." +"Allows the current node to clip child nodes, essentially acting as a mask." msgstr "允許目前節點裁剪子節點,本質上是充當遮罩。" #: doc/classes/CanvasItem.xml @@ -25221,8 +25305,9 @@ msgid "Texture will repeat normally." msgstr "紋理將正常重複。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Texture will repeat in a 2x2 tiled mode, where elements at even positions " +"Texture will repeat in a 2×2 tiled mode, where elements at even positions " "are mirrored." msgstr "紋理將以 2x2 平鋪模式重複,其中偶數位置的元素會被鏡像。" @@ -26865,31 +26950,21 @@ msgstr "" #: doc/classes/CodeEdit.xml msgid "" -"Adds a comment delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a comment delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"新增注釋分隔符號。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束" -"鍵為空,則自動設定為[code]true[/code]。" #: doc/classes/CodeEdit.xml msgid "" -"Adds a string delimiter.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Defines a string delimiter from [param start_key] to [param end_key]. Both " +"keys should be symbols, and [param start_key] must not be shared with other " +"delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"新增字串分隔符號。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束" -"鍵為空,則自動設定為[code]true[/code]。" #: doc/classes/CodeEdit.xml msgid "" @@ -27411,11 +27486,13 @@ msgstr "" "部類,確切的值表示它們的距離(就內部類而言)。" #: doc/classes/CodeEdit.xml doc/classes/ScriptLanguageExtension.xml +#, fuzzy msgid "" "The option is from the containing class or a parent class, relative to the " "location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in the class or a parent class." +"depth (e.g. [code]0[/code] for the local class, [code]1[/code] for the " +"parent, [code]2[/code] for the grandparent, etc.) to store the depth of an " +"option in the class or a parent class." msgstr "" "該選項來自於所在的類或父類,相對於程式碼補全查詢的位置。請使用類的深度進行按" "位 OR(或)運算(例如 0 表示目前類,1 表示父類,2 表示父類的父類等),從而在" @@ -27572,17 +27649,12 @@ msgstr "" #: doc/classes/CodeHighlighter.xml msgid "" -"Adds a color region such as comments or strings.\n" -"Both the start and end keys must be symbols. Only the start key has to be " -"unique.\n" -"[param line_only] denotes if the region should continue until the end of the " -"line or carry over on to the next line. If the end key is blank this is " -"automatically set to [code]true[/code]." +"Adds a color region (such as for comments or strings) from [param start_key] " +"to [param end_key]. Both keys should be symbols, and [param start_key] must " +"not be shared with other delimiters.\n" +"If [param line_only] is [code]true[/code] or [param end_key] is an empty " +"[String], the region does not carry over to the next line." msgstr "" -"新增顏色區域,類似注釋和字串。\n" -"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n" -"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束" -"鍵為空,則自動設定為[code]true[/code]。" #: doc/classes/CodeHighlighter.xml msgid "" @@ -30417,22 +30489,19 @@ msgstr "" msgid "The fill color of the rectangle." msgstr "該矩形的填充顏色。" -#: doc/classes/Compositor.xml doc/classes/CompositorEffect.xml -msgid "true" +#: doc/classes/Compositor.xml +msgid "" +"More customisation of the rendering pipeline will be added in the future." +msgstr "" + +#: doc/classes/Compositor.xml +msgid "Stores attributes used to customize how a Viewport is rendered." msgstr "" #: doc/classes/Compositor.xml msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised." -msgstr "" - -#: doc/classes/Compositor.xml -msgid "" -"The compositor resource holds the configuration with which rendering of a " -"viewport can be customised.\n" -"[b]Note:[/b] This functionality is still experimental as more customisation " -"of the rendering pipeline will be added in the near future." +"The compositor resource stores attributes used to customize how a [Viewport] " +"is rendered." msgstr "" #: doc/classes/Compositor.xml @@ -30441,6 +30510,12 @@ msgid "" "viewports using this compositor." msgstr "" +#: doc/classes/CompositorEffect.xml +msgid "" +"The implementation may change as more of the rendering internals are exposed " +"over time." +msgstr "" + #: doc/classes/CompositorEffect.xml msgid "This resource allows for creating a custom rendering effect." msgstr "" @@ -30451,9 +30526,7 @@ msgid "" "[Viewport]s through the viewports' [Environment]. You can implement a " "callback that is called during rendering at a given stage of the rendering " "pipeline and allows you to insert additional passes. Note that this callback " -"happens on the rendering thread.\n" -"[b]Note:[/b] This functionality is still experimental, there will be changes " -"to the implementation as we expose more of the rendering internals." +"happens on the rendering thread." msgstr "" #: doc/classes/CompositorEffect.xml @@ -36421,21 +36494,21 @@ msgid "An array of [Cubemap]s, stored together and with a single reference." msgstr "[Cubemap] 陣列,儲存在一起並使用單一參考。" #: doc/classes/CubemapArray.xml +#, fuzzy msgid "" "[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they " "are made of multiple textures, the amount of which must be divisible by 6 " -"(one for each face of the cube). The primary benefit of [CubemapArray]s is " -"that they can be accessed in shader code using a single texture reference. " -"In other words, you can pass multiple [Cubemap]s into a shader using a " -"single [CubemapArray].\n" -"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. " -"This makes [CubemapArray]s the most efficient way to store multiple " -"[Cubemap]s.\n" -"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] " -"if you set [member ProjectSettings.rendering/reflections/sky_reflections/" -"texture_array_reflections] to [code]true[/code].\n" -"To create such a texture file yourself, reimport your image files using the " -"import presets of the File System dock.\n" +"(one for each face of the cube).\n" +"The primary benefit of [CubemapArray]s is that they can be accessed in " +"shader code using a single texture reference. In other words, you can pass " +"multiple [Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s " +"are allocated in adjacent cache regions on the GPU, which makes " +"[CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n" +"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"including the [Sky] if you set [member ProjectSettings.rendering/reflections/" +"sky_reflections/texture_array_reflections] to [code]true[/code]. To create " +"such a texture file yourself, reimport your image files using the import " +"presets of the File System dock.\n" "[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering " "backend." msgstr "" @@ -39076,14 +39149,16 @@ msgid "" msgstr "返回預設滑鼠游標形狀,由 [method cursor_set_shape] 設定。" #: doc/classes/DisplayServer.xml +#, fuzzy msgid "" -"Sets a custom mouse cursor image for the defined [param shape]. This means " -"the user's operating system and mouse cursor theme will no longer influence " -"the mouse cursor's appearance. The image must be [code]256x256[/code] or " -"smaller for correct appearance. [param hotspot] can optionally be set to " -"define the area where the cursor will click. By default, [param hotspot] is " -"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the " -"image. See also [method cursor_set_shape]." +"Sets a custom mouse cursor image for the given [param shape]. This means the " +"user's operating system and mouse cursor theme will no longer influence the " +"mouse cursor's appearance.\n" +"[param cursor] can be either a [Texture2D] or an [Image], and it should not " +"be larger than 256×256 to display correctly. Optionally, [param hotspot] can " +"be set to offset the image's position relative to the click point. By " +"default, [param hotspot] is set to the top-left corner of the image. See " +"also [method cursor_set_shape]." msgstr "" "為定義的形狀 [param shape] 設定自訂滑鼠指標圖像。這意味著使用者的作業系統和鼠" "標游標主題不再影響滑鼠游標的外觀。圖像的最大尺寸為 [code]256x256[/code],否則" @@ -43657,10 +43732,6 @@ msgstr "" msgid "Array of custom permission strings." msgstr "自訂許可權字串陣列。" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated." -msgstr "已放棄使用。" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application to delete packages. See [url=https://developer.android." @@ -43945,20 +44016,28 @@ msgstr "" "reference/android/Manifest.permission#NFC]NFC[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "" -"Allow an application to make its activities persistent.\n" -"Deprecated in API level 15." +msgid "Deprecated in API level 15." +msgstr "API 級別 15 中廢棄。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Allow an application to make its activities persistent." msgstr "" "允許套用程式使其 activity 持久化。\n" "在 API 級別 15 中已放棄使用。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 29." +msgstr "在 API 級別 21 中已放棄使用。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to see the number being dialed during an outgoing call " "with the option to redirect the call to a different number or abort the call " "altogether. See [url=https://developer.android.com/reference/android/" -"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n" -"Deprecated in API level 29." +"Manifest.permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]." msgstr "" "允許套用程式查看撥出呼叫期間撥打的號碼,並可以選擇將呼叫重定向到其他號碼或完" "全中止呼叫。見 [url=https://developer.android.com/reference/android/Manifest." @@ -43993,16 +44072,20 @@ msgstr "" "reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy +msgid "Deprecated in API level 33." +msgstr "在 API 級別 21 中已放棄使用。" + +#: platform/android/doc_classes/EditorExportPlatformAndroid.xml +#, fuzzy msgid "" "Allows an application to read from external storage. See [url=https://" "developer.android.com/reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n" -"Deprecated in API level 33." +"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]." msgstr "" -"允許套用程式從外部儲存中讀取資料。見 [url=https://developer.android.com/" +"允許套用程式對外部儲存進行寫操作。見 [url=https://developer.android.com/" "reference/android/Manifest." -"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n" -"在 API 級別 33 中已放棄使用。" +"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]。" #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" @@ -44140,10 +44223,6 @@ msgstr "" "允許套用程式對工作的 Z 順序進行修改。見 [url=https://developer.android.com/" "reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。" -#: platform/android/doc_classes/EditorExportPlatformAndroid.xml -msgid "Deprecated in API level 15." -msgstr "API 級別 15 中廢棄。" - #: platform/android/doc_classes/EditorExportPlatformAndroid.xml msgid "" "Allows an application (Phone) to send a request to other applications to " @@ -45760,12 +45839,12 @@ msgid "" msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml +#, fuzzy msgid "" "If [code]true[/code], embeds support for a virtual keyboard into the web " -"page, which is shown when necessary on touchscreen devices.\n" -"[b]Warning:[/b] This feature is experimental and may be changed in a future " -"release." +"page, which is shown when necessary on touchscreen devices." msgstr "" +"如果為 [code]true[/code],則在獲得焦點時會在支援的平臺上顯示原生虛擬鍵盤。" #: platform/web/doc_classes/EditorExportPlatformWeb.xml #, fuzzy @@ -45867,13 +45946,13 @@ msgstr "如果為 [code]true[/code],啟用指定的旗標。" #: platform/web/doc_classes/EditorExportPlatformWeb.xml msgid "" -"If enabled, the exported game will support threads. It requires [url=https://" -"web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/url], which " -"can be difficult to setup and brings some limitations (e.g. not being able " -"to communicate with third-party websites).\n" -"If disabled, the exported game will not support threads. As a result, it is " -"more prone to performance and audio issues, but will only require to be run " -"on a HTTPS website." +"If [code]true[/code], the exported game will support threads. It requires " +"[url=https://web.dev/articles/coop-coep]a \"cross-origin isolated\" website[/" +"url], which may be difficult to set up and is limited for security reasons " +"(such as not being able to communicate with third-party websites).\n" +"If [code]false[/code], the exported game will not support threads. As a " +"result, it is more prone to performance and audio issues, but will only " +"require to be run on a HTTPS website." msgstr "" #: platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -49501,13 +49580,14 @@ msgstr "" "code])的中斷點的列表,例如:[code]res://path_to_script.gd:25[/code]。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" "Override this method in your plugin to return a [Texture2D] in order to give " "it an icon.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n" "Ideally, the plugin icon should be white with a transparent background and " -"16x16 pixels in size.\n" +"16×16 pixels in size.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_plugin_icon():\n" @@ -49838,12 +49918,14 @@ msgid "Adds a script at [param path] to the Autoload list as [param name]." msgstr "將 [param path] 處的腳本作為 [param name] 新增到自動載入列表中。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Adds a control to the bottom panel (together with Output, Debug, Animation, " -"etc). Returns a reference to the button added. It's up to you to hide/show " -"the button when needed. When your plugin is deactivated, make sure to remove " -"your custom control with [method remove_control_from_bottom_panel] and free " -"it with [method Node.queue_free]." +"Adds a control to the bottom panel (together with [b]Output[/b], [b]Debug[/" +"b], [b]Animation[/b], etc.). Returns the button added to the tab bar. It's " +"up to you to manage the button's visibility as needed.\n" +"When your plugin is deactivated, make sure to remove your custom control " +"with [method remove_control_from_bottom_panel] and free it with [method Node." +"queue_free]." msgstr "" "將控制項新增到底部面板(包含“輸出”“除錯”“動畫”等)。返回對新增的按鈕的引用。" "可以根據需要隱藏/顯示按鈕。停用外掛程式後,請確保使用 [method " @@ -51049,19 +51131,19 @@ msgstr "" "在內部,EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式來引用" "外部紋理。" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml msgid "Importer for the [code].fbx[/code] scene file format." msgstr "[code].fbx[/code] 場景檔案格式的匯入器。" -#: modules/gltf/doc_classes/EditorSceneFormatImporterFBX.xml +#: modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml +#, fuzzy msgid "" "Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using " "the FBX2glTF command line tool.\n" -"The location of the FBX2glTF binary is set via the [code]filesystem/import/" -"fbx/fbx2gltf_path[/code] editor setting.\n" -"This importer is only used if [member ProjectSettings.filesystem/import/fbx/" -"enabled] is enabled, otherwise [code].fbx[/code] files present in the " -"project folder are not imported." +"The location of the FBX2glTF binary is set via the [member EditorSettings." +"filesystem/import/fbx2gltf/fbx2gltf_path] editor setting.\n" +"This importer is only used if [member ProjectSettings.filesystem/import/" +"fbx2gltf/enabled] is set to [code]true[/code]." msgstr "" "通過使用 FBX2glTF 命令列工具將 Autodesk FBX 3D 場景轉換為 glTF 2.0 來匯入它" "們。\n" @@ -51070,6 +51152,19 @@ msgstr "" "該匯入器僅在啟用 [member ProjectSettings.filesystem/import/fbx/enabled] 時使" "用,否則不會匯入專案檔案夾中存在的 [code].fbx[/code] 檔案。" +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "Import FBX files using the ufbx library." +msgstr "" + +#: modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml +msgid "" +"EditorSceneFormatImporterUFBX is designed to load FBX files and supports " +"both binary and ASCII FBX files from version 3000 onward. This class " +"supports various 3D object types like meshes, skins, blend shapes, " +"materials, and rigging information. The class aims for feature parity with " +"the official FBX SDK and supports FBX 7.4 specifications." +msgstr "" + #: doc/classes/EditorScenePostImport.xml msgid "Post-processes scenes after import." msgstr "匯入後對場景進行後處理。" @@ -51430,14 +51525,16 @@ msgid "Clear the selection." msgstr "清除選中項。" #: doc/classes/EditorSelection.xml -msgid "Gets the list of selected nodes." +#, fuzzy +msgid "Returns the list of selected nodes." msgstr "獲取所選節點的列表。" #: doc/classes/EditorSelection.xml +#, fuzzy msgid "" -"Gets the list of selected nodes, optimized for transform operations (i.e. " -"moving them, rotating, etc). This list avoids situations where a node is " -"selected and also child/grandchild." +"Returns the list of selected nodes, optimized for transform operations (i.e. " +"moving them, rotating, etc.). This list can be used to avoid situations " +"where a node is selected and is also a child/grandchild." msgstr "" "獲取所選節點的列表,針對變換操作(如移動、旋轉等)進行優化。這個列表避免了節" "點被選中的情況,也避免了子/孫節點被選中的情況。" @@ -52482,6 +52579,13 @@ msgstr "" "如果為 [code]true[/code],則會在 2D 編輯器中平移時,滑鼠超出 2D 視口範圍後將" "其傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。" +#: doc/classes/EditorSettings.xml +msgid "" +"The delay in seconds until more complex and performance costly polygon " +"editors commit their outlines, e.g. the 2D navigation polygon editor rebakes " +"the navigation mesh polygons. A negative value stops the auto bake." +msgstr "" + #: doc/classes/EditorSettings.xml msgid "" "The radius in which points can be selected in the [Polygon2D] and " @@ -52528,6 +52632,115 @@ msgstr "" "[b]注意:[/b]僅當 [member editors/tiles_editor/display_grid] 為 [code]true[/" "code] 時有效。" +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Color\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Conditional\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Input\" category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Output\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Particle\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Scalar\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Special\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Textures\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Transform\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Utility\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a graph node's header when it belongs to the \"Vector\" " +"category." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color theme to use in the visual shader editor." +msgstr "視覺化著色器圖中,該節點的大小。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of boolean type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of sampler type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +msgid "" +"The color of a port/connection of scalar type (float, int, unsigned int)." +msgstr "" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of transform type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector2 type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector3 type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The color of a port/connection of Vector4 type." +msgstr "管身分區的長度。" + +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "The pattern used for the background grid." +msgstr "用於繪製標題的字形。" + #: doc/classes/EditorSettings.xml msgid "" "The curvature to use for connection lines in the visual shader editor. " @@ -52719,11 +52932,12 @@ msgstr "" "這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。" #: doc/classes/EditorSettings.xml +#, fuzzy msgid "" "The path to the FBX2glTF executable used for converting Autodesk FBX 3D " "scene files [code].fbx[/code] to glTF 2.0 format during import.\n" "To enable this feature for your specific project, use [member " -"ProjectSettings.filesystem/import/fbx/enabled]." +"ProjectSettings.filesystem/import/fbx2gltf/enabled]." msgstr "" "FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code].fbx[/" "code] 轉換為 glTF 2.0 格式。\n" @@ -52974,12 +53188,12 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"If [code]true[/code], setting names in the Editor Settings are localized " -"when possible. This is disabled by default, since localization can make it " -"difficult to look up setting names online.\n" -"[b]Note:[/b] This setting does not control property name localization in the " -"inspector. To show translated property names in the inspector, set [member " -"interface/inspector/default_property_name_style] to [b]Localized[/b]." +"If [code]true[/code], setting names in the editor are localized when " +"possible.\n" +"[b]Note:[/b] This setting affects most [EditorInspector]s in the editor UI, " +"primarily Project Settings and Editor Settings. To control names displayed " +"in the Inspector dock, use [member interface/inspector/" +"default_property_name_style] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -53205,17 +53419,15 @@ msgstr "" #: doc/classes/EditorSettings.xml msgid "" -"The property name style to display in the inspector.\n" -"- [b]Raw:[/b] Displays properties as they are defined in the script " -"(typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/" -"code] for C#).\n" -"- [b]Capitalized:[/b] Displays properties using [method String.capitalize].\n" +"The default property name style to display in the Inspector dock. This style " +"can be temporarily adjusted in the Inspector dock's menu.\n" +"- [b]Raw:[/b] Displays properties in [code]snake_case[/code].\n" +"- [b]Capitalized:[/b] Displays properties capitalized.\n" "- [b]Localized:[/b] Displays the localized string for the current editor " "language if a translation is available for the given property. If no " "translation is available, falls back to [b]Capitalized[/b].\n" -"[b]Note:[/b] This setting does not control editor setting name display. To " -"display translated editor setting names, enable [member interface/editor/" -"localize_settings] instead." +"[b]Note:[/b] To display translated setting names in Project Settings and " +"Editor Settings, use [member interface/editor/localize_settings] instead." msgstr "" #: doc/classes/EditorSettings.xml @@ -53431,6 +53643,13 @@ msgstr "" "如果 [code]true[/code],則在編輯器中的互動式 UI 元素周圍繪製額外的邊框。使用" "[b]Black (OLED)[/b]主題預設時該項會自動啟用,因為該主題預設使用全黑背景。" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], the editor theme preset will attempt to automatically " +"match the system theme." +msgstr "如果為 [code]true[/code],當流到達末尾時將自動迴圈。" + #: doc/classes/EditorSettings.xml #, fuzzy msgid "" @@ -53482,6 +53701,15 @@ msgid "" "base_spacing] and [member interface/theme/additional_spacing]." msgstr "" +#: doc/classes/EditorSettings.xml +#, fuzzy +msgid "" +"If [code]true[/code], set accent color based on system settings.\n" +"[b]Note:[/b] This setting is only effective on Windows and MacOS." +msgstr "" +"使用手寫筆的橡皮端時,返回 [code]true[/code]。\n" +"[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。" + #: doc/classes/EditorSettings.xml msgid "" "If [code]true[/code], long press on touchscreen is treated as right click.\n" @@ -56101,21 +56329,25 @@ msgid "Provides access to engine properties." msgstr "提供對引擎屬性的存取。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "The [Engine] singleton allows you to query and modify the project's run-time " -"parameters, such as frames per second, time scale, and others." +"parameters, such as frames per second, time scale, and others. It also " +"stores information about the current build of Godot, such as the current " +"version." msgstr "" "[Engine] 單例使你可以查詢和修改專案的運作時參數,例如每秒影格數,時間範圍等。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns the name of the CPU architecture the Godot binary was built for. " -"Possible return values are [code]x86_64[/code], [code]x86_32[/code], " -"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/" -"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and " -"[code]wasm32[/code].\n" -"To detect whether the current CPU architecture is 64-bit, you can use the " -"fact that all 64-bit architecture names have [code]64[/code] in their name:\n" +"Possible return values include [code]\"x86_64\"[/code], [code]\"x86_32\"[/" +"code], [code]\"arm64\"[/code], [code]\"arm32\"[/code], [code]\"rv64\"[/" +"code], [code]\"riscv\"[/code], [code]\"ppc64\"[/code], [code]\"ppc\"[/code], " +"[code]\"wasm64\"[/code], and [code]\"wasm32\"[/code].\n" +"To detect whether the current build is 64-bit, you can use the fact that all " +"64-bit architecture names contain [code]64[/code] in their name:\n" "[codeblocks]\n" "[gdscript]\n" "if \"64\" in Engine.get_architecture_name():\n" @@ -56130,9 +56362,10 @@ msgid "" " GD.Print(\"Running a 32-bit build of Godot.\");\n" "[/csharp]\n" "[/codeblocks]\n" -"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name " -"of the host CPU architecture. For example, if running an x86_32 Godot binary " -"on a x86_64 system, the returned value will be [code]x86_32[/code]." +"[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU " +"architecture (like [method OS.get_processor_name]). For example, when " +"running a [code]x86_32[/code] Godot binary on a [code]x86_64[/code] system, " +"the returned value will still be [code]\"x86_32\"[/code]." msgstr "" "返回建構 Godot 二進位檔案所針對的 CPU 架構的名稱。可能的返回值有 " "[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/" @@ -56160,34 +56393,33 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns engine author information in a Dictionary.\n" -"[code]lead_developers[/code] - Array of Strings, lead developer names\n" -"[code]founders[/code] - Array of Strings, founder names\n" -"[code]project_managers[/code] - Array of Strings, project manager names\n" -"[code]developers[/code] - Array of Strings, developer names" +"Returns the engine author information as a [Dictionary], where each entry is " +"an [Array] of strings with the names of notable contributors to the Godot " +"Engine: [code]lead_developers[/code], [code]founders[/code], " +"[code]project_managers[/code], and [code]developers[/code]." msgstr "" -"返回一個字典中的引擎作者資訊。\n" -"[code]lead_developers[/code] - 字串的陣列,主要開發者的名字\n" -"[code]founders[/code] - 創始人姓名的字串陣列\n" -"[code]project_managers[/code] - 專案經理姓名的字串陣列\n" -"[code]developers[/code] - 開發者名稱的字串陣列" #: doc/classes/Engine.xml msgid "" -"Returns an Array of copyright information Dictionaries.\n" -"[code]name[/code] - String, component name\n" -"[code]parts[/code] - Array of Dictionaries {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]} describing subsections of the " -"component" +"Returns an [Array] of dictionaries with copyright information for every " +"component of Godot's source code.\n" +"Every [Dictionary] contains a [code]name[/code] identifier, and a " +"[code]parts[/code] array of dictionaries. It describes the component in " +"detail with the following entries:\n" +"- [code]files[/code] - [Array] of file paths from the source code affected " +"by this component;\n" +"- [code]copyright[/code] - [Array] of owners of this component;\n" +"- [code]license[/code] - The license applied to this component (such as " +"\"[url=https://en.wikipedia.org/wiki/" +"MIT_License#Ambiguity_and_variants]Expat[/url]\" or \"[url=https://" +"creativecommons.org/licenses/by/4.0/]CC-BY-4.0[/url]\")." msgstr "" -"返回一個版權資訊字典陣列。\n" -"[code]name[/code] - 字串,元件名稱。\n" -"[code]partic[/code] - 描述元件子部分的字典陣列 {[code]files[/code], " -"[code]copyright[/code], [code]license[/code]}" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns a Dictionary of Arrays of donor names.\n" +"Returns a [Dictionary] of categorized donor names. Each entry is an [Array] " +"of strings:\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" @@ -56200,47 +56432,57 @@ msgstr "" "code], [code]bronze_donors[/code]}" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames drawn. On headless platforms, or if the " -"render loop is disabled with [code]--disable-render-loop[/code] via command " -"line, [method get_frames_drawn] always returns [code]0[/code]. See [method " -"get_process_frames]." +"Returns the total number of frames drawn since the engine started.\n" +"[b]Note:[/b] On headless platforms, or if rendering is disabled with [code]--" +"disable-render-loop[/code] via command line, this method always returns " +"[code]0[/code]. See also [method get_process_frames]." msgstr "" "返回繪製的總影格數。在無頭平臺上,或者如果通過命令行使用 [code]--disable-" "render-loop[/code] 禁用算繪迴圈,[method get_frames_drawn] 總是返回 [code]0[/" "code]。請參閱 [method get_process_frames]。" #: doc/classes/Engine.xml -msgid "Returns the frames per second of the running game." -msgstr "返回運作遊戲的每秒影格數。" +msgid "" +"Returns the average frames rendered every second (FPS), also known as the " +"framerate." +msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns Dictionary of licenses used by Godot and included third party " -"components." +"Returns a [Dictionary] of licenses used by Godot and included third party " +"components. Each entry is a license name (such as \"[url=https://en." +"wikipedia.org/wiki/MIT_License#Ambiguity_and_variants]Expat[/url]\") and its " +"associated text." msgstr "" -"返回 Godot 所使用的許可證的 Dictionary 字典列表,其中包括協力廠商組件。" #: doc/classes/Engine.xml -msgid "Returns Godot license text." +#, fuzzy +msgid "Returns the full Godot license text." msgstr "返回Godot許可證文字。" #: doc/classes/Engine.xml -msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "返回主迴圈對象(請參閱[MainLoop]和[SceneTree])。" +msgid "" +"Returns the instance of the [MainLoop]. This is usually the main [SceneTree] " +"and is the same as [method Node.get_tree].\n" +"[b]Note:[/b] The type instantiated as the main loop can changed with [member " +"ProjectSettings.application/run/main_loop_type]." +msgstr "" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]physics frame[/b]. See also [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]physics frame[/b]. See also [method " "get_process_frames].\n" -"[method get_physics_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _physics_process(_delta):\n" " if Engine.get_physics_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 physics frames here.\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _PhysicsProcess(double delta)\n" @@ -56286,28 +56528,30 @@ msgid "" msgstr "返回算繪影格時目前物理週期中的分數。可用於實作固定的時間步插值。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Returns the total number of frames passed since engine initialization which " -"is advanced on each [b]process frame[/b], regardless of whether the render " -"loop is enabled. See also [method get_frames_drawn] and [method " +"Returns the total number of frames passed since the engine started. This " +"number is increased every [b]process frame[/b], regardless of whether the " +"render loop is enabled. See also [method get_frames_drawn] and [method " "get_physics_frames].\n" -"[method get_process_frames] can be used to run expensive logic less often " -"without relying on a [Timer]:\n" +"This method can be used to run expensive logic less often without relying on " +"a [Timer]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(_delta):\n" -" if Engine.get_process_frames() % 2 == 0:\n" -" pass # Run expensive logic only once every 2 process (render) " -"frames here.\n" +" if Engine.get_process_frames() % 5 == 0:\n" +" pass # Run expensive logic only once every 5 process (render) frames " +"here.\n" "[/gdscript]\n" "[csharp]\n" "public override void _Process(double delta)\n" "{\n" " base._Process(delta);\n" "\n" -" if (Engine.GetProcessFrames() % 2 == 0)\n" +" if (Engine.GetProcessFrames() % 5 == 0)\n" " {\n" -" // Run expensive logic only once every 2 physics frames here.\n" +" // Run expensive logic only once every 5 process (render) frames " +"here.\n" " }\n" "}\n" "[/csharp]\n" @@ -56337,7 +56581,8 @@ msgstr "" "[/codeblocks]" #: doc/classes/Engine.xml -msgid "Returns an instance of a [ScriptLanguage] with the given index." +#, fuzzy +msgid "Returns an instance of a [ScriptLanguage] with the given [param index]." msgstr "返回給定索引處的 [ScriptLanguage] 實例。" #: doc/classes/Engine.xml @@ -56348,54 +56593,60 @@ msgstr "返回可用指令碼語言的數量。請配合 [method get_script_lang #: doc/classes/Engine.xml msgid "" -"Returns a global singleton with given [param name]. Often used for plugins, " -"e.g. GodotPayments." +"Returns the global singleton with the given [param name], or [code]null[/" +"code] if it does not exist. Often used for plugins. See also [method " +"has_singleton] and [method get_singleton_list].\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"返回具有給定名稱 [param name] 的全域單例。常用於外掛程式,例如 " -"GodotPayments。" #: doc/classes/Engine.xml -msgid "Returns a list of available global singletons." +#, fuzzy +msgid "" +"Returns a list of names of all available global singletons. See also [method " +"get_singleton]." msgstr "返回可用全域單例的列表。" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Returns the current engine version information in a Dictionary.\n" -"[code]major[/code] - Holds the major version number as an int\n" -"[code]minor[/code] - Holds the minor version number as an int\n" -"[code]patch[/code] - Holds the patch version number as an int\n" -"[code]hex[/code] - Holds the full version number encoded as a " -"hexadecimal int with one byte (2 places) per number (see example below)\n" -"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", " -"\"rc2\", ... \"stable\") as a String\n" -"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a " -"String\n" -"[code]hash[/code] - Holds the full Git commit hash as a String\n" -"[code]string[/code] - [code]major[/code] + [code]minor[/code] + " -"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single " -"String\n" +"Returns the current engine version information as a [Dictionary] containing " +"the following entries:\n" +"- [code]major[/code] - Major version number as an int;\n" +"- [code]minor[/code] - Minor version number as an int;\n" +"- [code]patch[/code] - Patch version number as an int;\n" +"- [code]hex[/code] - Full version encoded as a hexadecimal int with one byte " +"(2 hex digits) per number (see example below);\n" +"- [code]status[/code] - Status (such as \"beta\", \"rc1\", \"rc2\", " +"\"stable\", etc.) as a String;\n" +"- [code]build[/code] - Build name (e.g. \"custom_build\") as a String;\n" +"- [code]hash[/code] - Full Git commit hash as a String;\n" +"- [code]timestamp[/code] - Holds the Git commit date UNIX timestamp in " +"seconds as an int, or [code]0[/code] if unavailable;\n" +"- [code]string[/code] - [code]major[/code], [code]minor[/code], [code]patch[/" +"code], [code]status[/code], and [code]build[/code] in a single String.\n" "The [code]hex[/code] value is encoded as follows, from left to right: one " "byte for the major, one byte for the minor, one byte for the patch version. " -"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's " -"still an int internally, and printing it will give you its decimal " -"representation, which is not particularly meaningful. Use hexadecimal " -"literals for easy version comparisons from code:\n" +"For example, \"3.1.12\" would be [code]0x03010C[/code].\n" +"[b]Note:[/b] The [code]hex[/code] value is still an [int] internally, and " +"printing it will give you its decimal representation, which is not " +"particularly meaningful. Use hexadecimal literals for quick version " +"comparisons from code:\n" "[codeblocks]\n" "[gdscript]\n" -"if Engine.get_version_info().hex >= 0x030200:\n" -" # Do things specific to version 3.2 or later\n" +"if Engine.get_version_info().hex >= 0x040100:\n" +" pass # Do things specific to version 4.1 or later.\n" "else:\n" -" # Do things specific to versions before 3.2\n" +" pass # Do things specific to versions before 4.1.\n" "[/gdscript]\n" "[csharp]\n" -"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n" +"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x040100)\n" "{\n" -" // Do things specific to version 3.2 or later\n" +" // Do things specific to version 4.1 or later.\n" "}\n" "else\n" "{\n" -" // Do things specific to versions before 3.2\n" +" // Do things specific to versions before 4.1.\n" "}\n" "[/csharp]\n" "[/codeblocks]" @@ -56438,28 +56689,45 @@ msgstr "" "[/codeblocks]" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns the path to the [MovieWriter]'s output file, or an empty string if " -"the engine wasn't started in Movie Maker mode. This path can be absolute or " -"relative depending on how the user specified it." +"the engine wasn't started in Movie Maker mode. The default path can be " +"changed in [member ProjectSettings.editor/movie_writer/movie_file]." msgstr "" "返回 [MovieWriter] 的輸出檔的路徑,如果引擎未在 Movie Maker 模式下啟動,則返" "回一個空字串。該路徑可以是絕對路徑或相對路徑,具體取決於使用者指定它的方式。" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if a singleton with given [param name] exists in " -"global scope." +"Returns [code]true[/code] if a singleton with the given [param name] exists " +"in the global scope. See also [method get_singleton].\n" +"[codeblocks]\n" +"[gdscript]\n" +"print(Engine.has_singleton(\"OS\")) # Prints true\n" +"print(Engine.has_singleton(\"Engine\")) # Prints true\n" +"print(Engine.has_singleton(\"AudioServer\")) # Prints true\n" +"print(Engine.has_singleton(\"Unknown\")) # Prints false\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.Print(Engine.HasSingleton(\"OS\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Engine\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"AudioServer\")); // Prints true\n" +"GD.Print(Engine.HasSingleton(\"Unknown\")); // Prints false\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which " +"are configurable in the project settings." msgstr "" -"如果全域範圍記憶體在具有給定 [param name] 的單例,則返回 [code]true[/code]。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the script is currently running inside the " -"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] " -"scripts to conditionally draw editor helpers, or prevent accidentally " -"running \"game\" code that would affect the scene state while in the " -"editor:\n" +"editor, otherwise returns [code]false[/code]. This is useful for " +"[code]@tool[/code] scripts to conditionally draw editor helpers, or prevent " +"accidentally running \"game\" code that would affect the scene state while " +"in the editor:\n" "[codeblocks]\n" "[gdscript]\n" "if Engine.is_editor_hint():\n" @@ -56476,12 +56744,12 @@ msgid "" "[/codeblocks]\n" "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running " "code in the editor[/url] in the documentation for more information.\n" -"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] " -"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the " -"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/" -"code] will evaluate to [code]true[/code] both when the code is running in " -"the editor and when running the project from the editor, but it will " -"evaluate to [code]false[/code] when the code is run from an exported project." +"[b]Note:[/b] To detect whether the script is running on an editor [i]build[/" +"i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with " +"the [code]\"editor\"[/code] argument instead. [code]OS." +"has_feature(\"editor\")[/code] evaluate to [code]true[/code] both when the " +"script is running in the editor and when running the project from the " +"editor, but returns [code]false[/code] when run from an exported project." msgstr "" "如果腳本目前正在編輯器中運作,則返回 [code]true[/code],否則返回 " "[code]false[/code]。這對於 [code]@tool[/code] 腳本很有用,可以有條件地繪製編" @@ -56510,20 +56778,33 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Returns [code]true[/code] if the game is inside the fixed process and " -"physics phase of the game loop." -msgstr "如果遊戲在遊戲迴圈的固定過程和物理階段內,返回 [code]true[/code]。" +"Returns [code]true[/code] if the engine is inside the fixed physics process " +"step of the main loop.\n" +"[codeblock]\n" +"func _enter_tree():\n" +" # Depending on when the node is added to the tree,\n" +" # prints either \"true\" or \"false\".\n" +" print(Engine.is_in_physics_frame())\n" +"\n" +"func _process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints false\n" +"\n" +"func _physics_process(delta):\n" +" print(Engine.is_in_physics_frame()) # Prints true\n" +"[/codeblock]" +msgstr "" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Registers a [ScriptLanguage] instance to be available with " "[code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it " -"limit and cannot register any new language\n" +"- [constant OK] on success;\n" +"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached the " +"limit and cannot register any new language;\n" "- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already " -"contains a language with similar extension/name/type" +"contains a language with similar extension/name/type." msgstr "" "註冊一個 [ScriptLanguage] 實例以供 [code]ScriptServer[/code] 使用。\n" "返回:\n" @@ -56534,18 +56815,20 @@ msgstr "" "有相似副檔名/名稱/型別的語言" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Registers the given object as a singleton, globally available under [param " -"name]." +"Registers the given [Object] [param instance] as a singleton, available " +"globally under [param name]. Useful for plugins." msgstr "將給定的物件註冊為單例,名稱 [param name] 全域可用。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n" "Returns:\n" -"- [constant OK] on success\n" -"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in " -"[code]ScriptServer[/code]" +"- [constant OK] on success;\n" +"- [constant ERR_DOES_NOT_EXIST] if the language is not registered in " +"[code]ScriptServer[/code]." msgstr "" "從 [code]ScriptServer[/code] 註銷該 [ScriptLanguage] 實例。\n" "返回:\n" @@ -56554,39 +56837,42 @@ msgstr "" "註冊" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Unregisters the singleton registered under [param name]. The singleton " -"object is not freed. Only works with user-defined singletons created with " +"Removes the singleton registered under [param name]. The singleton object is " +"[i]not[/i] freed. Only works with user-defined singletons registered with " "[method register_singleton]." msgstr "" "將名稱為 [param name] 的單例解除註冊。該單例物件不會被釋放。僅能夠對通過 " "[method register_singleton] 建立的使用者定義單例使用。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"The maximum number of frames per second that can be rendered. A value of " -"[code]0[/code] means \"no limit\". The actual number of frames per second " -"may still be below this value if the CPU or GPU cannot keep up with the " -"project logic and rendering.\n" -"Limiting the FPS can be useful to reduce system power consumption, which " -"reduces heat and noise emissions (and improves battery life on mobile " -"devices).\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the " -"forced FPS number cannot exceed the monitor's refresh rate.\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/" -"FreeSync), using a FPS limit a few frames lower than the monitor's refresh " -"rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input " -"lag while avoiding tearing[/url].\n" -"If [member ProjectSettings.display/window/vsync/vsync_mode] is " -"[code]Disabled[/code], limiting the FPS to a high value that can be " -"consistently reached on the system can reduce input lag compared to an " -"uncapped framerate. Since this works by ensuring the GPU load is lower than " -"100%, this latency reduction is only effective in GPU-bottlenecked " -"scenarios, not CPU-bottlenecked scenarios.\n" +"The maximum number of frames that can be rendered every second (FPS). A " +"value of [code]0[/code] means the framerate is uncapped.\n" +"Limiting the FPS can be useful to reduce the host machine's power " +"consumption, which reduces heat, noise emissions, and improves battery " +"life.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b] or [b]Adaptive[/b], the setting takes precedence and the max FPS number " +"cannot exceed the monitor's refresh rate.\n" +"If [member ProjectSettings.display/window/vsync/vsync_mode] is [b]Enabled[/" +"b], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using " +"a FPS limit a few frames lower than the monitor's refresh rate will " +"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while " +"avoiding tearing[/url].\n" "See also [member physics_ticks_per_second] and [member ProjectSettings." -"application/run/max_fps]." +"application/run/max_fps].\n" +"[b]Note:[/b] The actual number of frames per second may still be below this " +"value if the CPU or GPU cannot keep up with the project's logic and " +"rendering.\n" +"[b]Note:[/b] If [member ProjectSettings.display/window/vsync/vsync_mode] is " +"[b]Disabled[/b], limiting the FPS to a high value that can be consistently " +"reached on the system can reduce input lag compared to an uncapped " +"framerate. Since this works by ensuring the GPU load is lower than 100%, " +"this latency reduction is only effective in GPU-bottlenecked scenarios, not " +"CPU-bottlenecked scenarios." msgstr "" "每秒可算繪的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟" "不上專案邏輯和算繪的速度,實際的每秒影格數仍可能低於這個值。\n" @@ -56607,13 +56893,15 @@ msgstr "" "application/run/max_fps]。" #: doc/classes/Engine.xml +#, fuzzy msgid "" -"Controls the maximum number of physics steps that can be simulated each " -"rendered frame. The default value is tuned to avoid \"spiral of death\" " -"situations where expensive physics simulations trigger more expensive " -"simulations indefinitely. However, the game will appear to slow down if the " -"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of " -"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is " +"The maximum number of physics steps that can be simulated each rendered " +"frame.\n" +"[b]Note:[/b] The default value is tuned to prevent expensive physics " +"simulations from triggering even more expensive simulations indefinitely. " +"However, the game will appear to slow down if the rendering FPS is less than " +"[code]1 / max_physics_steps_per_frame[/code] of [member " +"physics_ticks_per_second]. This occurs even if [code]delta[/code] is " "consistently used in physics calculations. To avoid this, increase [member " "max_physics_steps_per_frame] if you have increased [member " "physics_ticks_per_second] significantly above its default value." @@ -56628,16 +56916,16 @@ msgstr "" #: doc/classes/Engine.xml #, fuzzy msgid "" -"Controls how much physics ticks are synchronized with real time. For 0 or " -"less, the ticks are synchronized. Such values are recommended for network " -"games, where clock synchronization matters. Higher values cause higher " -"deviation of the in-game clock and real clock but smooth out framerate " -"jitters. The default value of 0.5 should be good enough for most; values " -"above 2 could cause the game to react to dropped frames with a noticeable " -"delay and are not recommended.\n" -"[b]Note:[/b] For best results, when using a custom physics interpolation " -"solution, the physics jitter fix should be disabled by setting [member " -"physics_jitter_fix] to [code]0[/code]." +"How much physics ticks are synchronized with real time. If [code]0[/code] or " +"less, the ticks are fully synchronized. Higher values cause the in-game " +"clock to deviate more from the real clock, but they smooth out framerate " +"jitters.\n" +"[b]Note:[/b] The default value of [code]0.5[/code] should be good enough for " +"most cases; values above [code]2[/code] could cause the game to react to " +"dropped frames with a noticeable delay and are not recommended.\n" +"[b]Note:[/b] When using a custom physics interpolation solution, or within a " +"network game, it's recommended to disable the physics jitter fix by setting " +"this property to [code]0[/code]." msgstr "" "控制物理週期與實際時間的同步程度。如果小於等於 0,則週期是同步的。這樣的值建" "議用於網路遊戲,因為時鐘的同步性很重要。較高的值會導致遊戲中的時鐘和真實時鐘" @@ -56677,18 +56965,19 @@ msgstr "" "max_physics_steps_per_frame] 也調大。" #: doc/classes/Engine.xml +#, fuzzy msgid "" "If [code]false[/code], stops printing error and warning messages to the " "console and editor Output log. This can be used to hide error and warning " "messages during unit test suite runs. This property is equivalent to the " "[member ProjectSettings.application/run/disable_stderr] project setting.\n" -"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " -"project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" -"code] script, this will also impact the editor itself. Do [i]not[/i] report " -"bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " -"running a project from the editor." +"running a project from the editor.\n" +"[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, " +"important error messages may be hidden even if they are emitted from other " +"scripts. In a [code]@tool[/code] script, this will also impact the editor " +"itself. Do [i]not[/i] report bugs before ensuring error messages are enabled " +"(as they are by default)." msgstr "" "如果為 [code]false[/code],則停止向控制台和編輯器輸出紀錄列印錯誤和警告消息。" "這可用於在單元測試套件運作期間隱藏錯誤和警告消息。該屬性等效於 [member " @@ -56701,20 +56990,23 @@ msgstr "" #: doc/classes/Engine.xml msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed. This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree." -"create_timer] for how to control this).\n" +"The speed multiplier at which the in-game clock updates, compared to real " +"time. For example, if set to [code]2.0[/code] the game runs twice as fast, " +"and if set to [code]0.5[/code] the game runs half as fast.\n" +"This value affects [Timer], [SceneTreeTimer], and all other simulations that " +"make use of [code]delta[/code] time (such as [method Node._process] and " +"[method Node._physics_process]).\n" +"[b]Note:[/b] It's recommended to keep this property above [code]0.0[/code], " +"as the game may behave unexpectedly otherwise.\n" "[b]Note:[/b] This does not affect audio playback speed. Use [member " "AudioServer.playback_speed_scale] to adjust audio playback speed " "independently of [member Engine.time_scale].\n" "[b]Note:[/b] This does not automatically adjust [member " -"physics_ticks_per_second], which means that with time scales above 1.0, " -"physics simulation may become less precise (as each physics tick will " -"stretch over a larger period of engine time). If you're using [member Engine." -"time_scale] to speed up simulation by a large factor, consider increasing " -"[member physics_ticks_per_second] as well to improve physics reliability." +"physics_ticks_per_second]. With values above [code]1.0[/code] physics " +"simulation may become less precise, as each physics tick will stretch over a " +"larger period of engine time. If you're modifying [member Engine.time_scale] " +"to speed up simulation by a large factor, consider also increasing [member " +"physics_ticks_per_second] to make the simulation more reliable." msgstr "" #: doc/classes/EngineDebugger.xml @@ -57134,8 +57426,12 @@ msgstr "" "來給人一種太陽正在“穿透”霧的印象。" #: doc/classes/Environment.xml -msgid "The glow blending mode." -msgstr "輝光混合模式。" +msgid "" +"The glow blending mode.\n" +"[b]Note:[/b] [member glow_blend_mode] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" @@ -57147,16 +57443,17 @@ msgstr "" #: doc/classes/Environment.xml msgid "" -"If [code]true[/code], the glow effect is enabled.\n" -"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility. When using the Mobile rendering method, glow " -"will look different due to the lower dynamic range available in the Mobile " -"rendering method." +"If [code]true[/code], the glow effect is enabled. This simulates real world " +"eye/camera behavior where bright pixels bleed onto surrounding pixels.\n" +"[b]Note:[/b] When using the Mobile rendering method, glow looks different " +"due to the lower dynamic range available in the Mobile rendering method.\n" +"[b]Note:[/b] When using the Compatibility rendering method, glow uses a " +"different implementation with some properties being unavailable and hidden " +"from the inspector: [code]glow_levels/*[/code], [member glow_normalized], " +"[member glow_strength], [member glow_blend_mode], [member glow_mix], [member " +"glow_map], and [member glow_map_strength]. This implementation is optimized " +"to run on low-end devices and is less flexible as a result." msgstr "" -"如果為 [code]true[/code],則啟用輝光效果。\n" -"[b]注意:[/b]只有 Forward+ 和 Mobile 算繪方法支援輝光,Compatibility 不支援。" -"使用 Mobile 算繪方法時,輝光的外觀會有些不同,因為 Mobile 算繪方法可用的動態" -"範圍較低。" #: doc/classes/Environment.xml msgid "" @@ -57195,36 +57492,63 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " -"(least blurry)." -msgstr "第 1 級輝光的強度。這是最“局部”的級別(最不模糊)。" +"(least blurry).\n" +"[b]Note:[/b] [member glow_levels/1] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 2nd level of glow." -msgstr "第 2 級輝光的強度。" +msgid "" +"The intensity of the 2nd level of glow.\n" +"[b]Note:[/b] [member glow_levels/2] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 3rd level of glow." -msgstr "第 3 級輝光的強度。" +msgid "" +"The intensity of the 3rd level of glow.\n" +"[b]Note:[/b] [member glow_levels/3] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 4th level of glow." -msgstr "第 4 級輝光的強度。" +msgid "" +"The intensity of the 4th level of glow.\n" +"[b]Note:[/b] [member glow_levels/4] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 5th level of glow." -msgstr "第 5 級輝光的強度。" +msgid "" +"The intensity of the 5th level of glow.\n" +"[b]Note:[/b] [member glow_levels/5] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml -msgid "The intensity of the 6th level of glow." -msgstr "第 6 級輝光的強度。" +msgid "" +"The intensity of the 6th level of glow.\n" +"[b]Note:[/b] [member glow_levels/6] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml msgid "" "The intensity of the 7th level of glow. This is the most \"global\" level " -"(blurriest)." -msgstr "第 7 級輝光的強度。這是最“全域”的級別(最模糊)。" +"(blurriest).\n" +"[b]Note:[/b] [member glow_levels/7] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." +msgstr "" #: doc/classes/Environment.xml +#, fuzzy msgid "" "The texture that should be used as a glow map to [i]multiply[/i] the " "resulting glow color according to [member glow_map_strength]. This can be " @@ -57232,7 +57556,10 @@ msgid "" "used for modulation, but the alpha channel is ignored.\n" "[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, " "it's recommended to use a texture with an aspect ratio that matches your " -"project's base aspect ratio (typically 16:9)." +"project's base aspect ratio (typically 16:9).\n" +"[b]Note:[/b] [member glow_map] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" "該紋理應被用作一個輝光貼圖,以根據 [member glow_map_strength] [i]乘以[/i] 生" "成的輝光顏色。這可以用來建立一個“鏡頭污垢”效果。該紋理的 RGB 顏色通道被用於調" @@ -57241,12 +57568,16 @@ msgstr "" "(通常為 16:9)相配對的紋理。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "How strong of an impact the [member glow_map] should have on the overall " "glow effect. A strength of [code]0.0[/code] means the glow map has no effect " "on the overall glow effect. A strength of [code]1.0[/code] means the glow " "has a full effect on the overall glow effect (and can turn off glow entirely " -"in specific areas of the screen if the glow map has black areas)." +"in specific areas of the screen if the glow map has black areas).\n" +"[b]Note:[/b] [member glow_map_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" "[member glow_map] 應該對整體發光效果產生多大的影響。[code]0.0[/code] 的強度," "表示輝光貼圖對整體輝光效果沒有影響。[code]1.0[/code] 的強度,表示輝光對整體輝" @@ -57254,11 +57585,15 @@ msgstr "" "輝光)。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this " "controls how much the source image is blended with the glow layer. A value " "of [code]0.0[/code] makes the glow rendering invisible, while a value of " -"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]." +"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].\n" +"[b]Note:[/b] [member glow_mix] has no effect when using the Compatibility " +"rendering method, due to this rendering method using a simpler glow " +"implementation optimized for low-end devices." msgstr "" "當使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 時,它控制源圖" "像與輝光層混合的程度。[code]0.0[/code] 的值使輝光算繪不可見,而 [code]1.0[/" @@ -57267,17 +57602,22 @@ msgstr "" #: doc/classes/Environment.xml msgid "" "If [code]true[/code], glow levels will be normalized so that summed together " -"their intensities equal [code]1.0[/code]." +"their intensities equal [code]1.0[/code].\n" +"[b]Note:[/b] [member glow_normalized] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" -"如果為 [code]true[/code],則輝光級別將被正規化,使強度的總和等於 [code]1.0[/" -"code]。" #: doc/classes/Environment.xml +#, fuzzy msgid "" "The strength of the glow effect. This applies as the glow is blurred across " "the screen and increases the distance and intensity of the blur. When using " "the Mobile rendering method, this should be increased to compensate for the " -"lower dynamic range." +"lower dynamic range.\n" +"[b]Note:[/b] [member glow_strength] has no effect when using the " +"Compatibility rendering method, due to this rendering method using a simpler " +"glow implementation optimized for low-end devices." msgstr "" "輝光效果的強度。適用於螢幕上的輝光模糊,能夠增加模糊的距離和強度。使用 " "Mobile 算繪方法時應將其提高,對低動態範圍進行補償。" @@ -58515,6 +58855,31 @@ msgid "" "distortion." msgstr "為每個八度音階獨立地扭曲空間,從而導致更混亂的失真。" +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "Handles FBX documents." +msgstr "" + +#: modules/fbx/doc_classes/FBXDocument.xml +msgid "" +"The FBXDocument handles FBX documents. It provides methods to append data " +"from buffers or files, generate scenes, and register/unregister document " +"extensions.\n" +"When exporting FBX from Blender, use the \"FBX Units Scale\" option. The " +"\"FBX Units Scale\" option sets the correct scale factor and avoids manual " +"adjustments when re-importing into Blender, such as through glTF export." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "The FBXState handles the state data imported from FBX files." +msgstr "" + +#: modules/fbx/doc_classes/FBXState.xml +msgid "" +"If [code]true[/code], the import process used auxiliary nodes called " +"geometry helper nodes. These nodes help preserve the pivots and " +"transformations of the original 3D model during import." +msgstr "" + #: doc/classes/FileAccess.xml msgid "Provides methods for file reading and writing operations." msgstr "提供用於檔讀寫操作的方法。" @@ -59611,6 +59976,11 @@ msgstr "套用於資料夾圖示的顏色調變。" msgid "Custom icon for the back arrow." msgstr "向後箭頭的自訂圖示。" +#: doc/classes/FileDialog.xml +#, fuzzy +msgid "Custom icon for the create folder button." +msgstr "重新載入按鈕的自訂圖示。" + #: doc/classes/FileDialog.xml msgid "Custom icon for files." msgstr "檔的自訂圖示。" @@ -59708,7 +60078,8 @@ msgid "Emitted when an external [param resource] had its file removed." msgstr "外部資源 [param resource] 的對應檔被移除時發出。" #: doc/classes/float.xml -msgid "A built-in type for floating point numbers." +#, fuzzy +msgid "A built-in type for floating-point numbers." msgstr "浮點數內建型別。" #: doc/classes/float.xml @@ -60067,11 +60438,13 @@ msgstr "" "使用 [HFlowContainer] 和 [VFlowContainer] 時不能改變。" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The horizontal separation of children nodes." +#, fuzzy +msgid "The horizontal separation of child nodes." msgstr "子節點的水平分隔量。" #: doc/classes/FlowContainer.xml doc/classes/GridContainer.xml -msgid "The vertical separation of children nodes." +#, fuzzy +msgid "The vertical separation of child nodes." msgstr "子節點的垂直分隔量。" #: doc/classes/FogMaterial.xml @@ -60362,9 +60735,9 @@ msgstr "" "僅將其用作粗略估計(例如作為空行的上高)。" #: doc/classes/Font.xml +#, fuzzy msgid "" -"Returns the size of a character, optionally taking kerning into account if " -"the next character is provided.\n" +"Returns the size of a character. Does not take kerning into account.\n" "[b]Note:[/b] Do not use this function to calculate width of the string " "character by character, use [method get_string_size] or [TextLine] instead. " "The height returned is the font height (see also [method get_height]) and " @@ -63028,6 +63401,43 @@ msgid "" "code], this accessor is not referencing any buffer view." msgstr "" +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "" +"Gets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在這個 [GLTFNode] 實例中獲取額外的任意資料。這可以用來保持 " +"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態" +"的。\n" +"參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相匹配)," +"而該返回值可以是你設定的任何值。如果沒有設定任何值,則返回值為 null。" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "" +"Sets additional arbitrary data in this [GLTFAnimation] instance. This can be " +"used to keep per-node state data in [GLTFDocumentExtension] classes, which " +"is important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" +"在這個 [GLTFNode] 實例中設定額外的任意資料。這可以用來保持 " +"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態" +"的。\n" +"第一個參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相配" +"對),第二個參數可以是任何你想要的東西。" + +#: modules/gltf/doc_classes/GLTFAnimation.xml +#, fuzzy +msgid "The original name of the animation." +msgstr "翻譯的區域設定。" + #: modules/gltf/doc_classes/GLTFBufferView.xml #, fuzzy msgid "Represents a GLTF buffer view." @@ -63755,6 +64165,69 @@ msgstr "" "燈光的範圍,超過這個範圍燈光無效。沒有定義範圍的 GLTF 燈光的行為與無限範圍的" "物理燈光一樣。當建立 Godot 燈光時,範圍限制在 4096。" +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "GLTFMesh represents an GLTF mesh." +msgstr "代表 GLTF 相機。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"GLTFMesh handles 3D mesh data imported from GLTF files. It includes " +"properties for blend channels, blend weights, instance materials, and the " +"mesh itself." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "" +"Gets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The argument should be the [GLTFDocumentExtension] name (does not have to " +"match the extension name in the GLTF file), and the return value can be " +"anything you set. If nothing was set, the return value is null." +msgstr "" +"在這個 [GLTFNode] 實例中獲取額外的任意資料。這可以用來保持 " +"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態" +"的。\n" +"參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相匹配)," +"而該返回值可以是你設定的任何值。如果沒有設定任何值,則返回值為 null。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "" +"Sets additional arbitrary data in this [GLTFMesh] instance. This can be used " +"to keep per-node state data in [GLTFDocumentExtension] classes, which is " +"important because they are stateless.\n" +"The first argument should be the [GLTFDocumentExtension] name (does not have " +"to match the extension name in the GLTF file), and the second argument can " +"be anything you want." +msgstr "" +"在這個 [GLTFNode] 實例中設定額外的任意資料。這可以用來保持 " +"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態" +"的。\n" +"第一個參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相配" +"對),第二個參數可以是任何你想要的東西。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "An array of floats representing the blend weights of the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +msgid "" +"An array of Material objects representing the materials used in the mesh." +msgstr "" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The [ImporterMesh] object representing the mesh itself." +msgstr "返回表示此精靈的矩形。" + +#: modules/gltf/doc_classes/GLTFMesh.xml +#, fuzzy +msgid "The original name of the mesh." +msgstr "文字陰影的水平偏移。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "GLTF node class." msgstr "GLTF 節點類。" @@ -63820,9 +64293,10 @@ msgstr "" "的屬性。如果為 -1,則該節點不是相機。" #: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy msgid "" -"The indices of the children nodes in the [GLTFState]. If this GLTF node has " -"no children, this will be an empty array." +"The indices of the child nodes in the [GLTFState]. If this GLTF node has no " +"children, this will be an empty array." msgstr "" "[GLTFState] 中子節點的索引。如果該 GLTF 節點沒有子節點,則這將是一個空陣列。" @@ -63852,6 +64326,11 @@ msgstr "" "如果該 GLTF 節點是網格,則 [GLTFState] 中 [GLTFMesh] 的索引將描述該網格的屬" "性。如果為 -1,則該節點不是網格。" +#: modules/gltf/doc_classes/GLTFNode.xml +#, fuzzy +msgid "The original name of the node." +msgstr "節點的標題。" + #: modules/gltf/doc_classes/GLTFNode.xml msgid "" "The index of the parent node in the [GLTFState]. If -1, this node is a root " @@ -64510,6 +64989,21 @@ msgstr "" "的 GLTF,否則這是二進位 GLB。這從檔案追加時將在匯入期間設定,寫入檔案時會在匯" "出期間設定。如果寫入緩衝區,這將是一個空字串。" +#: modules/gltf/doc_classes/GLTFState.xml +#, fuzzy +msgid "The binary buffer attached to a .glb file." +msgstr "所附著骨骼的名稱。" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "" +"True to force all GLTFNodes in the document to be bones of a single " +"Skeleton3D godot node." +msgstr "" + +#: modules/gltf/doc_classes/GLTFState.xml +msgid "The original raw JSON document corresponding to this GLTFState." +msgstr "" + #: modules/gltf/doc_classes/GLTFState.xml msgid "" "The root nodes of the GLTF file. Typically, a GLTF file will only have one " @@ -64553,6 +65047,11 @@ msgid "" "behavior." msgstr "將無失真壓縮的紋理嵌入到生成的場景中,配對舊行為。" +#: modules/gltf/doc_classes/GLTFTexture.xml +#, fuzzy +msgid "GLTFTexture represents a texture in an GLTF file." +msgstr "代表 GLTF 檔中的所有資料。" + #: modules/gltf/doc_classes/GLTFTexture.xml msgid "" "ID of the texture sampler to use when sampling the image. If -1, then the " @@ -70606,10 +71105,11 @@ msgid "" msgstr "" #: doc/classes/Image.xml +#, fuzzy msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 4x4 (high quality) mode." +"url]. This implements the 4×4 (high quality) mode." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" @@ -70623,10 +71123,11 @@ msgstr "" "與 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以讓 GPU 知道它用於 HDR。" #: doc/classes/Image.xml +#, fuzzy msgid "" "[url=https://en.wikipedia.org/wiki/" "Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/" -"url]. This implements the 8x8 (low quality) mode." +"url]. This implements the 8×8 (low quality) mode." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]" @@ -70779,14 +71280,16 @@ msgid "" msgstr "原始紋理(在壓縮前)是法線紋理(例如可以壓縮為兩個通道)。" #: doc/classes/Image.xml +#, fuzzy msgid "" -"Hint to indicate that the high quality 4x4 ASTC compression format should be " +"Hint to indicate that the high quality 4×4 ASTC compression format should be " "used." msgstr "表示應該使用高品質 4x4 ASTC 壓縮格式的提示。" #: doc/classes/Image.xml +#, fuzzy msgid "" -"Hint to indicate that the low quality 8x8 ASTC compression format should be " +"Hint to indicate that the low quality 8×8 ASTC compression format should be " "used." msgstr "表示應該使用低品質 8x8 ASTC 壓縮格式的提示。" @@ -71767,6 +72270,7 @@ msgstr "" "events]《輸入範例》[/url]。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" @@ -71784,7 +72288,12 @@ msgid "" "cancelEvent.Pressed = true;\n" "Input.ParseInputEvent(cancelEvent);\n" "[/csharp]\n" -"[/codeblocks]" +"[/codeblocks]\n" +"[b]Note:[/b] Calling this function has no influence on the operating system. " +"So for example sending an [InputEventMouseMotion] will not move the OS mouse " +"cursor to the specified position (use [method warp_mouse] instead) and " +"sending [kbd]Alt/Cmd + Tab[/kbd] as [InputEventKey] won't toggle between " +"active windows." msgstr "" "向遊戲提供一個 [InputEvent]。可用於從程式碼中人為地觸發輸入事件。也會產生 " "[method Node._input] 呼叫。\n" @@ -71822,13 +72331,15 @@ msgstr "" "[b]注意:[/b]這個值在 Android 和 iOS 上可立即被硬體感測器的值所覆蓋。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " "image parameter resets to the system cursor. See [enum CursorShape] for the " "list of shapes.\n" -"[param image]'s size must be lower than or equal to 256×256. To avoid " -"rendering issues, sizes lower than or equal to 128×128 are recommended.\n" +"[param image] can be either [Texture2D] or [Image] and its size must be " +"lower than or equal to 256×256. To avoid rendering issues, sizes lower than " +"or equal to 128×128 are recommended.\n" "[param hotspot] must be within [param image]'s size.\n" "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " "using an [AnimatedTexture], only the first frame will be displayed.\n" @@ -72064,19 +72575,20 @@ msgid "" msgstr "十字游標。通常出現在可以執行繪製操作或進行選擇的區域上方。" #: doc/classes/Input.xml +#, fuzzy msgid "" -"Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"Wait cursor. Indicates that the application is busy performing an operation, " +"and that it cannot be used during the operation (e.g. something is blocking " +"its main thread)." msgstr "" "等待游標。表示套用程式正忙於執行操作。此游標形狀表示套用程式在操作過程中不可" "用(例如,有東西阻塞了主執行緒)。" #: doc/classes/Input.xml +#, fuzzy msgid "" -"Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"Busy cursor. Indicates that the application is busy performing an operation, " +"and that it is still usable during the operation." msgstr "" "忙碌游標。表示套用程式正忙於執行一項操作。這種游標形狀表示套用程式在操作過程" "中仍然可以使用。" @@ -73531,6 +74043,7 @@ msgid "A built-in type for integers." msgstr "整數內建型別。" #: doc/classes/int.xml +#, fuzzy msgid "" "Signed 64-bit integer type. This means that it can take values from " "[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from " @@ -73540,7 +74053,7 @@ msgid "" "example when passing them as arguments in functions. The [float] will be as " "close to the original integer as possible.\n" "Likewise, [float]s can be automatically converted into [int]s. This will " -"truncate the [float], discarding anything after the floating point.\n" +"truncate the [float], discarding anything after the floating-point.\n" "[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/" "code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n" "[codeblocks]\n" @@ -78530,6 +79043,7 @@ msgid "" "[csharp]\n" "using Godot;\n" "\n" +"[GlobalClass]\n" "public partial class CustomMainLoop : MainLoop\n" "{\n" " private double _timeElapsed = 0;\n" @@ -79527,11 +80041,12 @@ msgid "[PackedVector2Array] for second UV coordinates." msgstr "第二 UV 座標的 [PackedVector2Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自訂顏色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & " @@ -79541,11 +80056,12 @@ msgstr "" "[PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自訂顏色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & " @@ -79555,11 +80071,12 @@ msgstr "" "[PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自訂顏色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & " @@ -79569,11 +80086,12 @@ msgstr "" "[PackedFloat32Array]。" #: doc/classes/Mesh.xml +#, fuzzy msgid "" "Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh." "ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is " -"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], " -"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. " +"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_SNORM], " +"[constant ARRAY_CUSTOM_RG_HALF], or [constant ARRAY_CUSTOM_RGBA_HALF]. " "[PackedFloat32Array] otherwise." msgstr "" "包含自訂顏色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & " @@ -79840,7 +80358,8 @@ msgid "Parameters to be used with a [Mesh] convex decomposition operation." msgstr "用於 [Mesh] 凸分解操作的參數。" #: doc/classes/MeshConvexDecompositionSettings.xml -msgid "If enabled uses approximation for computing convex hulls." +#, fuzzy +msgid "If [code]true[/code], uses approximation for computing convex hulls." msgstr "如果啟用,則在計算凸包時使用近似計算。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -79879,8 +80398,10 @@ msgid "Mode for the approximate convex decomposition." msgstr "近似凸分解的模式。" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled normalizes the mesh before applying the convex decomposition." +"If [code]true[/code], normalizes the mesh before applying the convex " +"decomposition." msgstr "如果啟用,則會在套用凸分解前將網格正規化。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -79891,9 +80412,10 @@ msgstr "" "控制搜索“最佳”裁剪平面的顆粒度。範圍從 [code]1[/code] 到 [code]16[/code]。" #: doc/classes/MeshConvexDecompositionSettings.xml +#, fuzzy msgid "" -"If enabled projects output convex hull vertices onto original source mesh to " -"increase floating point accuracy of the results." +"If [code]true[/code], projects output convex hull vertices onto the original " +"source mesh to increase floating-point accuracy of the results." msgstr "如果啟用,則專案會將凸包頂點輸出到來源網格之上,提高結果的浮點數精度。" #: doc/classes/MeshConvexDecompositionSettings.xml @@ -80136,13 +80658,12 @@ msgstr "" "[/codeblocks]" #: doc/classes/MeshDataTool.xml +#, fuzzy msgid "" -"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format " -"flags combined together. For example, a mesh containing both vertices and " -"normals would return a format of [code]3[/code] because [constant Mesh." -"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh." -"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" -"See [enum Mesh.ArrayFormat] for a list of format flags." +"Returns the [Mesh]'s format as a combination of the [enum Mesh.ArrayFormat] " +"flags. For example, a mesh containing both vertices and normals would return " +"a format of [code]3[/code] because [constant Mesh.ARRAY_FORMAT_VERTEX] is " +"[code]1[/code] and [constant Mesh.ARRAY_FORMAT_NORMAL] is [code]2[/code]." msgstr "" "返回該 [Mesh] 的格式。該格式是一個整數,由 [Mesh] 格式旗標組合在一起組成。例" "如,包含頂點和法線的網格將返回為 [code]3[/code] 的格式,因為 [constant Mesh." @@ -81064,9 +81585,10 @@ msgstr "" "置為純白色 ([code]Color(1, 1, 1)[/code])。" #: doc/classes/MultiMesh.xml +#, fuzzy msgid "" -"Sets custom data for a specific instance. Although [Color] is used, it is " -"just a container for 4 floating point numbers.\n" +"Sets custom data for a specific instance. [param custom_data] is a [Color] " +"type only to contain 4 floating-point numbers.\n" "For the custom data to be used, ensure that [member use_custom_data] is " "[code]true[/code].\n" "This custom instance data has to be manually accessed in your custom shader " @@ -83070,7 +83592,7 @@ msgid "" "If [code]true[/code], and the agent uses 2D avoidance, it will remember the " "set y-axis velocity and reapply it after the avoidance step. While 2D " "avoidance has no y-axis and simulates on a flat plane this setting can help " -"mitigate the most obvious clipping on uneven 3D geometry." +"to soften the most obvious clipping on uneven 3D geometry." msgstr "" #: doc/classes/NavigationAgent3D.xml @@ -83690,6 +84212,7 @@ msgid "Helper class for creating and clearing navigation meshes." msgstr "對導覽網格進行建立和清理的輔助類。" #: doc/classes/NavigationMeshGenerator.xml +#, fuzzy msgid "" "This class is responsible for creating and clearing 3D navigation meshes " "used as [NavigationMesh] resources inside [NavigationRegion3D]. The " @@ -83698,7 +84221,7 @@ msgid "" "to parse.\n" "The entire navigation mesh baking is best done in a separate thread as the " "voxelization, collision tests and mesh optimization steps involved are very " -"performance and time hungry operations.\n" +"slow and performance-intensive operations.\n" "Navigation mesh baking happens in multiple steps and the result depends on " "3D source geometry and properties of the [NavigationMesh] resource. In the " "first step, starting from a root node and depending on [NavigationMesh] " @@ -84683,14 +85206,19 @@ msgstr "位域,確定避障約束的所有避障層。" #: doc/classes/NavigationRegion2D.xml msgid "" +"When enabled, agents are known to get stuck on the navigation polygon " +"corners and edges, especially at a high frame rate. Not recommended for use " +"in production at this stage." +msgstr "" + +#: doc/classes/NavigationRegion2D.xml +#, fuzzy +msgid "" "If [code]true[/code] constraints avoidance agent's with an avoidance mask " "bit that matches with a bit of the [member avoidance_layers] to the " "navigation polygon. Due to each navigation polygon outline creating an " "obstacle and each polygon edge creating an avoidance line constrain keep the " -"navigation polygon shape as simple as possible for performance.\n" -"[b]Experimental:[/b] This is an experimental feature and should not be used " -"in production as agent's can get stuck on the navigation polygon corners and " -"edges especially at high frame rate." +"navigation polygon shape as simple as possible for performance." msgstr "" "如果為 [code]true[/code],則會將避障代理的避障遮罩位元與導覽多邊形的 [member " "avoidance_layers] 位相配對。由於每個導覽多邊形輪廓都會建立一個障礙物,而每個" @@ -84872,10 +85400,11 @@ msgid "A server interface for low-level 2D navigation access." msgstr "用於存取低階 2D 導覽的伺服器介面。" #: doc/classes/NavigationServer2D.xml +#, fuzzy msgid "" "NavigationServer2D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n" -"Maps are made up of regions, which are made of navigation polygons. " +"Maps are divided into regions, which are composed of navigation polygons. " "Together, they define the traversable areas in the 2D world.\n" "[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " @@ -85053,14 +85582,15 @@ msgid "Set the agent's [code]avoidance_mask[/code] bitmask." msgstr "設定該代理的 [code]avoidance_mask[/code] 位元遮罩。" #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +#, fuzzy msgid "" "Set the agent's [code]avoidance_priority[/code] with a [param priority] " "between 0.0 (lowest priority) to 1.0 (highest priority).\n" "The specified [param agent] does not adjust the velocity for other agents " -"that would match the [code]avoidance_mask[/code] but have a lower [code] " -"avoidance_priority[/code]. This in turn makes the other agents with lower " -"priority adjust their velocities even more to avoid collision with this " -"agent." +"that would match the [code]avoidance_mask[/code] but have a lower " +"[code]avoidance_priority[/code]. This in turn makes the other agents with " +"lower priority adjust their velocities even more to avoid collision with " +"this agent." msgstr "" "設定該代理的 [code]avoidance_priority[/code],優先順序 [param priority] 在 " "0.0(最低優先順序)到 1.0(最高優先順序)之間。\n" @@ -85367,6 +85897,15 @@ msgid "" "a distance used to connect two regions." msgstr "返回地圖的邊界連接邊距。邊界連接邊距是用於連接兩個地區的距離。" +#: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml +msgid "" +"Returns the current iteration id of the navigation map. Every time the " +"navigation map changes and synchronizes the iteration id increases. An " +"iteration id of 0 means the navigation map has never synchronized.\n" +"[b]Note:[/b] The iteration id will wrap back to 1 after reaching its range " +"limit." +msgstr "" + #: doc/classes/NavigationServer2D.xml doc/classes/NavigationServer3D.xml msgid "" "Returns the link connection radius of the map. This distance is the maximum " @@ -85766,11 +86305,12 @@ msgid "A server interface for low-level 3D navigation access." msgstr "用於存取低階 3D 導覽的伺服器介面。" #: doc/classes/NavigationServer3D.xml +#, fuzzy msgid "" "NavigationServer3D is the server that handles navigation maps, regions and " "agents. It does not handle A* navigation from [AStar3D].\n" -"Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world.\n" +"Maps are divided into regions, which are composed of navigation meshes. " +"Together, they define the navigable areas in the 3D world.\n" "[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next " "physics frame and not immediately. This includes all changes made to maps, " "regions or agents by navigation-related nodes in the scene tree or made " @@ -88155,6 +88695,7 @@ msgstr "" "先級值[i]較低[/i]的節點將首先執行其處理回呼函式。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Set the process thread group for this node (basically, whether it receives " "[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], " @@ -88178,9 +88719,9 @@ msgid "" "thread groups to the main thread (or to other thread groups).\n" "To better understand process thread groups, the idea is that any node set to " "any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include " -"any children (and grandchildren) nodes set to inherit into its process " -"thread group. this means that the processing of all the nodes in the group " -"will happen together, at the same time as the node including them." +"any child (and grandchild) nodes set to inherit into its process thread " +"group. This means that the processing of all the nodes in the group will " +"happen together, at the same time as the node including them." msgstr "" "設定這個節點的處理執行緒組(基本上就是在主執行緒還是子執行緒中接收 [constant " "NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method " @@ -88722,25 +89263,28 @@ msgstr "" "PROCESS_MODE_ALWAYS] 相反。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"If the [member process_thread_group] property is sent to this, the node will " -"belong to any parent (or grandparent) node that has a thread group mode that " -"is not inherit. See [member process_thread_group] for more information." +"Process this node based on the thread group mode of the first parent (or " +"grandparent) node that has a thread group mode that is not inherit. See " +"[member process_thread_group] for more information." msgstr "" "如果 [member process_thread_group] 屬性設為這個值,該節點會屬於執行緒組不是繼" "承的父節點(或祖父節點)。詳見 [member process_thread_group]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Process this node (and children nodes set to inherit) on the main thread. " -"See [member process_thread_group] for more information." +"Process this node (and child nodes set to inherit) on the main thread. See " +"[member process_thread_group] for more information." msgstr "" "在主執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member " "process_thread_group]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Process this node (and children nodes set to inherit) on a sub-thread. See " +"Process this node (and child nodes set to inherit) on a sub-thread. See " "[member process_thread_group] for more information." msgstr "" "在子執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member " @@ -88799,15 +89343,15 @@ msgstr "該節點不是內部節點。" #: doc/classes/Node.xml #, fuzzy msgid "" -"The node will be placed at the beginning of the parent's children list, " -"before any non-internal sibling." +"The node will be placed at the beginning of the parent's children, before " +"any non-internal sibling." msgstr "該節點將被放置在父節點的節點列表開頭,在所有非內部兄弟節點之前。" #: doc/classes/Node.xml #, fuzzy msgid "" -"The node will be placed at the end of the parent's children list, after any " -"non-internal sibling." +"The node will be placed at the end of the parent's children, after any non-" +"internal sibling." msgstr "該節點將被放置在父節點的節點列表末尾,在所有非內部兄弟節點之後。" #: doc/classes/Node.xml @@ -89070,11 +89614,11 @@ msgstr "返回附加到該 [code]Node3D[/code] 的所有小工具。" #: doc/classes/Node3D.xml msgid "" -"Returns the parent [Node3D], or an empty [Object] if no parent exists or " -"parent is not of type [Node3D]." +"Returns the parent [Node3D], or [code]null[/code] if no parent exists, the " +"parent is not of type [Node3D], or [member top_level] is [code]true[/code].\n" +"[b]Note:[/b] Calling this method is not equivalent to [code]get_parent() as " +"Node3D[/code], which does not take [member top_level] into account." msgstr "" -"返回父節點 [Node3D],如果不存在父節點,或父節點不是 [Node3D] 型別,則返回空" -"的 [Object]。" #: doc/classes/Node3D.xml msgid "" @@ -89301,8 +89845,10 @@ msgid "Updates all the [Node3D] gizmos attached to this node." msgstr "更新附加於該節點的所有 [Node3DGizmo]。" #: doc/classes/Node3D.xml -msgid "Direct access to the 3x3 basis of the [member transform] property." -msgstr "直接存取該 [Transform3D] 屬性的 3x3 基。" +msgid "" +"Basis of the [member transform] property. Represents the rotation, scale, " +"and shear of this node." +msgstr "" #: doc/classes/Node3D.xml msgid "" @@ -89873,6 +90419,29 @@ msgstr "" "如果給定的軌道是被匯入的,返回 [code]true[/code]。否則返回 [code]false[/" "code]。" +#: doc/classes/NodePath.xml +#, fuzzy +msgid "" +"Returns the slice of the [NodePath], from [param begin] (inclusive) to " +"[param end] (exclusive), as a new [NodePath].\n" +"The absolute value of [param begin] and [param end] will be clamped to the " +"sum of [method get_name_count] and [method get_subname_count], so the " +"default value for [param end] makes it slice to the end of the [NodePath] by " +"default (i.e. [code]path.slice(1)[/code] is a shorthand for [code]path." +"slice(1, path.get_name_count() + path.get_subname_count())[/code]).\n" +"If either [param begin] or [param end] are negative, they will be relative " +"to the end of the [NodePath] (i.e. [code]path.slice(0, -2)[/code] is a " +"shorthand for [code]path.slice(0, path.get_name_count() + path." +"get_subname_count() - 2)[/code])." +msgstr "" +"返回該 [PackedByteArray] 的切片,是從 [param begin](含)到 [param end](不" +"含)的全新 [PackedByteArray]。\n" +"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] " +"的預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr." +"slice(1, arr.size())[/code] 的簡寫)。\n" +"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr." +"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。" + #: doc/classes/NodePath.xml msgid "Returns [code]true[/code] if two node paths are not equal." msgstr "如果兩個節點路徑不相等,則返回 [code]true[/code]。" @@ -90674,11 +91243,12 @@ msgstr "" "等繼承類定義了更多通知,這些通知也由該方法接收。" #: doc/classes/Object.xml +#, fuzzy msgid "" "Override this method to customize the given [param property]'s revert " -"behavior. Should return [code]true[/code] if the [param property] can be " -"reverted in the Inspector dock. Use [method _property_get_revert] to specify " -"the [param property]'s default value.\n" +"behavior. Should return [code]true[/code] if the [param property] has a " +"custom default value and is revertible in the Inspector dock. Use [method " +"_property_get_revert] to specify the [param property]'s default value.\n" "[b]Note:[/b] This method must return consistently, regardless of the current " "value of the [param property]." msgstr "" @@ -91032,15 +91602,16 @@ msgstr "" "次呼叫時分配新的 [StringName]。" #: doc/classes/Object.xml +#, fuzzy msgid "" "Calls the [param method] on the object during idle time. Always returns " "null, [b]not[/b] the method's result.\n" "Idle time happens mainly at the end of process and physics frames. In it, " "deferred calls will be run until there are none left, which means you can " "defer calls from other deferred calls and they'll still be run in the " -"current idle time cycle. If not done carefully, this can result in infinite " -"recursion without causing a stack overflow, which will hang the game " -"similarly to an infinite loop.\n" +"current idle time cycle. This means you should not call a method deferred " +"from itself (or from a method called by it), as this causes infinite " +"recursion the same way as if you had called the method directly.\n" "This method supports a variable number of arguments, so parameters can be " "passed as a comma separated list.\n" "[codeblocks]\n" @@ -92692,9 +93263,10 @@ msgid "An OpenXR action." msgstr "OpenXR 動作。" #: modules/openxr/doc_classes/OpenXRAction.xml +#, fuzzy msgid "" "This resource defines an OpenXR action. Actions can be used both for inputs " -"(buttons/joystick/trigger/etc) and outputs (haptics).\n" +"(buttons, joysticks, triggers, etc.) and outputs (haptics).\n" "OpenXR performs automatic conversion between action type and input type " "whenever possible. An analog trigger bound to a boolean action will thus " "return [code]false[/code] if the trigger is depressed and [code]true[/code] " @@ -93270,6 +93842,11 @@ msgid "" "level." msgstr "註冊擴充功能。這應該發生在核心模組初始化層級。" +#: modules/openxr/doc_classes/OpenXRHand.xml +#, fuzzy +msgid "Use [XRHandModifier3D] instead." +msgstr "見 [method set_instance_color]。" + #: modules/openxr/doc_classes/OpenXRHand.xml #, fuzzy msgid "Node supporting hand and finger tracking in OpenXR." @@ -93534,6 +94111,12 @@ msgstr "" "返回目前 HMD 支援的顯示更新率。僅當 OpenXR 運作時支援該功能並且介面已被初始化" "後才會返回。" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the angular velocity of a joint ([param " @@ -93543,12 +94126,24 @@ msgstr "" "如果啟用了手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param " "joint]) 的角速度。這是相對於 [XROrigin3D]!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns flags that inform us of the validity of " "the tracking data." msgstr "" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from " +"[method XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the linear velocity of a joint ([param " @@ -93558,6 +94153,12 @@ msgstr "" "如果啟用手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param " "joint]) 的線速度。這是相對於 [XROrigin3D] 沒有應用世界尺度!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the position of a joint ([param joint]) " @@ -93567,6 +94168,12 @@ msgstr "" "如果啟用手部追踪,則返回 OpenXR 提供的手 ([param hand]) 的關節 ([param " "joint]) 的位置。這是相對於 [XROrigin3D] 沒有應用世界尺度!" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml msgid "" "If handtracking is enabled, returns the radius of a joint ([param joint]) of " @@ -93584,6 +94191,12 @@ msgstr "" "如果啟用手部追踪,則返回 OpenXR 提供的手 ([param hand]) 的關節 ([param " "joint]) 的旋轉。" +#: modules/openxr/doc_classes/OpenXRInterface.xml +msgid "" +"Use [member XRHandTracker.hand_tracking_source] obtained from [method " +"XRServer.get_hand_tracker] instead." +msgstr "" + #: modules/openxr/doc_classes/OpenXRInterface.xml #, fuzzy msgid "" @@ -93753,15 +94366,15 @@ msgstr "" msgid "Maximum value for the hand tracked source enum." msgstr "模式列舉的最大值。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Palm joint." msgstr "掌關節。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Wrist joint." msgstr "腕關節。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb metacarpal joint." msgstr "掌骨拇指關節。" @@ -93773,7 +94386,7 @@ msgstr "拇指近端關節。" msgid "Thumb distal joint." msgstr "拇指遠端關節。" -#: modules/openxr/doc_classes/OpenXRInterface.xml +#: modules/openxr/doc_classes/OpenXRInterface.xml doc/classes/XRHandTracker.xml msgid "Thumb tip joint." msgstr "拇指尖端關節。" @@ -95184,7 +95797,7 @@ msgid "" "string may also be falsified using external programs, so do not rely on the " "string returned by this method for security purposes.\n" "[b]Note:[/b] On Web, returns an empty string and generates an error, as this " -"method cannot be implemented for security concerns." +"method cannot be implemented for security reasons." msgstr "" "返回特定於該裝置的一個字串。\n" "[b]注意:[/b]如果使用者重新安裝/升級他們的作業系統或更改他們的硬體,該字串可" @@ -95832,8 +96445,9 @@ msgstr "" "FileAccess.CompressionMode] 常數。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 64-bit floating point number from the bytes starting at [param " +"Decodes a 64-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -95841,8 +96455,9 @@ msgstr "" "位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 32-bit floating point number from the bytes starting at [param " +"Decodes a 32-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -95850,8 +96465,9 @@ msgstr "" "位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Decodes a 16-bit floating point number from the bytes starting at [param " +"Decodes a 16-bit floating-point number from the bytes starting at [param " "byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/" "code] if a valid number can't be decoded." msgstr "" @@ -96010,8 +96626,9 @@ msgid "Creates a copy of the array, and returns it." msgstr "建立該陣列的副本,並將該副本返回。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 64-bit floating point number as bytes at the index of [param " +"Encodes a 64-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 8 bytes of allocated space, " "starting at the offset." msgstr "" @@ -96019,8 +96636,9 @@ msgstr "" "byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 8 個位元組的空間。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 32-bit floating point number as bytes at the index of [param " +"Encodes a 32-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 4 bytes of space, starting " "at the offset." msgstr "" @@ -96028,8 +96646,9 @@ msgstr "" "byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 4 個位元組的空間。" #: doc/classes/PackedByteArray.xml +#, fuzzy msgid "" -"Encodes a 16-bit floating point number as bytes at the index of [param " +"Encodes a 16-bit floating-point number as bytes at the index of [param " "byte_offset] bytes. The array must have at least 2 bytes of space, starting " "at the offset." msgstr "" @@ -97289,11 +97908,12 @@ msgid "" msgstr "包將忽略不屬於給定節點的任何子節點。請參閱 [member Node.owner]。" #: doc/classes/PackedScene.xml +#, fuzzy msgid "" "A dictionary representation of the scene contents.\n" "Available keys include \"rnames\" and \"variants\" for resources, " "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" " -"for base scene children overrides, \"conn_count\" and \"conns\" for signal " +"for paths to overridden nodes, \"conn_count\" and \"conns\" for signal " "connections, and \"version\" for the format style of the PackedScene." msgstr "" "場景內容的字典表示。\n" @@ -97954,6 +98574,7 @@ msgstr "" "Android 阻止。" #: doc/classes/PacketPeerUDP.xml +#, fuzzy msgid "" "Binds this [PacketPeerUDP] to the specified [param port] and [param " "bind_address] with a buffer size [param recv_buf_size], allowing it to " @@ -97964,8 +98585,8 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the peer will be bound to all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will " -"only be bound to the interface with that addresses (or fail if no interface " +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the peer will " +"only be bound to the interface with that address (or fail if no interface " "with the given address exists)." msgstr "" "將該 [PacketPeerUDP] 綁定到指定的 [param port] 和 [param bind_address],其緩" @@ -98237,10 +98858,109 @@ msgstr "布林值,用於確定背景紋理是否應被篩選。" msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]." msgstr "套用於該 [PanoramaSkyMaterial] 的 [Texture2D]。" -#: doc/classes/ParallaxBackground.xml +#: doc/classes/Parallax2D.xml +msgid "" +"This node is meant to replace [ParallaxBackground] and [ParallaxLayer]. The " +"implementation may change in the future." +msgstr "" + +#: doc/classes/Parallax2D.xml doc/classes/ParallaxBackground.xml msgid "A node used to create a parallax scrolling background." msgstr "用於建立視差滾動背景的節點。" +#: doc/classes/Parallax2D.xml +msgid "" +"A [Parallax2D] is used to create a parallax effect. It can move at a " +"different speed relative to the camera movement using [member scroll_scale]. " +"This creates an illusion of depth in a 2D game. If manual scrolling is " +"desired, the [Camera2D] position can be ignored with [member " +"ignore_camera_scroll].\n" +"[b]Note:[/b] Any changes to this node's position made after it enters the " +"scene tree will be overridden if [member ignore_camera_scroll] is " +"[code]false[/code] or [member screen_offset] is modified." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Velocity at which the offset scrolls automatically, in pixels per second." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"If [code]true[/code], this [Parallax2D] is offset by the current camera's " +"position. If the [Parallax2D] is in a [CanvasLayer] separate from the " +"current camera, it may be desired to match the value with [member " +"CanvasLayer.follow_viewport_enabled]." +msgstr "" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"If [code]true[/code], [Parallax2D]'s position is not affected by the " +"position of the camera." +msgstr "" +"為 [code]true[/code] 時,[ParallaxLayer] 子元素將不受相機縮放級別的影響。" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Top-left limits for scrolling to begin. If the camera is outside of this " +"limit, the [Parallax2D] stops scrolling. Must be lower than [member " +"limit_end] minus the viewport size to work." +msgstr "" +"開始滾動的左上角限制。如果相機超出這個限制,背景將停止滾動。必須低於 [member " +"scroll_limit_end] 才能工作。" + +#: doc/classes/Parallax2D.xml +#, fuzzy +msgid "" +"Bottom-right limits for scrolling to end. If the camera is outside of this " +"limit, the [Parallax2D] will stop scrolling. Must be higher than [member " +"limit_begin] and the viewport size combined to work." +msgstr "" +"右下角限制滾動結束。如果相機超出這個限制,背景將停止滾動。必須高於 [member " +"scroll_limit_begin] 才能工作。" + +#: doc/classes/Parallax2D.xml +msgid "" +"Repeats the [Texture2D] of each of this node's children and offsets them by " +"this value. When scrolling, the node's position loops, giving the illusion " +"of an infinite scrolling background if the values are larger than the screen " +"size. If an axis is set to [code]0[/code], the [Texture2D] will not be " +"repeated." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Overrides the amount of times the texture repeats. Each texture copy spreads " +"evenly from the original by [member repeat_size]. Useful for when zooming " +"out with a camera." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Offset used to scroll this [Parallax2D]. This value is updated automatically " +"unless [member ignore_camera_scroll] is [code]true[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"The [Parallax2D]'s offset. Similar to [member screen_offset] and [member " +"Node2D.position], but will not be overridden.\n" +"[b]Note:[/b] Values will loop if [member repeat_size] is set higher than " +"[code]0[/code]." +msgstr "" + +#: doc/classes/Parallax2D.xml +msgid "" +"Multiplier to the final [Parallax2D]'s offset. Can be used to simulate " +"distance from the camera.\n" +"For example, a value of [code]1[/code] scrolls at the same speed as the " +"camera. A value greater than [code]1[/code] scrolls faster, making objects " +"appear closer. Less than [code]1[/code] scrolls slower, making object appear " +"closer and a value of [code]0[/code] stops the objects completely." +msgstr "" + #: doc/classes/ParallaxBackground.xml msgid "" "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create " @@ -100076,13 +100796,18 @@ msgstr "該 PhysicalBone3D 的旋轉速度,以每秒[i]弧度[/i]為單位。" msgid "Sets the body's transform." msgstr "設定該物體的變換。" -#: doc/classes/PhysicalBone3D.xml doc/classes/PhysicsMaterial.xml +#: doc/classes/PhysicalBone3D.xml msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " -"[code]1[/code] (full bounciness)." +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicalBone3D] that preserves all its energy over time, set [member " +"bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant " +"DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member " +"angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member " +"angular_damp] to [code]0.0[/code]." msgstr "" -"實體的彈性。值的範圍從 [code]0[/code](無反彈)到 [code]1[/code](完全反" -"彈)。" #: doc/classes/PhysicalBone3D.xml msgid "" @@ -101388,6 +102113,18 @@ msgid "" msgstr "" "如果為 [code]true[/code],則從碰撞對象的彈跳性中減去彈性,而不是新增它。" +#: doc/classes/PhysicsMaterial.xml +msgid "" +"The body's bounciness. Values range from [code]0[/code] (no bounce) to " +"[code]1[/code] (full bounciness).\n" +"[b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy " +"will be lost over time due to linear and angular damping. To have a " +"[PhysicsBody3D] that preserves all its energy over time, set [member bounce] " +"to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if " +"applicable), its linear damp to [code]0.0[/code], its angular damp mode to " +"[b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]." +msgstr "" + #: doc/classes/PhysicsMaterial.xml msgid "" "The body's friction. Values range from [code]0[/code] (frictionless) to " @@ -106537,6 +107274,10 @@ msgstr "" "新增 [Shortcut]。\n" "還可以提供 [param id]。如果沒有提供 [param id],則會根據索引來建立。" +#: doc/classes/PopupMenu.xml +msgid "Prefer using [method add_submenu_node_item] instead." +msgstr "" + #: doc/classes/PopupMenu.xml #, fuzzy msgid "" @@ -106552,6 +107293,23 @@ msgstr "" "參數為子 [PopupMenu] 節點的名稱,會在點擊功能表專案時顯示。\n" "還可以提供 [param id]。如果沒有提供 [param id],則會根據索引來建立。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Adds an item that will act as a submenu of the parent [PopupMenu] node when " +"clicked. This submenu will be shown when the item is clicked, hovered for " +"long enough, or activated using the [code]ui_select[/code] or " +"[code]ui_right[/code] input actions.\n" +"[param submenu] must be either child of this [PopupMenu] or has no parent " +"node (in which case it will be automatically added as a child). If the " +"[param submenu] popup has another parent, this method will fail.\n" +"An [param id] can optionally be provided. If no [param id] is provided, one " +"will be created from the index." +msgstr "" +"新增功能表專案,點擊時會作為父級 [PopupMenu] 節點的子功能表。[param submenu] " +"參數為子 [PopupMenu] 節點的名稱,會在點擊功能表專案時顯示。\n" +"還可以提供 [param id]。如果沒有提供 [param id],則會根據索引來建立。" + #: doc/classes/PopupMenu.xml msgid "" "Removes all items from the [PopupMenu]. If [param free_submenus] is " @@ -106645,6 +107403,11 @@ msgid "" "Returns the [Shortcut] associated with the item at the given [param index]." msgstr "返回給定 [param index] 處功能表專案所關聯的 [Shortcut]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method get_item_submenu_node] instead." +msgstr "見 [method set_instance_color]。" + #: doc/classes/PopupMenu.xml msgid "" "Returns the submenu name of the item at the given [param index]. See [method " @@ -106653,6 +107416,16 @@ msgstr "" "返回給定 [param index] 處功能表專案的子功能表名稱。有關如何新增子功能表的更多" "資訊,請參見 [method add_submenu_item]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "" +"Returns the submenu of the item at the given [param index], or [code]null[/" +"code] if no submenu was added. See [method add_submenu_node_item] for more " +"info on how to add a submenu." +msgstr "" +"返回給定 [param index] 處功能表專案的子功能表名稱。有關如何新增子功能表的更多" +"資訊,請參見 [method add_submenu_item]。" + #: doc/classes/PopupMenu.xml msgid "Returns the text of the item at the given [param index]." msgstr "返回索引為 [param index] 的功能表專案的文字。" @@ -106859,6 +107632,11 @@ msgstr "設定索引為 [param index] 的功能表專案的 [Shortcut]。" msgid "Disables the [Shortcut] of the item at the given [param index]." msgstr "禁用索引為 [param index] 的功能表專案的 [Shortcut]。" +#: doc/classes/PopupMenu.xml +#, fuzzy +msgid "Prefer using [method set_item_submenu_node] instead." +msgstr "見 [method set_instance_color]。" + #: doc/classes/PopupMenu.xml msgid "" "Sets the submenu of the item at the given [param index]. The submenu is the " @@ -106868,6 +107646,15 @@ msgstr "" "設定位於給定 [param index] 的功能表專案的子功能表。子功能表為點擊該功能表專案" "後應該顯示的子 [PopupMenu] 節點的名稱。" +#: doc/classes/PopupMenu.xml +msgid "" +"Sets the submenu of the item at the given [param index]. The submenu is a " +"[PopupMenu] node that would be shown when the item is clicked. It must " +"either be a child of this [PopupMenu] or has no parent (in which case it " +"will be automatically added as a child). If the [param submenu] popup has " +"another parent, this method will fail." +msgstr "" + #: doc/classes/PopupMenu.xml msgid "Sets the text of the item at the given [param index]." msgstr "設定索引為 [param index] 的功能表專案的文字。" @@ -107516,8 +108303,9 @@ msgid "A 4×4 matrix for 3D projective transformations." msgstr "用於 3D 投影變換的 4×4 矩陣。" #: doc/classes/Projection.xml +#, fuzzy msgid "" -"A 4x4 matrix used for 3D projective transformations. It can represent " +"A 4×4 matrix used for 3D projective transformations. It can represent " "transformations such as translation, rotation, scaling, shearing, and " "perspective division. It consists of four [Vector4] columns.\n" "For purely linear transformations (translation, rotation, and scale), it is " @@ -109189,11 +109977,12 @@ msgstr "" "示。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "When set to [code]warn[/code] or [code]error[/code], produces a warning or " "an error respectively when calling a function without using its return value " -"(by assigning it to a variable or using it as a function argument). Such " -"return values are sometimes used to denote possible errors using the [enum " +"(by assigning it to a variable or using it as a function argument). These " +"return values are sometimes used to indicate possible errors using the [enum " "Error] enum." msgstr "" "設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫函式卻不使用其返回值" @@ -109467,8 +110256,9 @@ msgstr "" "有著色器警告。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"When set to [code]true[/code], produces a warning when two floating point " +"When set to [code]true[/code], produces a warning when two floating-point " "numbers are compared directly with the [code]==[/code] operator or the " "[code]!=[/code] operator." msgstr "" @@ -110485,11 +111275,12 @@ msgstr "" "存取到 Blender。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] " "extension will be imported by converting them to glTF 2.0.\n" "This requires configuring a path to a FBX2glTF executable in the editor " -"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]." +"settings at [member EditorSettings.filesystem/import/fbx2gltf/fbx2gltf_path]." msgstr "" "如果為 [code]true[/code],副檔名為 [code].fbx[/code] 的 Autodesk FBX 3D 場景" "檔會通過轉換為 glTF 2.0 來匯入。\n" @@ -110497,16 +111288,18 @@ msgstr "" "置 FBX2glTF 可執行檔的路徑。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Override for [member filesystem/import/fbx/enabled] on Android where " +"Override for [member filesystem/import/fbx2gltf/enabled] on Android where " "FBX2glTF can't easily be accessed from Godot." msgstr "" "[member filesystem/import/fbx/enabled] 在 Android 上的覆蓋項,Godot 無法輕易" "存取到 FBX2glTF。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Override for [member filesystem/import/fbx/enabled] on the Web where " +"Override for [member filesystem/import/fbx2gltf/enabled] on the Web where " "FBX2glTF can't easily be accessed from Godot." msgstr "" "[member filesystem/import/fbx/enabled] 在 Web 上的覆蓋項,Godot 無法輕易存取" @@ -111682,11 +112475,12 @@ msgid "Root node default layout direction." msgstr "根節點的預設佈局方向。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Specifies the [TextServer] to use. If left empty, the default will be used.\n" "\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting " "right-to-left typesetting and complex scripts (for languages like Arabic, " -"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left " +"Hebrew, etc.). The \"Fallback\" text driver does not support right-to-left " "typesetting and complex scripts.\n" "[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--" "text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial." @@ -113703,14 +114497,17 @@ msgstr "" msgid "" "If [code]true[/code], [CanvasItem] nodes will internally snap to full " "pixels. Useful for low-resolution pixel art games. Their position can still " -"be sub-pixel, but the decimals will not have effect. This can lead to a " -"crisper appearance at the cost of less smooth movement, especially when " -"[Camera2D] smoothing is enabled.\n" +"be sub-pixel, but the decimals will not have effect as the position is " +"rounded. This can lead to a crisper appearance at the cost of less smooth " +"movement, especially when [Camera2D] smoothing is enabled.\n" "[b]Note:[/b] This property is only read when the project starts. To toggle " "2D transform snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_vertices_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling this setting instead." msgstr "" "如果為 [code]true[/code],則 [CanvasItem] 節點會在內部吸附到整圖元。節點的位" "置仍然可以是次圖元的,但小數部分無效。這樣外觀看上去就會更銳利,但會影響移動" @@ -113733,7 +114530,10 @@ msgid "" "2D vertex snapping at runtime, use [method RenderingServer." "viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n" "[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. " -"This is controlled by [member gui/common/snap_controls_to_pixels]." +"This is controlled by [member gui/common/snap_controls_to_pixels].\n" +"[b]Note:[/b] It is not recommended to use this setting together with [member " +"rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even " +"less smooth. Prefer only enabling that setting instead." msgstr "" "如果為 [code]true[/code],則 [CanvasItem] 節點的頂點會吸附到整圖元。只影響最" "終頂點的位置,不影響變換。這樣外觀看上去就會更銳利,但會影響移動的平滑程度," @@ -113938,14 +114738,11 @@ msgstr "" "使用 Mobile 算繪方法時,不會執行前置深度階段。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"The thread model to use for rendering. Rendering on a thread may improve " -"performance, but synchronizing to the main thread can cause a bit more " -"jitter.\n" -"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has " -"several known bugs which can lead to crashing, especially when using " -"particles or resizing the window. Not recommended for use in production at " -"this stage." +"This setting has several known bugs which can lead to crashing, especially " +"when using particles or resizing the window. Not recommended for use in " +"production at this stage." msgstr "" "算繪使用的執行緒模型。使用執行緒算繪可能提升性能,但與主執行緒同步時可能引起" "更大的卡頓。\n" @@ -113953,6 +114750,13 @@ msgstr "" "知的問題,這些問題可能導致當機,尤其是在使用粒子或調整視窗大小的情況下。目前" "不推薦在生產環境中使用。" +#: doc/classes/ProjectSettings.xml +msgid "" +"The thread model to use for rendering. Rendering on a thread may improve " +"performance, but synchronizing to the main thread can cause a bit more " +"jitter." +msgstr "" + #: doc/classes/ProjectSettings.xml msgid "" "Default background clear color. Overridable per [Viewport] using its " @@ -115315,11 +116119,12 @@ msgstr "" "用 WebP。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm for lower " "quality textures and normal maps and Adaptable Scalable Texture Compression " -"algorithm for high quality textures (in 4x4 block size).\n" +"algorithm for high quality textures (in 4×4 block size).\n" "[b]Note:[/b] This setting is an override. The texture importer will always " "import the format the host platform needs, even if this is set to " "[code]false[/code].\n" @@ -115416,6 +116221,7 @@ msgstr "" "以在運作時更改該設定,並參閱 [enum Viewport.VRSMode] 以獲取可能的值。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to " "default texture loaded as the VRS image.\n" @@ -115424,16 +116230,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" "如果 [member rendering/vrs/mode] 為 [b]Texture[/b],則這是 VRS 圖像所載入的默" @@ -115714,54 +116520,83 @@ msgstr "代表 3D 旋轉的單位四元數。" #: doc/classes/Quaternion.xml msgid "" -"Quaternions are similar to [Basis], which implements the matrix " -"representation of rotations. Unlike [Basis], which stores rotation, scale, " -"and shearing, quaternions only store rotation.\n" -"Quaternions can be parametrized using both an axis-angle pair or Euler " -"angles. Due to their compactness and the way they are stored in memory, " -"certain operations (obtaining axis-angle and performing SLERP, in " -"particular) are more efficient and robust against floating-point errors.\n" -"[b]Note:[/b] Quaternions need to be normalized before being used for " -"rotation." +"The [Quaternion] built-in [Variant] type is a 4D data structure that " +"represents rotation in the form of a [url=https://en.wikipedia.org/wiki/" +"Quaternions_and_spatial_rotation]Hamilton convention quaternion[/url]. " +"Compared to the [Basis] type which can store both rotation and scale, " +"quaternions can [i]only[/i] store rotation.\n" +"A [Quaternion] is composed by 4 floating-point components: [member w], " +"[member x], [member y], and [member z]. These components are very compact in " +"memory, and because of this some operations are more efficient and less " +"likely to cause floating-point errors. Methods such as [method get_angle], " +"[method get_axis], and [method slerp] are faster than their [Basis] " +"counterparts.\n" +"For a great introduction to quaternions, see [url=https://www.youtube.com/" +"watch?v=d4EgbgTm0Bg]this video by 3Blue1Brown[/url]. You do not need to know " +"the math behind quaternions, as Godot provides several helper methods that " +"handle it for you. These include [method slerp] and [method " +"spherical_cubic_interpolate], as well as the [code]*[/code] operator.\n" +"[b]Note:[/b] Quaternions must be normalized before being used for rotation " +"(see [method normalized]).\n" +"[b]Note:[/b] Similarly to [Vector2] and [Vector3], the components of a " +"quaternion use 32-bit precision by default, unlike [float] which is always " +"64-bit. If double precision is needed, compile the engine with the option " +"[code]precision=double[/code]." msgstr "" -"四元數與 [Basis] 類似,實作的是旋轉的矩陣表示。但 [Basis] 儲存了旋轉、縮放、" -"切變,四元數隻儲存旋轉。\n" -"四元數的參數可以使用軸角對來指定,也可以通過歐拉角來指定。由於四元數的緊湊性" -"以及在記憶體中的儲存方式,部分運算(尤其是獲取軸角和執行 SLERP)在防止浮點數" -"誤差方面更加高效穩健。\n" -"[b]注意:[/b]四元數需要先正規化,才能用於旋轉。" #: doc/classes/Quaternion.xml -msgid "" -"Constructs a default-initialized quaternion with all components set to " -"[code]0[/code]." -msgstr "建構預設初始化的四元數,所有分量都被設定為 [code]0[/code]。" +msgid "3Blue1Brown's video on Quaternions" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Online Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +msgid "Advanced Quaternion Visualization" +msgstr "" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "Constructs a [Quaternion] identical to the [constant IDENTITY]." +msgstr "建構預設初始化為 [constant IDENTITY] 的 [Basis] 。" #: doc/classes/Quaternion.xml msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." msgstr "建構給定 [Quaternion] 的副本。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion representing the shortest arc between two points on " -"the surface of a sphere with a radius of [code]1.0[/code]." +"Constructs a [Quaternion] representing the shortest arc between [param " +"arc_from] and [param arc_to]. These can be imagined as two points " +"intersecting a sphere's surface, with a radius of [code]1.0[/code]." msgstr "" "建構一個四元數,代表半徑為 [code]1.0[/code] 的球面上兩個點之間最短的弧。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Constructs a quaternion that will rotate around the given axis by the " -"specified angle. The axis must be a normalized vector." +"Constructs a [Quaternion] representing rotation around the [param axis] by " +"the given [param angle], in radians. The axis must be a normalized vector." msgstr "" "建構一個四元數,它將圍繞給定的軸旋轉指定的角度。軸必須是一個正規化的向量。" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion from the given [Basis]." -msgstr "從給定的 [Basis] 建構一個四元數。" +msgid "" +"Constructs a [Quaternion] from the given rotation [Basis].\n" +"This constructor is faster than [method Basis.get_rotation_quaternion], but " +"the given basis must be [i]orthonormalized[/i] (see [method Basis." +"orthonormalized]). Otherwise, the constructor fails and returns [constant " +"IDENTITY]." +msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a quaternion defined by the given values." -msgstr "建構一個由給定值定義的四元數。" +msgid "" +"Constructs a [Quaternion] defined by the given values.\n" +"[b]Note:[/b] Only normalized quaternions represent rotation; if these values " +"are not normalized, the new [Quaternion] will not be a valid rotation." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -115778,8 +116613,11 @@ msgstr "" "方法的結果不可靠。" #: doc/classes/Quaternion.xml -msgid "Returns the dot product of two quaternions." -msgstr "返回兩個四元數的點積。" +msgid "" +"Returns the dot product between this quaternion and [param with].\n" +"This is equivalent to [code](quat.x * with.x) + (quat.y * with.y) + (quat.z " +"* with.z) + (quat.w * with.w)[/code]." +msgstr "" #: doc/classes/Quaternion.xml msgid "" @@ -115789,8 +116627,11 @@ msgid "" msgstr "" #: doc/classes/Quaternion.xml -msgid "Constructs a Quaternion from Euler angles in YXZ rotation order." -msgstr "按 YXZ 旋轉順序從歐拉角建構一個四元數。" +msgid "" +"Constructs a new [Quaternion] from the given [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians. This method " +"always uses the YXZ convention ([constant EULER_ORDER_YXZ])." +msgstr "" #: doc/classes/Quaternion.xml #, fuzzy @@ -115809,19 +116650,21 @@ msgstr "獲取該索引處預設的選項名稱。" #: doc/classes/Quaternion.xml msgid "" -"Returns the quaternion's rotation in the form of Euler angles. The Euler " -"order depends on the [param order] parameter, for example using the YXZ " -"convention: since this method decomposes, first Z, then X, and Y last. See " -"the [enum EulerOrder] enum for possible values. The returned vector contains " -"the rotation angles in the format (X angle, Y angle, Z angle)." +"Returns this quaternion's rotation as a [Vector3] of [url=https://en." +"wikipedia.org/wiki/Euler_angles]Euler angles[/url], in radians.\n" +"The order of each consecutive rotation can be changed with [param order] " +"(see [enum EulerOrder] constants). By default, the YXZ convention is used " +"([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " +"and lastly Y (yaw). When using the opposite method [method from_euler], this " +"order is reversed." msgstr "" -"以歐拉角的形式返回該四元數的旋轉。歐拉順序取決於 [param order] 參數,例如使" -"用 YXZ 順序:這個方法按照 Z、X、Y 的順序分解。可能的取值見 [enum EulerOrder] " -"列舉。返回向量的格式為 (X 角, Y 角, Z 角)。" #: doc/classes/Quaternion.xml -msgid "Returns the inverse of the quaternion." -msgstr "返回四元數的取逆。" +#, fuzzy +msgid "" +"Returns the inverse version of this quaternion, inverting the sign of every " +"component except [member w]." +msgstr "返回該向量的長寬比,即 [member x] 與 [member y] 的比例。" #: doc/classes/Quaternion.xml msgid "" @@ -115841,45 +116684,64 @@ msgstr "" "[method @GlobalScope.is_finite]。" #: doc/classes/Quaternion.xml -msgid "Returns whether the quaternion is normalized or not." +#, fuzzy +msgid "" +"Returns [code]true[/code] if this quaternion is normalized. See also [method " +"normalized]." +msgstr "" +"如果該字串以給定的 [param text] 開始,則返回 [code]true[/code]。另見 [method " +"get_area]。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "Returns this quaternion's length, also called magnitude." msgstr "返回四元數是否被正規化。" #: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion." -msgstr "返回四元數的長度。" - -#: doc/classes/Quaternion.xml -msgid "Returns the length of the quaternion, squared." -msgstr "返回四元數的長度的平方。" +#, fuzzy +msgid "" +"Returns this quaternion's length, squared.\n" +"[b]Note:[/b] This method is faster than [method length], so prefer it if you " +"only need to compare quaternion lengths." +msgstr "" +"返回這個向量的平方長度,即平方大小。\n" +"這個方法比 [method length] 運作得更快,所以如果你需要比較向量或需要一些公式的" +"平方距離時,更喜歡用它。" #: doc/classes/Quaternion.xml msgid "" -"Returns the logarithm of this quaternion. The vector part of the result is " -"the rotation axis of this quaternion multiplied by its rotation angle, the " -"real part of the result is zero." +"Returns the logarithm of this quaternion. Multiplies this quaternion's " +"rotation axis by its rotation angle, and stores the result in the returned " +"quaternion's vector part ([member x], [member y], and [member z]). The " +"returned quaternion's real part ([member w]) is always [code]0.0[/code]." msgstr "" #: doc/classes/Quaternion.xml -msgid "Returns a copy of the quaternion, normalized to unit length." -msgstr "返回四元數的副本,正規化為單位長度。" +#, fuzzy +msgid "" +"Returns a copy of this quaternion, normalized so that its length is " +"[code]1.0[/code]. See also [method is_normalized]." +msgstr "" +"如果該字典為空(大小為 [code]0[/code]),則返回 [code]true[/code]。另見 " +"[method size]。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight].\n" -"[b]Note:[/b] Both quaternions must be normalized." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Both this quaternion and " +"[param to] must be normalized." msgstr "" "返回該四元數與 [param to] 之間的球面線性插值 [param weight] 的結果。\n" "[b]注意:[/b]兩個四元數都必須被正規化。" #: doc/classes/Quaternion.xml msgid "" -"Returns the result of the spherical linear interpolation between this " -"quaternion and [param to] by amount [param weight], but without checking if " -"the rotation path is not bigger than 90 degrees." +"Performs a spherical-linear interpolation with the [param to] quaternion, " +"given a [param weight] and returns the result. Unlike [method slerp], this " +"method does not check if the rotation path is smaller than 90 degrees. Both " +"this quaternion and [param to] must be normalized." msgstr "" -"返回在這個四元數和 [param to] 之間按照 [param weight] 進行球面線性插值的結" -"果,不會檢查旋轉路徑是否大於 90 度。" #: doc/classes/Quaternion.xml msgid "" @@ -115905,91 +116767,123 @@ msgstr "" "值。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"W component of the quaternion (real part).\n" -"Quaternion components should usually not be manipulated directly." +"W component of the quaternion. This is the \"real\" part.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元數的W分量(實數部分)。\n" "四元數分量通常不應該被直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"X component of the quaternion (imaginary [code]i[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"X component of the quaternion. This is the value along the " +"\"imaginary\" [code]i[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元數的X分量(虛軸[code]i[/code]部分)。\n" "四元數分量通常不應直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Y component of the quaternion (imaginary [code]j[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Y component of the quaternion. This is the value along the " +"\"imaginary\" [code]j[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元數的Y分量(虛軸[code]j[/code]部分)。\n" "四元數分量通常不應直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Z component of the quaternion (imaginary [code]k[/code] axis part).\n" -"Quaternion components should usually not be manipulated directly." +"Z component of the quaternion. This is the value along the " +"\"imaginary\" [code]k[/code] axis.\n" +"[b]Note:[/b] Quaternion components should usually not be manipulated " +"directly." msgstr "" "四元數的Z分量(虛軸[code]k[/code]部分)。\n" "四元數分量通常不應該被直接操作。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"The identity quaternion, representing no rotation. Equivalent to an identity " -"[Basis] matrix. If a vector is transformed by an identity quaternion, it " -"will not change." +"The identity quaternion, representing no rotation. This has the same " +"rotation as [constant Basis.IDENTITY].\n" +"If a [Vector3] is rotated (multiplied) by this quaternion, it does not " +"change." msgstr "" "單位四元數,代表無旋轉。相當於單位 [Basis] 矩陣。如果一個向量被一個單位四元數" "變換,它不會改變。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are not equal.\n" +"Returns [code]true[/code] if the components of both quaternions are not " +"exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"如果四元數不相等,則返回 [code]true[/code]。\n" +"如果 [Basis] 矩陣完全相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" "靠。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Composes these two quaternions by multiplying them together. This has the " -"effect of rotating the second quaternion (the child) by the first quaternion " -"(the parent)." +"Composes (multiplies) two quaternions. This rotates the [param right] " +"quaternion (the child) by this quaternion (the parent)." msgstr "" "通過將這兩個四元數相乘,來合成這兩個四元數。效果是將第二個四元數(子)按照第" "一個四元數(父)進行旋轉。" #: doc/classes/Quaternion.xml -msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]." +#, fuzzy +msgid "" +"Rotates (multiplies) the [param right] vector by this quaternion, returning " +"a [Vector3]." msgstr "使用給定的 [Quaternion] 旋轉 [Vector3](相乘)。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Multiplies each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Multiplies each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用" +"作更大運算式的一部分。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Multiplies each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" "將該 [Quaternion] 的每個分量乘以給定的值。此操作本身沒有意義,但可以用作更大" "運算式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Adds each component of the left [Quaternion] to the right [Quaternion]. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression, such as approximating an intermediate rotation between " +"Adds each component of the left [Quaternion] to the right [Quaternion].\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression, such as approximating an intermediate rotation between " "two nearby rotations." msgstr "" "將左側 [Quaternion] 的每個分量與右側的 [Quaternion] 相加。這個運算本身沒有意" "義,但可以用作更大運算式的一部分,例如求兩個相近旋轉的中間近似值。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Subtracts each component of the left [Quaternion] by the right [Quaternion]. " +"Subtracts each component of the left [Quaternion] by the right " +"[Quaternion].\n" "This operation is not meaningful on its own, but it can be used as a part of " "a larger expression." msgstr "" @@ -115997,39 +116891,54 @@ msgstr "" "義,但可以用作更大運算式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Divides each component of the [Quaternion] by the given value. This " -"operation is not meaningful on its own, but it can be used as a part of a " -"larger expression." +"Divides each component of the [Quaternion] by the right [float] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." msgstr "" "將該 [Quaternion] 的每個分量除以給定的值。此操作本身沒有意義,但可以用作更大" "運算式的一部分。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the quaternions are exactly equal.\n" +"Divides each component of the [Quaternion] by the right [int] value.\n" +"This operation is not meaningful on its own, but it can be used as a part of " +"a larger expression." +msgstr "" +"將該 [Quaternion] 的每個分量除以給定的值。此操作本身沒有意義,但可以用作更大" +"運算式的一部分。" + +#: doc/classes/Quaternion.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both quaternions are exactly " +"equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" -"如果四元數完全相等,則返回 [code]true[/code]。\n" +"如果 [Basis] 矩陣完全相等,則返回 [code]true[/code]。\n" "[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" "靠。" #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Access quaternion components using their index. [code]q[0][/code] is " -"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q." -"y[/code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3]" -"[/code] is equivalent to [code]q.w[/code]." +"Accesses each component of this quaternion by their index.\n" +"Index [code]0[/code] is the same as [member x], index [code]1[/code] is the " +"same as [member y], index [code]2[/code] is the same as [member z], and " +"index [code]3[/code] is the same as [member w]." msgstr "" -"使用索引存取四元數的分量。[code]q[0][/code] 等價於 [code]q.x[/code]、" -"[code]q[1][/code] 等價於 [code]q.y[/code]、[code]q[2][/code] 等價於 [code]q." -"z[/code]、[code]q[3][/code] 等價於[code]q.w[/code]。" +"使用索引存取顏色分量。[code][0][/code] 相當於 [member r],[code][1][/code] 相" +"當於 [member g],[code][2][/code] 相當於 [member b],[code][3][/code] 相當於 " +"[member a]." #: doc/classes/Quaternion.xml +#, fuzzy msgid "" -"Returns the negative value of the [Quaternion]. This is the same as writing " -"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a " +"Returns the negative value of the [Quaternion]. This is the same as " +"multiplying all components by [code]-1[/code]. This operation results in a " "quaternion that represents the same rotation." msgstr "" "返回該 [Quaternion] 的負值。和寫 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/" @@ -116064,6 +116973,24 @@ msgstr "" " var my_random_number = rng.randf_range(-10.0, 10.0)\n" "[/codeblock]" +#: doc/classes/RandomNumberGenerator.xml +msgid "" +"Returns a random index with non-uniform weights. Prints an error and returns " +"[code]-1[/code] if the array is empty.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var rng = RandomNumberGenerator.new()\n" +"\n" +"var my_array = [\"one\", \"two\", \"three\", \"four\"]\n" +"var weights = PackedFloat32Array([0.5, 1, 1, 2])\n" +"\n" +"# Prints one of the four elements in `my_array`.\n" +"# It is more likely to print \"four\", and less likely to print \"one\".\n" +"print(my_array[rng.rand_weighted(weights)])\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" + #: doc/classes/RandomNumberGenerator.xml msgid "" "Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] " @@ -116078,11 +117005,14 @@ msgid "" msgstr "返回在 [param from] 和 [param to] 之間(含端點)的偽隨機浮點數。" #: doc/classes/RandomNumberGenerator.xml +#, fuzzy msgid "" "Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-" -"distributed[/url] pseudo-random number, using Box-Muller transform with the " -"specified [param mean] and a standard [param deviation]. This is also called " -"Gaussian distribution." +"distributed[/url], pseudo-random floating-point number from the specified " +"[param mean] and a standard [param deviation]. This is also known as a " +"Gaussian distribution.\n" +"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/" +"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm." msgstr "" "使用具有指定 [param mean] 和標準 [param deviation] 的 Box-Muller 變換,返回一" "個[url=https://en.wikipedia.org/wiki/Normal_distribution]正態分佈[/url]的偽隨" @@ -118399,8 +119329,8 @@ msgid "" "[b]Note:[/b] In C#, reference-counted objects will not be freed instantly " "after they are no longer in use. Instead, garbage collection will run " "periodically and will free reference-counted objects that are no longer in " -"use. This means that unused ones will linger on for a while before being " -"removed." +"use. This means that unused ones will remain in memory for a while before " +"being removed." msgstr "" "所有保持引用計數的物件的基底類別。[Resource] 和許多其他輔助物件繼承該類。\n" "與其他 [Object] 型別不同,[RefCounted] 保留一個內部引用計數器,以便它們在不再" @@ -124807,6 +125737,14 @@ msgid "" "[Vector2]." msgstr "畫布專案的副本將以鏡像的局部偏移量[Vector2]被繪製。" +#: doc/classes/RenderingServer.xml +msgid "" +"A copy of the canvas item will be drawn with a local offset of the [param " +"repeat_size] by the number of times of the [param repeat_times]. As the " +"[param repeat_times] increases, the copies will spread away from the origin " +"texture." +msgstr "" + #: doc/classes/RenderingServer.xml msgid "Modulates all colors in the given canvas." msgstr "調變給定畫布中的所有顏色。" @@ -126342,9 +127280,10 @@ msgid "" msgstr "計算並返回軸對齊的邊界框,該邊界框將所有的實例都包含在 multimesh 中。" #: doc/classes/RenderingServer.xml +#, fuzzy msgid "" -"Returns the MultiMesh data (such as instance transforms, colors, etc). See " -"[method multimesh_set_buffer] for a description of the returned data.\n" +"Returns the MultiMesh data (such as instance transforms, colors, etc.). See " +"[method multimesh_set_buffer] for details on the returned data.\n" "[b]Note:[/b] If the buffer is in the engine's internal cache, it will have " "to be fetched from GPU memory and possibly decompressed. This means [method " "multimesh_get_buffer] is potentially a slow operation and should be avoided " @@ -127723,7 +128662,8 @@ msgid "Returns the viewport's last rendered frame." msgstr "返回視口的最後算繪影格。" #: doc/classes/RenderingServer.xml -msgid "Detaches a viewport from a canvas and vice versa." +#, fuzzy +msgid "Detaches a viewport from a canvas." msgstr "從畫布分離視口,反之亦然。" #: doc/classes/RenderingServer.xml @@ -131054,7 +131994,7 @@ msgid "" "[b]Note:[/b] In C#, resources will not be freed instantly after they are no " "longer in use. Instead, garbage collection will run periodically and will " "free resources that are no longer in use. This means that unused resources " -"will linger on for a while before being removed." +"will remain in memory for a while before being removed." msgstr "" "資源是所有 Godot 特定資源型別的基底類別,主要作為資料容器。因為資源繼承自 " "[RefCounted],所以進行了引用計數,不再使用時會被釋放。資源也可以巢狀到其他資" @@ -131411,6 +132351,43 @@ msgstr "" "[code]{ String => String }[/code],將舊依賴路徑對應到新路徑。\n" "成功時返回 [constant OK],失敗時返回 [enum Error] 常數。" +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Neither the main resource (the one requested to be loaded) nor any of its " +"subresources are retrieved from cache nor stored into it. Dependencies " +"(external resources) are loaded with [constant CACHE_MODE_REUSE]." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"The main resource (the one requested to be loaded), its subresources, and " +"its dependencies (external resources) are retrieved from cache if present, " +"instead of loaded. Those not cached are loaded and then stored into the " +"cache. The same rules are propagated recursively down the tree of " +"dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REUSE], but the cache is checked for the main " +"resource (the one requested to be loaded) as well as for each of its " +"subresources. Those already in the cache, as long as the loaded and cached " +"types match, have their data refreshed from storage into the already " +"existing instances. Otherwise, they are recreated as completely new objects." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_IGNORE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + +#: doc/classes/ResourceFormatLoader.xml doc/classes/ResourceLoader.xml +msgid "" +"Like [constant CACHE_MODE_REPLACE], but propagated recursively down the tree " +"of dependencies (external resources)." +msgstr "" + #: doc/classes/ResourceFormatSaver.xml msgid "Saves a specific resource type to a file." msgstr "將特定資源型別保存到檔案。" @@ -132572,6 +133549,16 @@ msgstr "" "畫、骨骼等。這表示如果您新增稍後在匯入的場景中新增子節點時,它將不會縮放。如" "果[code]false[/code],[member nodes/root_scale] 將乘以根節點的縮放比例。" +#: doc/classes/ResourceImporterScene.xml +msgid "" +"Treat all nodes in the imported scene as if they are bones within a single " +"[Skeleton3D]. Can be used to guarantee that imported animations target " +"skeleton bones rather than nodes. May also be used to assign the " +"[code]\"Root\"[/code] bone in a [BoneMap]. See [url=$DOCS_URL/tutorials/" +"assets_pipeline/retargeting_3d_skeletons.html]Retargeting 3D Skeletons[/url] " +"for more information." +msgstr "" + #: doc/classes/ResourceImporterScene.xml msgid "" "Override for the root node name. If empty, the root node will use what the " @@ -132776,10 +133763,11 @@ msgstr "" "體使用量會增加。\"" #: doc/classes/ResourceImporterTexture.xml +#, fuzzy msgid "" "If [code]true[/code], puts pixels of the same surrounding color in " "transition from transparent to opaque areas. For textures displayed with " -"bilinear filtering, this helps mitigate the outline effect when exporting " +"bilinear filtering, this helps to reduce the outline effect when exporting " "images from an image editor.\n" "It's recommended to leave this enabled (as it is by default), unless this " "causes issues for a particular image." @@ -133330,25 +134318,6 @@ msgid "" "load_threaded_get]." msgstr "資源成功載入,可以通過 [method load_threaded_get] 存取。" -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path, and the newly loaded copy will not be cached. Instances loaded " -"with this mode will exist independently." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"If a resource is cached, returns the cached reference. Otherwise it's loaded " -"from disk." -msgstr "" - -#: doc/classes/ResourceLoader.xml -msgid "" -"The resource is always loaded from disk, even if a cache entry exists for " -"its path. The cached entry will be replaced by the newly loaded copy." -msgstr "" - #: doc/classes/ResourcePreloader.xml msgid "A node used to preload sub-resources inside a scene." msgstr "用於預載入場景子資源的節點。" @@ -133814,18 +134783,22 @@ msgstr "" "[member text] 而不是使用 [method append_text]。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Clears the tag stack.\n" -"[b]Note:[/b] This method will not modify [member text], but setting [member " -"text] to an empty string also clears the stack." +"Clears the tag stack, causing the label to display nothing.\n" +"[b]Note:[/b] This method does not affect [member text], and its contents " +"will show again if the label is redrawn. However, setting [member text] to " +"an empty [String] also clears the stack." msgstr "" "清空標籤堆疊。\n" "[b]注意:[/b]這個方法不會修改 [member text],但將 [member text] 設定為空字元" "串也能清空標籤堆疊。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Returns the line number of the character position provided.\n" +"Returns the line number of the character position provided. Line and " +"character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -133835,8 +134808,10 @@ msgstr "" "值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。" #: doc/classes/RichTextLabel.xml +#, fuzzy msgid "" -"Returns the paragraph number of the character position provided.\n" +"Returns the paragraph number of the character position provided. Paragraph " +"and character numbers are both zero-indexed.\n" "[b]Note:[/b] If [member threaded] is enabled, this method returns a value " "for the loaded part of the document. Use [method is_ready] or [signal " "finished] to determine whether document is fully loaded." @@ -134253,13 +135228,16 @@ msgstr "" "level] 乘以目前 [member tab_size] 來確定新的邊距長度。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]" -"[url=something]{text}[/url][/code], but supports non-[String] metadata types." +"[url=something]{text}[/url][/code], but supports non-[String] metadata " +"types.\n" +"If [member meta_underlined] is [code]true[/code], meta tags display an " +"underline. This behavior can be customized with [param underline_mode].\n" +"[b]Note:[/b] Meta tags do nothing by default when clicked. To assign " +"behavior when clicked, connect [signal meta_clicked] to a function that is " +"called when the meta tag is clicked." msgstr "" -"在標籤堆疊中新增元標籤。類似於 BBCode 的 [code][url=something]{text}[/url][/" -"code],但支援非 [String] 中繼資料型別。" #: doc/classes/RichTextLabel.xml #, fuzzy @@ -134398,8 +135376,11 @@ msgstr "" "矩形內換行。要瞭解每種模式的行為,請參見 [enum TextServer.AutowrapMode]。" #: doc/classes/RichTextLabel.xml -msgid "If [code]true[/code], the label uses BBCode formatting." -msgstr "如果為 [code]true[/code],則該標籤使用 BBCode 格式。" +msgid "" +"If [code]true[/code], the label uses BBCode formatting.\n" +"[b]Note:[/b] This only affects the contents of [member text], not the tag " +"stack." +msgstr "" #: doc/classes/RichTextLabel.xml doc/classes/TextEdit.xml msgid "If [code]true[/code], a right-click displays the context menu." @@ -134435,7 +135416,8 @@ msgstr "" #, fuzzy msgid "" "If [code]true[/code], the label underlines meta tags such as [code skip-lint]" -"[url]{text}[/url][/code]." +"[url]{text}[/url][/code]. These tags can call a function when clicked if " +"[signal meta_clicked] is connected to a function." msgstr "" "如果為 [code]true[/code],則會在元標籤底線,例如 [code][url]{text}[/url][/" "code]。" @@ -134514,17 +135496,27 @@ msgid "Triggered when the document is fully loaded." msgstr "當文件完全載入時觸發。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" -"Triggered when the user clicks on content between meta tags. If the meta is " -"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/" -"code], then the parameter for this signal will be a [String] type. If a " -"particular type or an object is desired, the [method push_meta] method must " -"be used to manually insert the data into the tag stack." +"Triggered when the user clicks on content between meta (URL) tags. If the " +"meta is defined in BBCode, e.g. [code skip-lint][url={\"key\": " +"\"value\"}]Text[/url][/code], then the parameter for this signal will always " +"be a [String] type. If a particular type or an object is desired, the " +"[method push_meta] method must be used to manually insert the data into the " +"tag stack. Alternatively, you can convert the [String] input to the desired " +"type based on its contents (such as calling [method JSON.parse] on it).\n" +"For example, the following method can be connected to [signal meta_clicked] " +"to open clicked URLs using the user's default web browser:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# This assumes RichTextLabel's `meta_clicked` signal was connected to\n" +"# the function below using the signal connection dialog.\n" +"func _richtextlabel_on_meta_clicked(meta):\n" +" # `meta` is of Variant type, so convert it to a String to avoid script " +"errors at run-time.\n" +" OS.shell_open(str(meta))\n" +"[/gdscript]\n" +"[/codeblocks]" msgstr "" -"當使用者點擊元標記之間的內容時觸發。如果元是在文字中定義的,例如[code]" -"[url={\"data\"=\"hi\"}]hi[/url][/code],則該訊號的參數為[String]型別。如果需" -"要特定型別或物件,則必須使用 [method push_meta] 方法將資料手動插入標籤堆疊。" #: doc/classes/RichTextLabel.xml msgid "Triggers when the mouse exits a meta tag." @@ -134554,6 +135546,27 @@ msgstr "每個列表項都有實心圓標記。" msgid "Selects the whole [RichTextLabel] text." msgstr "全選 [TextEdit] 文字。" +#: doc/classes/RichTextLabel.xml +#, fuzzy +msgid "" +"Meta tag does not display an underline, even if [member meta_underlined] is " +"[code]true[/code]." +msgstr "" +"最大的旋轉量。只有在[member angular_limit_enabled]為 [code]true[/code] 時才有" +"效。" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag always display an " +"underline." +msgstr "" + +#: doc/classes/RichTextLabel.xml +msgid "" +"If [member meta_underlined] is [code]true[/code], meta tag display an " +"underline when the mouse cursor is over it." +msgstr "" + #: doc/classes/RichTextLabel.xml msgid "If this bit is set, [method update_image] changes image texture." msgstr "如果設定了此位,[method update_image] 會變更影像紋理。" @@ -136291,17 +137304,18 @@ msgid "Manages the game loop via a hierarchy of nodes." msgstr "通過節點層次結構管理遊戲迴圈。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "As one of the most important classes, the [SceneTree] manages the hierarchy " -"of nodes in a scene as well as scenes themselves. Nodes can be added, " -"retrieved and removed. The whole scene tree (and thus the current scene) can " +"of nodes in a scene, as well as scenes themselves. Nodes can be added, " +"fetched and removed. The whole scene tree (and thus the current scene) can " "be paused. Scenes can be loaded, switched and reloaded.\n" -"You can also use the [SceneTree] to organize your nodes into groups: every " -"node can be assigned as many groups as you want to create, e.g. an \"enemy\" " -"group. You can then iterate these groups or even call methods and set " -"properties on all the group's members at once.\n" -"[SceneTree] is the default [MainLoop] implementation used by scenes, and is " -"thus in charge of the game loop." +"You can also use the [SceneTree] to organize your nodes into [b]groups[/b]: " +"every node can be added to as many groups as you want to create, e.g. an " +"\"enemy\" group. You can then iterate these groups or even call methods and " +"set properties on all the nodes belonging to any given group.\n" +"[SceneTree] is the default [MainLoop] implementation used by the engine, and " +"is thus in charge of the game loop." msgstr "" "作為最重要的類之一,[SceneTree] 管理著場景中節點的層次結構以及場景本身。節點" "可以被新增、檢索和刪除。整個場景樹可以被暫停,包括目前場景。場景可以被載入、" @@ -136317,51 +137331,39 @@ msgstr "SceneTree" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group. You can pass " -"arguments to [param method] by specifying them at the end of the method " -"call. If a node doesn't have the given method or the argument list does not " -"match (either in count or in types), it will be skipped.\n" -"[b]Note:[/b] [method call_group] will call methods immediately on all " -"members at once, which can cause stuttering if an expensive method is called " -"on lots of members." +"Calls [param method] on each node inside this tree added to the given [param " +"group]. You can pass arguments to [param method] by specifying them at the " +"end of this method call. Nodes that cannot call [param method] (either " +"because the method doesn't exist or the arguments do not match) are ignored. " +"See also [method set_group] and [method notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" -"對給定群組的每個成員呼叫 [param method]。呼叫方法時在末尾指定的參數會傳遞給 " -"[param method]。如果節點沒有給定的方法或參數列表不配對(無論是數量還是類" -"型),那麼就會跳過這個節點。\n" -"[b]注意:[/b][method call_group] 將立即對所有成員呼叫一次方法,如果對大量成員" -"呼叫昂貴的方法,這可能會導致卡頓。" #: doc/classes/SceneTree.xml msgid "" -"Calls [param method] on each member of the given group, respecting the given " -"[enum GroupCallFlags]. You can pass arguments to [param method] by " -"specifying them at the end of the method call. If a node doesn't have the " -"given method or the argument list does not match (either in count or in " -"types), it will be skipped.\n" +"Calls the given [param method] on each node inside this tree added to the " +"given [param group]. Use [param flags] to customize this method's behavior " +"(see [enum GroupCallFlags]). Additional arguments for [param method] can be " +"passed at the end of this method. Nodes that cannot call [param method] " +"(either because the method doesn't exist or the arguments do not match) are " +"ignored.\n" "[codeblock]\n" -"# Call the method in a deferred manner and in reverse order.\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" +"# Calls \"hide\" to all nodes of the \"enemies\" group, at the end of the " +"frame and in reverse tree order.\n" +"get_tree().call_group_flags(\n" +" SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE,\n" +" \"enemies\", \"hide\")\n" "[/codeblock]\n" -"[b]Note:[/b] Group call flags are used to control the method calling " -"behavior. By default, methods will be called immediately in a way similar to " -"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param flags] argument, methods will be called at the end of " -"the frame in a way similar to [method Object.set_deferred]." +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." msgstr "" -"呼叫給定群組中每個成員的 [param method] 方法,遵循給定的 [enum " -"GroupCallFlags]。你可以在方法呼叫末尾指定要傳遞給 [param method] 的參數。如果" -"某個節點沒有給定的方法,或者方法的參數列表不配對(無論是數量還是型別不匹" -"配),則會跳過這個節點。\n" -"[codeblock]\n" -"# 使用延遲方式逆序呼叫該方法。\n" -"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree." -"GROUP_CALL_REVERSE)\n" -"[/codeblock]\n" -"[b]注意:[/b]群組呼叫旗標可用於控制方法呼叫的行為。預設情況下方法是立即呼叫" -"的,與 [method call_group] 類似。但是如果在 [param flags] 中存在 [constant " -"GROUP_CALL_DEFERRED] 旗標,則方法會在該影格末尾呼叫,與 [method Object." -"set_deferred] 類似。" #: doc/classes/SceneTree.xml #, fuzzy @@ -136406,18 +137408,19 @@ msgid "" msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] " -"after the given time in seconds elapsed in this [SceneTree].\n" -"If [param process_always] is set to [code]false[/code], pausing the " -"[SceneTree] will also pause the timer.\n" -"If [param process_in_physics] is set to [code]true[/code], will update the " -"[SceneTreeTimer] during the physics frame instead of the process frame " -"(fixed framerate processing).\n" -"If [param ignore_time_scale] is set to [code]true[/code], will ignore " -"[member Engine.time_scale] and update the [SceneTreeTimer] with the actual " -"frame delta.\n" -"Commonly used to create a one-shot delay timer as in the following example:\n" +"Returns a new [SceneTreeTimer]. After [param time_sec] in seconds have " +"passed, the timer will emit [signal SceneTreeTimer.timeout] and will be " +"automatically freed.\n" +"If [param process_always] is [code]false[/code], the timer will be paused " +"when setting [member SceneTree.paused] to [code]true[/code].\n" +"If [param process_in_physics] is [code]true[/code], the timer will update at " +"the end of the physics frame, instead of the process frame.\n" +"If [param ignore_time_scale] is [code]true[/code], the timer will ignore " +"[member Engine.time_scale] and update with the real, elapsed time.\n" +"This method is commonly used to create a one-shot delay timer, as in the " +"following example:\n" "[codeblocks]\n" "[gdscript]\n" "func some_function():\n" @@ -136435,11 +137438,10 @@ msgid "" "}\n" "[/csharp]\n" "[/codeblocks]\n" -"The timer will be automatically freed after its time elapses.\n" -"[b]Note:[/b] The timer is processed after all of the nodes in the current " -"frame, i.e. node's [method Node._process] method would be called before the " -"timer (or [method Node._physics_process] if [param process_in_physics] is " -"set to [code]true[/code])." +"[b]Note:[/b] The timer is always updated [i]after[/i] all of the nodes in " +"the tree. A node's [method Node._process] method would be called before the " +"timer updates (or [method Node._physics_process] if [param " +"process_in_physics] is set to [code]true[/code])." msgstr "" "返回一個 [SceneTreeTimer],會在 [SceneTree] 中經過給定秒數後發出 [signal " "SceneTreeTimer.timeout] 訊號。\n" @@ -136473,15 +137475,15 @@ msgstr "" "code] 時為 [method Node._physics_process])。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Creates and returns a new [Tween]. The Tween will start automatically on the " -"next process frame or physics frame (depending on [enum Tween." -"TweenProcessMode]).\n" -"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not " -"be tied to the [Node] that called it. It will continue to animate even if " -"the [Node] is freed, but it will automatically finish if there's nothing " -"left to animate. If you want the [Tween] to be automatically killed when the " -"[Node] is freed, use [method Node.create_tween] or [method Tween.bind_node]." +"Creates and returns a new [Tween] processed in this tree. The Tween will " +"start automatically on the next process frame or physics frame (depending on " +"its [enum Tween.TweenProcessMode]).\n" +"[b]Note:[/b] A [Tween] created using this method is not bound to any [Node]. " +"It may keep working until there is nothing left to animate. If you want the " +"[Tween] to be automatically killed when the [Node] is freed, use [method " +"Node.create_tween] or [method Tween.bind_node]." msgstr "" "建立並傳回一個新的 [Tween]。Tween 會在下一個流程訊框或實體訊框上自動啟動(取" "決於 [enum Tween.TweenProcessMode])。\n" @@ -136492,16 +137494,16 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the first node in the specified group, or [code]null[/code] if the " -"group is empty or does not exist." +"Returns the first [Node] found inside the tree, that has been added to the " +"given [param group], in scene hierarchy order. Returns [code]null[/code] if " +"no match is found. See also [method get_nodes_in_group]." msgstr "" -"返回指定組中的第一個節點,如果組為空或不存在,則返回 [code]null[/code]。" #: doc/classes/SceneTree.xml msgid "" -"Returns the current frame number, i.e. the total frame count since the " -"application started." -msgstr "返回目前的影格數,即自套用程式啟動以來的總影格數。" +"Returns how many frames have been processed, since the application started. " +"This is [i]not[/i] a measurement of elapsed time." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -136515,7 +137517,8 @@ msgstr "" "set_multiplayer]。" #: doc/classes/SceneTree.xml -msgid "Returns the number of nodes in this [SceneTree]." +#, fuzzy +msgid "Returns the number of nodes inside this tree." msgstr "返回此 [SceneTree] 中的節點數。" #: doc/classes/SceneTree.xml @@ -136524,74 +137527,64 @@ msgid "Returns the number of nodes assigned to the given group." msgstr "返回一個分配給給定組的所有節點的列表。" #: doc/classes/SceneTree.xml -msgid "Returns a list of all nodes assigned to the given group." -msgstr "返回一個分配給給定組的所有節點的列表。" +msgid "" +"Returns an [Array] containing all nodes inside this tree, that have been " +"added to the given [param group], in scene hierarchy order." +msgstr "" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns an array of currently existing [Tween]s in the [SceneTree] (both " -"running and paused)." +"Returns an [Array] of currently existing [Tween]s in the tree, including " +"paused tweens." msgstr "" "返回在 [SceneTree] 中目前存在的 [Tween] 的陣列(包括正在運作的和已暫停的)。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Returns [code]true[/code] if the given group exists.\n" -"A group exists if any [Node] in the tree belongs to it (see [method Node." -"add_to_group]). Groups without nodes are removed automatically." +"Returns [code]true[/code] if a node added to the given group [param name] " +"exists in the tree." msgstr "" -"如果給定群組存在,則傳回 [code]true[/code]。\n" -"如果樹中的任何 [Node] 屬於某個群組,則該群組存在(請參閱[method Node." -"add_to_group])。沒有節點的群組將自動刪除。" +"如果全域範圍記憶體在具有給定 [param name] 的單例,則返回 [code]true[/code]。" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group].\n" -"[b]Note:[/b] [method notify_group] will immediately notify all members at " -"once, which can cause stuttering if an expensive method is called as a " -"result of sending the notification to lots of members." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. See also [method " +"call_group] and [method set_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations." msgstr "" -"向 [param group] 中的所有成員發送給定的通知。\n" -"[b]注意:[/b][method notify_group] 會立即通知所有成員,如果向大量成員發送了通" -"知,進而呼叫了開銷很大的方法,則可能導致卡頓。" #: doc/classes/SceneTree.xml msgid "" -"Sends the given notification to all members of the [param group], respecting " -"the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the notification sending " -"behavior. By default, notifications will be sent immediately in a way " -"similar to [method notify_group]. However, if the [constant " -"GROUP_CALL_DEFERRED] flag is present in the [param call_flags] argument, " -"notifications will be sent at the end of the current frame in a way similar " -"to using [code]Object.call_deferred(\"notification\", ...)[/code]." +"Calls [method Object.notification] with the given [param notification] to " +"all nodes inside this tree added to the [param group]. Use [param " +"call_flags] to customize this method's behavior (see [enum GroupCallFlags])." msgstr "" -"將給定的通知發送到 [param group] 中的所有成員,同時遵循給定的 [enum " -"GroupCallFlags]。\n" -"[b]注意:[/b]群組呼叫旗標用於控制通知發送的行為。預設情況下通知會立即發送,類" -"似於 [method notify_group]。但是,如果 [param call_flags] 參數中包含 " -"[constant GROUP_CALL_DEFERRED] 旗標,則通知將在目前影格的末尾發送,類似於使" -"用 [code]Object.call_deferred(\"notification\", ...)[/code]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Queues the given object for deletion, delaying the call to [method Object." -"free] to the end of the current frame." +"Queues the given [param obj] to be deleted, calling its [method Object.free] " +"at the end of the current frame. This method is similar to [method Node." +"queue_free]." msgstr "" "將給定的物件加入刪除佇列,將對 [method Object.free] 的呼叫推遲到目前影格的末" "尾。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Quits the application at the end of the current iteration. Argument [param " -"exit_code] can optionally be given (defaulting to 0) to customize the exit " -"status code.\n" -"By convention, an exit code of [code]0[/code] indicates success whereas a " -"non-zero exit code indicates an error.\n" -"For portability reasons, the exit code should be set between 0 and 125 " -"(inclusive).\n" +"Quits the application at the end of the current iteration, with the given " +"[param exit_code].\n" +"By convention, an exit code of [code]0[/code] indicates success, whereas any " +"other exit code indicates an error. For portability reasons, it should be " +"between [code]0[/code] and [code]125[/code] (inclusive).\n" "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the " -"iOS Human Interface Guidelines, the user is expected to close apps via the " +"[url=https://developer.apple.com/library/archive/qa/qa1561/_index.html]iOS " +"Human Interface Guidelines[/url], the user is expected to close apps via the " "Home button." msgstr "" "在目前反覆運算結束時退出套用程式。可以選擇給出參數 [param exit_code](預設為 " @@ -136602,10 +137595,12 @@ msgstr "" "戶應該通過 Home 鍵來關閉套用程式。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Reloads the currently active scene.\n" +"Reloads the currently active scene, replacing [member current_scene] with a " +"new instance of its original [PackedScene].\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " -"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member " +"current_scene] is defined, [constant ERR_CANT_OPEN] if [member " "current_scene] cannot be loaded into a [PackedScene], or [constant " "ERR_CANT_CREATE] if the scene cannot be instantiated." msgstr "" @@ -136616,33 +137611,54 @@ msgstr "" "[constant ERR_CANT_CREATE]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group.\n" -"[b]Note:[/b] [method set_group] will set the property immediately on all " -"members at once, which can cause stuttering if a property with an expensive " -"setter is set on lots of members." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. See also [method call_group] and [method " +"notify_group].\n" +"[b]Note:[/b] This method acts immediately on all selected nodes at once, " +"which may cause stuttering in some performance-intensive situations.\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" -"將給定群組中所有成員的 [param property] 設定為 [param value]。\n" -"[b]注意:[/b][method set_group] 會立即在所有成員上設定屬性,如果對許多成員設" -"置具有大量耗費的 setter 的屬性,則可能會導致卡頓。" +"返回給定 [param property] 的 [Variant] 值。如果 [param property] 不存在,則該" +"方法返回 [code]null[/code]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node2D.new()\n" +"node.rotation = 1.5\n" +"var a = node.get(\"rotation\") # a 為 1.5\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node2D();\n" +"node.Rotation = 1.5f;\n" +"var a = node.Get(\"rotation\"); // a 為 1.5\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 內建屬性時,[param property] 必須是 " +"snake_case。最好使用 [code]PropertyName[/code] 類中公開的名稱,以避免在每次調" +"用時分配一個新的 [StringName]。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Sets the given [param property] to [param value] on all members of the given " -"group, respecting the given [enum GroupCallFlags].\n" -"[b]Note:[/b] Group call flags are used to control the property setting " -"behavior. By default, properties will be set immediately in a way similar to " -"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is " -"present in the [param call_flags] argument, properties will be set at the " -"end of the frame in a way similar to [method Object.call_deferred]." +"Sets the given [param property] to [param value] on all nodes inside this " +"tree added to the given [param group]. Nodes that do not have the [param " +"property] are ignored. Use [param call_flags] to customize this method's " +"behavior (see [enum GroupCallFlags]).\n" +"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to " +"built-in Godot properties. Prefer using the names exposed in the " +"[code]PropertyName[/code] class to avoid allocating a new [StringName] on " +"each call." msgstr "" -"將給定群組中所有成員的 [param property] 設定為 [param value],設定時會考慮給" -"定的 [enum GroupCallFlags]。\n" -"[b]注意:[/b]群組呼叫旗標可用於控制屬性設定的行為。預設情況下會立即設定屬性," -"類似於 [method set_group]。但是,如果在 [param call_flags] 參數中存在 " -"[constant GROUP_CALL_DEFERRED] 旗標,則屬性將在該影格的末尾再設定,類似於 " -"[method Object.call_deferred]。" +"如果給定的 [param signal] 名稱和 [param callable] 之間存在連接,則返回 " +"[code]true[/code]。\n" +"[b]注意:[/b]在 C# 中,在引用 Godot 內建方法時,[param signal] 必須是 " +"snake_case。最好使用 [code]SignalName[/code] 類中公開的名稱,以避免在每次呼叫" +"時分配一個新的 [StringName]。" #: doc/classes/SceneTree.xml msgid "" @@ -136675,17 +137691,12 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"Returns the root node of the currently running scene, regardless of its " -"structure.\n" -"[b]Warning:[/b] Setting this directly might not work as expected, and will " -"[i]not[/i] add or remove any nodes from the tree, consider using [method " -"change_scene_to_file] or [method change_scene_to_packed] instead." +"The root node of the currently loaded main scene, usually as a direct child " +"of [member root]. See also [method change_scene_to_file], [method " +"change_scene_to_packed], and [method reload_current_scene].\n" +"[b]Warning:[/b] Setting this property directly may not work as expected, as " +"it does [i]not[/i] add or remove any nodes from this tree." msgstr "" -"傳回目前運作場景的根節點,不論其結構為何。\n" -"[b]警告:[/b]直接設定此專案可能無法按預期工作,並且不會[/i]從樹中新增或刪除任" -"何節點,請考慮使用[method change_scene_to_file]或[method " -"change_scene_to_packed]。 “, ““,““,“錯誤的”,”,”,”,”\n" -"doc/classes/ScrollContainer.xml\"" #: doc/classes/SceneTree.xml msgid "" @@ -136725,8 +137736,11 @@ msgstr "" "debug_paths_hint] 的值不會產生預期的效果。" #: doc/classes/SceneTree.xml -msgid "The root of the edited scene." -msgstr "編輯場景的根。" +msgid "" +"The root of the scene currently being edited in the editor. This is usually " +"a direct child of [member root].\n" +"[b]Note:[/b] This property does nothing in release builds." +msgstr "" #: doc/classes/SceneTree.xml msgid "" @@ -136744,13 +137758,15 @@ msgstr "" "中運作 RPC,並在從執行緒存取 [MultiplayerAPI] 時進行手動 [Mutex] 保護。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"If [code]true[/code], the [SceneTree] is paused. Doing so will have the " +"If [code]true[/code], the scene tree is considered paused. This causes the " "following behavior:\n" -"- 2D and 3D physics will be stopped. This includes signals and collision " -"detection.\n" -"- [method Node._process], [method Node._physics_process] and [method Node." -"_input] will not be called anymore in nodes." +"- 2D and 3D physics will be stopped, as well as collision detection and " +"related signals.\n" +"- Depending on each node's [member Node.process_mode], their [method Node." +"_process], [method Node._physics_process] and [method Node._input] callback " +"methods may not called anymore." msgstr "" "如果為 [code]true[/code],[SceneTree] 會暫停。這樣做會有以下行為:\n" "- 2D 和 3D 物理將停止,包括訊號和碰撞偵測。\n" @@ -136769,76 +137785,97 @@ msgstr "" "禁用這個選項時,如果要處理“返回”按鈕,請使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" -#: doc/classes/SceneTree.xml -msgid "The [SceneTree]'s root [Window]." -msgstr "[SceneTree] 的根 [Window]。" - -#: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is added to the [SceneTree]." -msgstr "當將節點新增到 [SceneTree] 時發出。" - #: doc/classes/SceneTree.xml msgid "" -"Emitted when a node's configuration changed. Only emitted in [code]tool[/" -"code] mode." +"The tree's root [Window]. This is top-most [Node] of the scene tree, and is " +"always present. An absolute [NodePath] always starts from this node. " +"Children of the root node may include the loaded [member current_scene], as " +"well as any [url=$DOCS_URL/tutorials/scripting/singletons_autoload." +"html]AutoLoad[/url] configured in the Project Settings.\n" +"[b]Warning:[/b] Do not delete this node. This will result in unstable " +"behavior, followed by a crash." +msgstr "" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "Emitted when the [param node] enters this tree." +msgstr "給定的資料夾 [param folder] 被移除時發出。" + +#: doc/classes/SceneTree.xml +#, fuzzy +msgid "" +"Emitted when the [param node]'s [method Node.update_configuration_warnings] " +"is called. Only emitted in the editor." msgstr "當節點的配置更改時發出。僅在 [code]tool[/code] 模式下發射。" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is removed from the [SceneTree]." -msgstr "當從 [SceneTree] 中移除節點時發出。" +#, fuzzy +msgid "Emitted when the [param node] exits this tree." +msgstr "給定的資料夾 [param folder] 被移除時發出。" #: doc/classes/SceneTree.xml -msgid "Emitted whenever a node is renamed." -msgstr "當節點重命名時發出。" +#, fuzzy +msgid "Emitted when the [param node]'s [member Node.name] is changed." +msgstr "當 [member texture] 被改變時觸發。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._physics_process] is called on every " -"node in the [SceneTree]." +"node in this tree." msgstr "" "在 [SceneTree] 中的每個節點上呼叫 [method Node._physics_process] 之前立即發" "出。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" "Emitted immediately before [method Node._process] is called on every node in " -"the [SceneTree]." +"this tree." msgstr "" "在對 [SceneTree] 中的每個節點呼叫 [method Node._process] 之前立即發出。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Emitted whenever the [SceneTree] hierarchy changed (children being moved or " -"renamed, etc.)." +"Emitted any time the tree's hierarchy changes (nodes being moved, renamed, " +"etc.)." msgstr "當 [SceneTree] 層次結構發生變化(移動或重命名子項等)時發出。" #: doc/classes/SceneTree.xml msgid "" -"This signal is only emitted in the editor, it allows the editor to update " -"the visibility of disabled nodes. Emitted whenever any node's [member Node." -"process_mode] is changed." +"Emitted when the [member Node.process_mode] of any node inside the tree is " +"changed. Only emitted in the editor, to update the visibility of disabled " +"nodes." msgstr "" -"該訊號僅在編輯器中發出,允許編輯器更新被禁用節點的可見性。任何節點的 [member " -"Node.process_mode] 更改時發出。" #: doc/classes/SceneTree.xml -msgid "Call a group with no flags (default)." +#, fuzzy +msgid "Call nodes within a group with no special behavior (default)." msgstr "對群組進行呼叫時,不使用旗標(預設)。" #: doc/classes/SceneTree.xml -msgid "Call a group in reverse scene order." -msgstr "對群組進行呼叫時,使用逆場景序。" +msgid "" +"Call nodes within a group in reverse tree hierarchy order (all nested " +"children are called before their respective parent nodes)." +msgstr "" #: doc/classes/SceneTree.xml -msgid "Call a group at the end of the current frame (process or physics)." +#, fuzzy +msgid "" +"Call nodes within a group at the end of the current frame (can be either " +"process or physics frame), similar to [method Object.call_deferred]." msgstr "在目前影格的末尾對群組進行呼叫(處理影格或物理影格)。" #: doc/classes/SceneTree.xml +#, fuzzy msgid "" -"Call a group only once even if the call is executed many times.\n" -"[b]Note:[/b] Arguments are not taken into account when deciding whether the " -"call is unique or not. Therefore when the same method is called with " -"different arguments, only the first call will be performed." +"Call nodes within a group only once, even if the call is executed many times " +"in the same frame. Must be combined with [constant GROUP_CALL_DEFERRED] to " +"work.\n" +"[b]Note:[/b] Different arguments are not taken into account. Therefore, when " +"the same call is executed with different arguments, only the first call will " +"be performed." msgstr "" "即便執行了多次呼叫,也只對群組進行一次呼叫。\n" "[b]注意:[/b]確定呼叫是否唯一時不考慮參數。因此,如果使用不同的參數呼叫了同一" @@ -138685,10 +139722,11 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"Adds a bone, with name [param name]. [method get_bone_count] will become the " -"bone index." +"Adds a new bone with the given name. Returns the new bone's index, or " +"[code]-1[/code] if this method fails.\n" +"[b]Note:[/b] Bone names should be unique, non empty, and cannot include the " +"[code]:[/code] and [code]/[/code] characters." msgstr "" -"新增骨骼,名稱為 [param name]。[method get_bone_count] 將成為該骨骼的索引。" #: doc/classes/Skeleton3D.xml msgid "Clear all the bones in this skeleton." @@ -138716,8 +139754,9 @@ msgid "" msgstr "強制更新索引為 [param bone_idx] 的骨骼及其所有子項的變換/姿勢。" #: doc/classes/Skeleton3D.xml +#, fuzzy msgid "" -"Returns an array containing the bone indexes of all the children node of the " +"Returns an array containing the bone indexes of all the child node of the " "passed in bone, [param bone_idx]." msgstr "" "返回一個陣列,其中包含傳入骨骼 [param bone_idx] 的所有子節點的骨骼索引。" @@ -138965,12 +140004,9 @@ msgstr "" #: doc/classes/Skeleton3D.xml msgid "" -"This signal is emitted when one of the bones in the Skeleton3D node have " -"changed their pose. This is used to inform nodes that rely on bone positions " -"that one of the bones in the Skeleton3D have changed their transform/pose." +"Emitted when the bone at [param bone_idx] changes its transform/pose. This " +"can be used to update other nodes that rely on bone positions." msgstr "" -"當該 Skeleton3D 節點中的任一骨骼,改變了它們的姿勢時,就會發出這個訊號。這用" -"於通知依賴骨骼位置的節點,Skeleton3D 中的任一骨骼已經改變了它們的變換/姿勢。" #: doc/classes/Skeleton3D.xml #, fuzzy @@ -139856,6 +140892,12 @@ msgstr "" "作為 LookAt 修改目標的節點的 NodePath。該節點是該修改將 [Bone2D] 旋轉到的節" "點。" +#: doc/classes/SkeletonModification2DPhysicalBones.xml +msgid "" +"Physical bones may be changed in the future to perform the position update " +"of [Bone2D] on their own, without needing this resource." +msgstr "" + #: doc/classes/SkeletonModification2DPhysicalBones.xml msgid "" "A modification that applies the transforms of [PhysicalBone2D] nodes to " @@ -139863,12 +140905,11 @@ msgid "" msgstr "將 [PhysicalBone2D] 節點的變換套用到 [Bone2D] 節點的修改器。" #: doc/classes/SkeletonModification2DPhysicalBones.xml +#, fuzzy msgid "" "This modification takes the transforms of [PhysicalBone2D] nodes and applies " "them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics " -"thanks to the linked [PhysicalBone2D] nodes.\n" -"Experimental. Physical bones may be changed in the future to perform the " -"position update of [Bone2D] on their own." +"thanks to the linked [PhysicalBone2D] nodes." msgstr "" "該修改採用 [PhysicalBone2D] 節點的變換並將它們套用於 [Bone2D] 節點。由於連結" "的 [PhysicalBone2D] 節點,這允許 [Bone2D] 節點對物理做出反應。\n" @@ -140969,7 +142010,7 @@ msgstr "數位的輸入欄位。" #, fuzzy msgid "" "[SpinBox] is a numerical input text field. It allows entering integers and " -"floating point numbers.\n" +"floating-point numbers.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" @@ -141450,9 +142491,10 @@ msgstr "" "[/codeblocks]" #: doc/classes/Sprite2D.xml +#, fuzzy msgid "" "Returns [code]true[/code], if the pixel at the given position is opaque and " -"[code]false[/code] in other case.\n" +"[code]false[/code] in other case. The position is in local coordinates.\n" "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is " "[code]null[/code] or if the given position is invalid." msgstr "" @@ -143659,14 +144701,15 @@ msgstr "" "如果 [param capitalize_hex] 為 [code]true[/code],比 9 大的數位會大寫。" #: doc/classes/String.xml +#, fuzzy msgid "" "Converts the given [param number] to a string representation, in scientific " "notation.\n" "[codeblocks]\n" "[gdscript]\n" "var n = -5.2e8\n" -"print(n) # Prints -520000000\n" -"print(String.NumScientific(n)) # Prints -5.2e+08\n" +"print(n) # Prints -520000000\n" +"print(String.num_scientific(n)) # Prints -5.2e+08\n" "[/gdscript]\n" "[csharp]\n" "// This method is not implemented in C#.\n" @@ -146946,8 +147989,9 @@ msgstr "" "被隱藏。" #: doc/classes/TabContainer.xml +#, fuzzy msgid "" -"If [code]true[/code], children [Control] nodes that are hidden have their " +"If [code]true[/code], child [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " "visible one." msgstr "" @@ -147072,6 +148116,7 @@ msgid "" msgstr "如果伺服器目前正在偵聽連接,則返回 [code]true[/code]。" #: doc/classes/TCPServer.xml +#, fuzzy msgid "" "Listen on the [param port] binding to [param bind_address].\n" "If [param bind_address] is set as [code]\"*\"[/code] (default), the server " @@ -147080,9 +148125,9 @@ msgid "" "[code]\"::\"[/code] (for IPv6), the server will listen on all available " "addresses matching that IP type.\n" "If [param bind_address] is set to any valid address (e.g. " -"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will " -"only listen on the interface with that addresses (or fail if no interface " -"with the given address exists)." +"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), the server will " +"only listen on the interface with that address (or fail if no interface with " +"the given address exists)." msgstr "" "在 [param port] 上監聽與 [param bind_address] 綁定的地址。\n" "如果 [param bind_address] 被設定為 [code]\"*\"[/code](預設),該伺服器將監聽" @@ -147341,8 +148386,10 @@ msgid "Returns the name of the gutter at the given index." msgstr "返回給定索引處邊欄的名稱。" #: doc/classes/TextEdit.xml -msgid "Returns the type of the gutter at the given index." -msgstr "返回給定索引處邊欄的型別。" +msgid "" +"Returns the type of the gutter at the given index. Gutters can contain " +"icons, text, or custom visuals. See [enum TextEdit.GutterType] for options." +msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the width of the gutter at the given index." @@ -147402,8 +148449,11 @@ msgid "Returns the number of lines in the text." msgstr "返回文字中的行數。" #: doc/classes/TextEdit.xml -msgid "Returns the icon currently in [param gutter] at [param line]." -msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的圖示。" +msgid "" +"Returns the icon currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "Returns the color currently in [param gutter] at [param line]." @@ -147414,8 +148464,11 @@ msgid "Returns the metadata currently in [param gutter] at [param line]." msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的中繼資料。" #: doc/classes/TextEdit.xml -msgid "Returns the text currently in [param gutter] at [param line]." -msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的文字。" +msgid "" +"Returns the text currently in [param gutter] at [param line]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -147903,9 +148956,12 @@ msgid "" msgstr "將邊欄設定為可點擊。當滑鼠在邊欄上懸停時,會將滑鼠游標變為指點的手形。" #: doc/classes/TextEdit.xml +#, fuzzy msgid "" "Set a custom draw method for the gutter. The callback method must take the " -"following args: [code]line: int, gutter: int, Area: Rect2[/code]." +"following args: [code]line: int, gutter: int, Area: Rect2[/code]. This only " +"works when the gutter type is [constant GUTTER_TYPE_CUSTOM] (see [method " +"set_gutter_type])." msgstr "" "為邊欄設定自訂的繪製方法。回呼函式方法必須接受以下參數:[code]line: int, " "gutter: int, Area: Rect2[/code]。" @@ -147923,8 +148979,11 @@ msgid "Sets the gutter to overwritable. See [method merge_gutters]." msgstr "設定該邊欄為可覆寫。見 [method merge_gutters]。" #: doc/classes/TextEdit.xml -msgid "Sets the type of gutter." -msgstr "設定邊欄的型別。" +#, fuzzy +msgid "" +"Sets the type of gutter. Gutters can contain icons, text, or custom visuals. " +"See [enum TextEdit.GutterType] for options." +msgstr "定義源紋理提供的資料型別。選項參閱[enum TextureType]。" #: doc/classes/TextEdit.xml msgid "Set the width of the gutter." @@ -147967,8 +149026,11 @@ msgstr "" "gutter] 可點擊。見 [signal gutter_clicked]。" #: doc/classes/TextEdit.xml -msgid "Sets the icon for [param gutter] on [param line] to [param icon]." -msgstr "將邊欄 [param gutter] 在第 [param line] 行的圖示設定為 [param icon]。" +msgid "" +"Sets the icon for [param gutter] on [param line] to [param icon]. This only " +"works when the gutter type is [constant GUTTER_TYPE_ICON] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the color for [param gutter] on [param line] to [param color]." @@ -147981,8 +149043,11 @@ msgstr "" "將邊欄 [param gutter] 在第 [param line] 行的中繼資料設定為 [param metadata]。" #: doc/classes/TextEdit.xml -msgid "Sets the text for [param gutter] on [param line] to [param text]." -msgstr "將邊欄 [param gutter] 在第 [param line] 行的文字設定為 [param text]。" +msgid "" +"Sets the text for [param gutter] on [param line] to [param text]. This only " +"works when the gutter type is [constant GUTTER_TYPE_STRING] (see [method " +"set_gutter_type])." +msgstr "" #: doc/classes/TextEdit.xml msgid "" @@ -148294,16 +149359,23 @@ msgid "" msgstr "換行發生在控制項邊界,超出通常可見的範圍。" #: doc/classes/TextEdit.xml -msgid "Draw a string." -msgstr "繪製字串。" +msgid "" +"When a gutter is set to string using [method set_gutter_type], it is used to " +"contain text set via the [method set_line_gutter_text] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Draw an icon." -msgstr "繪製圖示。" +msgid "" +"When a gutter is set to icon using [method set_gutter_type], it is used to " +"contain an icon set via the [method set_line_gutter_icon] method." +msgstr "" #: doc/classes/TextEdit.xml -msgid "Custom draw." -msgstr "自訂繪製。" +msgid "" +"When a gutter is set to custom using [method set_gutter_type], it is used to " +"contain custom visuals controlled by a callback method set via the [method " +"set_gutter_custom_draw] method." +msgstr "" #: doc/classes/TextEdit.xml msgid "Sets the background [Color] of this [TextEdit]." @@ -148607,8 +149679,12 @@ msgid "The size of one pixel's width on the text to scale it in 3D." msgstr "文字上一個圖元寬度的大小,以 3D 縮放。" #: doc/classes/TextMesh.xml -msgid "The text to generate mesh from." -msgstr "用於生成網格的文字。" +msgid "" +"The text to generate mesh from.\n" +"[b]Note:[/b] Due to being a [Resource], it doesn't follow the rules of " +"[member Node.auto_translate_mode]. If disabling translation is desired, it " +"should be done manually with [method Object.set_message_translation]." +msgstr "" #: doc/classes/TextMesh.xml msgid "Text width (in pixels), used for fill alignment." @@ -150179,6 +151255,11 @@ msgstr "在這個字素之前插入 U+0640 以進行伸長是安全的。" msgid "Grapheme is an object replacement character for the embedded object." msgstr "字素是内嵌物件的物件替換字元。" +#: doc/classes/TextServer.xml +#, fuzzy +msgid "Grapheme is a soft hyphen." +msgstr "字素是 Kashida。" + #: doc/classes/TextServer.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字形提示(更平滑但不那麼清晰)。" @@ -152711,13 +153792,15 @@ msgid "Node for 2D tile-based maps." msgstr "基於 2D 圖塊的地圖節點。" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list " "of tiles which are used to create grid-based maps. A TileMap may have " "several layers, layouting tiles on top of each other.\n" "For performance reasons, all TileMap updates are batched at the end of a " "frame. Notably, this means that scene tiles from a " -"[TileSetScenesCollectionSource] may be initialized after their parent.\n" +"[TileSetScenesCollectionSource] may be initialized after their parent. This " +"is only queued when inside the scene tree.\n" "To force an update earlier on, call [method update_internals]." msgstr "" "基於 2D 圖塊的地圖節點。Tilemap(圖塊地圖)使用 [TileSet],其中包含了圖塊的列" @@ -153218,9 +154301,10 @@ msgstr "" "形組合的地形。否則,可能會產生意想不到的結果。" #: doc/classes/TileMap.xml +#, fuzzy msgid "" "Enables or disables the layer [param layer]. A disabled layer is not " -"processed at all (no rendering, no physics, etc...).\n" +"processed at all (no rendering, no physics, etc.).\n" "If [param layer] is negative, the layers are accessed from the last one." msgstr "" "啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有算繪、物理" @@ -155135,19 +156219,25 @@ msgstr "倒數計時器。" #: doc/classes/Timer.xml msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " -"scale means quicker timeouts, and vice versa.\n" +"The [Timer] node is a countdown timer and is the simplest way to handle time-" +"based logic in the engine. When a timer reaches the end of its [member " +"wait_time], it will emit the [signal timeout] signal.\n" +"After a timer enters the tree, it can be manually started with [method " +"start]. A timer node is also started automatically if [member autostart] is " +"[code]true[/code].\n" +"Without requiring much code, a timer node can be added and configured in the " +"editor. The [signal timeout] signal it emits can also be connected through " +"the Node dock in the editor:\n" +"[codeblock]\n" +"func _on_timer_timeout():\n" +" print(\"Time to attack!\")\n" +"[/codeblock]\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." +"[method SceneTree.create_timer].\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher " +"the time scale, the sooner timers will end. How often a timer processes may " +"depend on the framerate or [member Engine.physics_ticks_per_second]." msgstr "" -"使用指定的間隔進行倒計時,並在到達 0 時發出訊號。可以設定為重複或“一次性”模" -"式。\n" -"[b]注意:[/b]計時器會受到 [member Engine.time_scale] 的影響,縮放值越高超時越" -"快,反之亦然。\n" -"[b]注意:[/b]如果想要建立一次性計時器,不產生實體節點,請使用 [method " -"SceneTree.create_timer]。" #: doc/classes/Timer.xml #, fuzzy @@ -155487,7 +156577,7 @@ msgstr "" "從表示 [member x]、[member y]、[member origin] 的 3 個 [Vector2](三個列向" "量)建構變換。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns the inverse of the transform, under the assumption that the basis is " @@ -155544,7 +156634,7 @@ msgstr "返回縮放。" msgid "Returns the transform's skew (in radians)." msgstr "返回該變換的偏斜(單位為弧度)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a transform interpolated between this transform and another by a " "given [param weight] (on the range of 0.0 to 1.0)." @@ -155552,7 +156642,7 @@ msgstr "" "返回將該變換與其他變換使用給定權重 [param weight] 進行插值的結果(權重範圍為 " "0.0 到 1.0)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml #, fuzzy msgid "" "Returns the inverse of the transform, under the assumption that the " @@ -155603,7 +156693,7 @@ msgstr "" "返回一個旋轉後的變換副本,使旋轉後的 X 軸指向 [param target] 位置。\n" "操作發生在全域空間中。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " "axis vectors (scale of 1 or -1)." @@ -155639,7 +156729,7 @@ msgstr "" "相乘一致,即 [code]X * R[/code],但進行了優化。\n" "可以視作在局部坐標系中的變換。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -155652,7 +156742,7 @@ msgstr "" "相乘一致,即 [code]S * X[/code],但進行了優化。\n" "可以視作在全域/父級坐標系中的變換。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform scaled by the given [param scale] factor.\n" "This method is an optimized version of multiplying the given transform " @@ -155665,7 +156755,7 @@ msgstr "" "相乘一致,即 [code]X * S[/code],但進行了優化。\n" "可以視作在局部坐標系中的變換。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -155678,7 +156768,7 @@ msgstr "" "相乘一致,即 [code]T * X[/code],但進行了優化。\n" "可以視作在全域/父級坐標系中的變換。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns a copy of the transform translated by the given [param offset].\n" "This method is an optimized version of multiplying the given transform " @@ -155728,7 +156818,7 @@ msgstr "將沿 X 軸翻轉的 [Transform2D]。" msgid "The [Transform2D] that will flip something along the Y axis." msgstr "將沿 Y 軸翻轉的 [Transform2D]。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -155750,7 +156840,7 @@ msgstr "" msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix." msgstr "使用給定的 [Transform2D] 矩陣將該 [Rect2] 進行變換(相乘)。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Composes these two transformation matrices by multiplying them together. " "This has the effect of transforming the second transform (the child) by the " @@ -155782,7 +156872,7 @@ msgstr "" "這個運算子對該 [Transform2D] 的所有分量進行乘運算,包括原點向量,進行均勻縮" "放。" -#: doc/classes/Transform2D.xml doc/classes/Transform3D.xml +#: doc/classes/Transform2D.xml msgid "" "Returns [code]true[/code] if the transforms are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " @@ -155807,53 +156897,96 @@ msgid "A 3×4 matrix representing a 3D transformation." msgstr "代表 3D 變換的 3×4 矩陣。" #: doc/classes/Transform3D.xml -#, fuzzy msgid "" -"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can " -"represent transformations such as translation, rotation, and scaling. It " -"consists of a [member basis] (first 3 columns) and a [Vector3] for the " -"[member origin] (last column).\n" +"The [Transform3D] built-in [Variant] type is a 3×4 matrix representing a " +"transformation in 3D space. It contains a [Basis], which on its own can " +"represent rotation, scale, and shear. Additionally, combined with its own " +"[member origin], the transform can also represent a translation.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" -"matrices_and_transforms.html]Matrices and transforms[/url] tutorial." +"matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" +"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"hand_rule]right-handed coordinate system[/url], which is a common standard. " +"For directions, the convention for built-in types like [Camera3D] is for -Z " +"to point forward (+X is right, +Y is up, and +Z is back). Other objects may " +"use different direction conventions. For more information, see the " +"[url=$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#d-asset-" +"direction-conventions]Importing 3D Scenes[/url] tutorial." msgstr "" -"用於 3D 線性變換的 3×4 矩陣(3 行 4 列),可以表示平移、旋轉、縮放等變換,由 " -"[member basis](前三列)和 [member origin] 的 [Vector3](最後一列)組成。\n" -"更多資訊請閱讀文件文章《矩陣與變換》。" #: doc/classes/Transform3D.xml -msgid "" -"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]." -msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform3D]。" +#, fuzzy +msgid "Constructs a [Transform3D] identical to the [constant IDENTITY]." +msgstr "建構預設初始化為 [constant IDENTITY] 的 [Basis] 。" #: doc/classes/Transform3D.xml msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." msgstr "建構給定 [Transform3D] 的副本。" #: doc/classes/Transform3D.xml -msgid "Constructs a Transform3D from a [Basis] and [Vector3]." +#, fuzzy +msgid "Constructs a [Transform3D] from a [Basis] and [Vector3]." msgstr "從 [Basis] 和 [Vector3] 建構 Transform3D。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Constructs a Transform3D from a [Projection] by trimming the last row of the " -"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from." -"z.w[/code], and [code]from.w.w[/code] are not copied over)." +"Constructs a [Transform3D] from a [Projection]. Because [Transform3D] is a " +"3×4 matrix and [Projection] is a 4×4 matrix, this operation trims the last " +"row of the projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], " +"[code]from.z.w[/code], and [code]from.w.w[/code] are not included in the new " +"transform)." msgstr "" "通過修剪投影矩陣的最後一行,從 [Projection] 中建構 Transform3D(不會複製 " "[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、" "[code]from.w.w[/code])。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Constructs a Transform3D from four [Vector3] values (matrix columns). Each " -"axis corresponds to local basis vectors (some of which may be scaled)." +"Constructs a [Transform3D] from four [Vector3] values (also called matrix " +"columns).\n" +"The first three arguments are the [member basis]'s axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z])." msgstr "" "從四個 [Vector3] 值(矩陣列)建構 Transform3D。每個軸對應於局部基向量(其中一" "些可能已被縮放)。" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated such that the forward axis (-Z) " +"Returns the inverted version of this transform. Unlike [method inverse], " +"this method works with almost any [member basis], including non-uniform " +"ones, but is slower. See also [method Basis.inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to not have a determinant of exactly [code]0[/code] (see " +"[method Basis.determinant])." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns the result of the linear interpolation between this transform and " +"[param xform] by the given [param weight].\n" +"The [param weight] should be between [code]0.0[/code] and [code]1.0[/code] " +"(inclusive). Values outside this range are allowed and can be used to " +"perform [i]extrapolation[/i], instead." +msgstr "" +"返回此向量和 [param to] 之間,按數量 [param weight] 線性插值結果。[param " +"weight] 在 [code]0.0[/code] 到 [code]1.0[/code] 的範圍內,代表插值的量。" + +#: doc/classes/Transform3D.xml +msgid "" +"Returns the inverted version of this transform. See also [method Basis." +"inverse].\n" +"[b]Note:[/b] For this method to return correctly, the transform's [member " +"basis] needs to be [i]orthonormal[/i] (see [method Basis.orthonormalized]). " +"That means, the basis should only represent a rotation. If it does not, use " +"[method affine_inverse] instead." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform rotated so that the forward axis (-Z) " "points towards the [param target] position.\n" "The up axis (+Y) points as close to the [param up] vector as possible while " "staying perpendicular to the forward axis. The resulting transform is " @@ -155876,8 +157009,18 @@ msgstr "" #: doc/classes/Transform3D.xml msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform with its [member basis] orthonormalized. An " +"orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to " +"each other) and [i]normalized[/i] (the axes have a length of [code]1[/" +"code]), which also means it can only represent rotation. See also [method " +"Basis.orthonormalized]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -155892,9 +157035,10 @@ msgstr "" "可以視作在全域/父級坐標系中的變換。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"Returns a copy of the transform rotated around the given [param axis] by the " -"given [param angle] (in radians).\n" +"Returns a copy of this transform rotated around the given [param axis] by " +"the given [param angle] (in radians).\n" "The [param axis] must be a normalized vector.\n" "This method is an optimized version of multiplying the given transform " "[code]X[/code] with a corresponding rotation transform [code]R[/code] from " @@ -155909,79 +157053,201 @@ msgstr "" "可以視作在局部坐標系中的變換。" #: doc/classes/Transform3D.xml +#, fuzzy msgid "" -"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " -"and Z axis. These vectors can be interpreted as the basis vectors of local " -"coordinate system traveling with the object." +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the left, i.e., [code]S * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." msgstr "" -"基是一個矩陣,包含 3 個 [Vector3] 作為其列:X 軸、Y 軸、Z 軸。這些向量可以被" -"解釋為隨物體移動的局部坐標系的基向量。" +"返回該變換的副本,該副本進行了係數為 [param scale] 的縮放操作。\n" +"這個方法的結果和讓 [code]X[/code] 變換與相應的縮放變換 [code]S[/code] 從左側" +"相乘一致,即 [code]S * X[/code],但進行了優化。\n" +"可以視作在全域/父級坐標系中的變換。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform scaled by the given [param scale] factor.\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding scaling transform [code]S[/code] from " +"the right, i.e., [code]X * S[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回該變換的副本,該副本進行了係數為 [param scale] 的縮放操作。\n" +"這個方法的結果和讓 [code]X[/code] 變換與相應的縮放變換 [code]S[/code] 從右側" +"相乘一致,即 [code]X * S[/code],但進行了優化。\n" +"可以視作在局部坐標系中的變換。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the left, i.e., [code]T * X[/code].\n" +"This can be seen as transforming with respect to the global/parent frame." +msgstr "" +"返回該變換的副本,該副本進行了偏移量為 [param offset] 的平移操作。\n" +"這個方法的結果和讓 [code]X[/code] 變換與相應的平移變換 [code]T[/code] 從左側" +"相乘一致,即 [code]T * X[/code],但進行了優化。\n" +"可以視作在全域/父級坐標系中的變換。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns a copy of this transform translated by the given [param offset].\n" +"This method is an optimized version of multiplying the given transform " +"[code]X[/code] with a corresponding translation transform [code]T[/code] " +"from the right, i.e., [code]X * T[/code].\n" +"This can be seen as transforming with respect to the local frame." +msgstr "" +"返回該變換的副本,該副本進行了偏移量為 [param offset] 的平移操作。\n" +"這個方法的結果和讓 [code]X[/code] 變換與相應的平移變換 [code]T[/code] 從右側" +"相乘一致,即 [code]X * T[/code],但進行了優化。\n" +"可以視作在局部坐標系中的變換。" #: doc/classes/Transform3D.xml msgid "" -"The translation offset of the transform (column 3, the fourth column). " -"Equivalent to array index [code]3[/code]." +"The [Basis] of this transform. It is composed by 3 axes ([member Basis.x], " +"[member Basis.y], and [member Basis.z]). Together, these represent the " +"transform's rotation, scale, and shearing." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"The translation offset of this transform. In 3D space, this can be seen as " +"the position." msgstr "變換的平移偏移量,即第 3、4 列。相當於陣列索引 [code]3[/code]。" #: doc/classes/Transform3D.xml msgid "" -"[Transform3D] with no translation, rotation or scaling applied. When applied " -"to other data structures, [constant IDENTITY] performs no transformation." +"A transform with no translation, no rotation, and its scale being [code]1[/" +"code]. Its [member basis] is equal to [constant Basis.IDENTITY].\n" +"When multiplied by another [Variant] such as [AABB] or another " +"[Transform3D], no transformation occurs." msgstr "" -"沒有套用平移、旋轉、縮放的 [Transform3D]。當套用於其他資料結構時,[constant " -"IDENTITY] 不執行變換。" #: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane." +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the YZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_X]." msgstr "套用了垂直於 YZ 平面鏡像操作的 [Transform3D]。" #: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane." +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XZ plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Y]." msgstr "套用了垂直於 XZ 平面鏡像操作的 [Transform3D]。" #: doc/classes/Transform3D.xml -msgid "[Transform3D] with mirroring applied perpendicular to the XY plane." +#, fuzzy +msgid "" +"[Transform3D] with mirroring applied perpendicular to the XY plane. Its " +"[member basis] is equal to [constant Basis.FLIP_Z]." msgstr "套用了垂直於 XY 平面鏡像操作的 [Transform3D]。" #: doc/classes/Transform3D.xml -msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix." +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are not " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果 [Basis] 矩陣不相等,則返回 [code]true[/code]。\n" +"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" +"靠。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [AABB] by this transformation matrix." msgstr "使用給定的 [Transform3D] 矩陣對 [AABB] 進行變換(相乘)。" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) each element of the [Vector3] array by the given " -"[Transform3D] matrix." +"Transforms (multiplies) every [Vector3] element of the given " +"[PackedVector3Array] by this transformation matrix.\n" +"On larger arrays, this operation is much faster than transforming each " +"[Vector3] individually." msgstr "" -"使用給定的 [Transform3D] 矩陣對 [Vector3] 陣列中的每個元素進行變換(相乘)。" #: doc/classes/Transform3D.xml -msgid "" -"Transforms (multiplies) the [Plane] by the given [Transform3D] " -"transformation matrix." +#, fuzzy +msgid "Transforms (multiplies) the [Plane] by this transformation matrix." msgstr "使用給定的 [Transform3D] 矩陣對 [Plane] 進行變換(相乘)。" #: doc/classes/Transform3D.xml msgid "" -"Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix." +"Transforms (multiplies) this transform by the [param right] transform.\n" +"This is the operation performed between parent and child [Node3D]s.\n" +"[b]Note:[/b] If you need to only modify one attribute of this transform, " +"consider using one of the following methods, instead:\n" +"- For translation, see [method translated] or [method translated_local].\n" +"- For rotation, see [method rotated] or [method rotated_local].\n" +"- For scale, see [method scaled] or [method scaled_local]." +msgstr "" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "Transforms (multiplies) the [Vector3] by this transformation matrix." msgstr "使用給定的 [Transform3D] 矩陣對 [Vector3] 進行變換(相乘)。" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"This operator multiplies all components of the [Transform3D], including the " -"[member origin] vector, which scales it uniformly." +"Multiplies all components of the [Transform3D] by the given [float], " +"including the [member origin]. This affects the transform's scale uniformly, " +"also resizing the [member basis]." msgstr "" -"這個運算子對該 [Transform3D] 的所有分量進行乘運算,包括原點向量,進行均勻縮" -"放。" +"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用" +"作更大運算式的一部分。" #: doc/classes/Transform3D.xml #, fuzzy msgid "" -"This operator divides all components of the [Transform3D], including the " -"[member origin] vector, which inversely scales it uniformly." +"Multiplies all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." msgstr "" -"這個運算子對該 [Transform3D] 的所有分量進行乘運算,包括原點向量,進行均勻縮" -"放。" +"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用" +"作更大運算式的一部分。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Divides all components of the [Transform3D] by the given [float], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" +"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用" +"作更大運算式的一部分。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Divides all components of the [Transform3D] by the given [int], including " +"the [member origin]. This affects the transform's scale uniformly, also " +"resizing the [member basis]." +msgstr "" +"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用" +"作更大運算式的一部分。" + +#: doc/classes/Transform3D.xml +#, fuzzy +msgid "" +"Returns [code]true[/code] if the components of both transforms are exactly " +"equal.\n" +"[b]Note:[/b] Due to floating-point precision errors, consider using [method " +"is_equal_approx] instead, which is more reliable." +msgstr "" +"如果 [Basis] 矩陣完全相等,則返回 [code]true[/code]。\n" +"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可" +"靠。" #: doc/classes/Translation.xml msgid "" @@ -160589,7 +161855,8 @@ msgstr "" "自動進行重新排列。" #: doc/classes/Vector2.xml -msgid "A 2D vector using floating point coordinates." +#, fuzzy +msgid "A 2D vector using floating-point coordinates." msgstr "使用浮點數座標的 2D 向量。" #: doc/classes/Vector2.xml @@ -160982,8 +162249,12 @@ msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the result of projecting the vector onto the given vector [param b]." -msgstr "返回將該向量投影到給定向量 [param b] 上的結果。" +"Returns a new vector resulting from projecting this vector onto the given " +"vector [param b]. The resulting new vector is parallel to [param b]. See " +"also [method slide].\n" +"[b]Note:[/b] If the vector [param b] is a zero vector, the components of the " +"resulting new vector will be [constant @GDScript.NAN]." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -161034,9 +162305,13 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" -"Returns the result of sliding the vector along a plane defined by the given " -"normal." -msgstr "返回沿著平面進行滑動後的向量,該平面由給定的法線定義。" +"Returns a new vector resulting from sliding this vector along a line with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" #: doc/classes/Vector2.xml doc/classes/Vector3.xml doc/classes/Vector4.xml msgid "" @@ -161568,7 +162843,8 @@ msgstr "" "操作在保持相同幅度的同時,翻轉向量的方向。" #: doc/classes/Vector3.xml -msgid "A 3D vector using floating point coordinates." +#, fuzzy +msgid "A 3D vector using floating-point coordinates." msgstr "使用浮點數座標的 3D 向量。" #: doc/classes/Vector3.xml @@ -161702,8 +162978,14 @@ msgstr "" "逆時針方向時符號為正,在順時針方向時符號為負。" #: doc/classes/Vector3.xml -msgid "Returns a new vector slid along a plane defined by the given normal." -msgstr "返回沿著由給定法線定義的平面滑動後的新向量。" +msgid "" +"Returns a new vector resulting from sliding this vector along a plane with " +"normal [param n]. The resulting new vector is perpendicular to [param n], " +"and is equivalent to this vector minus its projection on [param n]. See also " +"[method project].\n" +"[b]Note:[/b] The vector [param n] must be normalized. See also [method " +"normalized]." +msgstr "" #: doc/classes/Vector3.xml doc/classes/Vector3i.xml doc/classes/Vector4.xml #: doc/classes/Vector4i.xml @@ -162219,7 +163501,8 @@ msgstr "" "的。該操作在保持相同幅度的同時,翻轉向量的方向。" #: doc/classes/Vector4.xml -msgid "A 4D vector using floating point coordinates." +#, fuzzy +msgid "A 4D vector using floating-point coordinates." msgstr "使用浮點數座標的 4D 向量。" #: doc/classes/Vector4.xml @@ -163336,10 +164619,11 @@ msgid "" msgstr "視口的抽象基底類別。對繪圖以及與遊戲世界的互動進行了封裝。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"A Viewport creates a different view into the screen, or a sub-view inside " -"another viewport. Children 2D Nodes will display on it, and children " -"Camera3D 3D nodes will render on it too.\n" +"A [Viewport] creates a different view into the screen, or a sub-view inside " +"another viewport. Child 2D nodes will display on it, and child Camera3D 3D " +"nodes will render on it too.\n" "Optionally, a viewport can have its own 2D or 3D world, so it doesn't share " "what it draws with other viewports.\n" "Viewports can also choose to be audio listeners, so they generate positional " @@ -164103,6 +165387,7 @@ msgstr "" "件不支援 VRS,則會忽略此屬性。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "Texture to use when [member vrs_mode] is set to [constant Viewport." "VRS_TEXTURE].\n" @@ -164111,16 +165396,16 @@ msgid "" "colors, with brighter colors representing a lower level of shading " "precision:\n" "[codeblock]\n" -"- 1x1 = rgb(0, 0, 0) - #000000\n" -"- 1x2 = rgb(0, 85, 0) - #005500\n" -"- 2x1 = rgb(85, 0, 0) - #550000\n" -"- 2x2 = rgb(85, 85, 0) - #555500\n" -"- 2x4 = rgb(85, 170, 0) - #55aa00\n" -"- 4x2 = rgb(170, 85, 0) - #aa5500\n" -"- 4x4 = rgb(170, 170, 0) - #aaaa00\n" -"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" -"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" -"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" +"- 1×1 = rgb(0, 0, 0) - #000000\n" +"- 1×2 = rgb(0, 85, 0) - #005500\n" +"- 2×1 = rgb(85, 0, 0) - #550000\n" +"- 2×2 = rgb(85, 85, 0) - #555500\n" +"- 2×4 = rgb(85, 170, 0) - #55aa00\n" +"- 4×2 = rgb(170, 85, 0) - #aa5500\n" +"- 4×4 = rgb(170, 170, 0) - #aaaa00\n" +"- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n" +"- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n" +"- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n" "[/codeblock]" msgstr "" "[member vrs_mode] 為 [constant Viewport.VRS_TEXTURE] 時使用的紋理。\n" @@ -164148,8 +165433,11 @@ msgid "The custom [World3D] which can be used as 3D environment source." msgstr "自訂的 [World3D],可以作為 3D 環境源。" #: doc/classes/Viewport.xml -msgid "Emitted when a Control node grabs keyboard focus." -msgstr "當控制項節點獲取鍵盤焦點時觸發。" +msgid "" +"Emitted when a Control node grabs keyboard focus.\n" +"[b]Note:[/b] A Control node losing focus doesn't cause this signal to be " +"emitted." +msgstr "" #: doc/classes/Viewport.xml msgid "" @@ -164955,11 +166243,13 @@ msgid "Represents the size of the [enum VaryingType] enum." msgstr "代表 [enum VaryingType] 列舉的大小。" #: doc/classes/VisualShader.xml -msgid "Denotes invalid [VisualShader] node." +#, fuzzy +msgid "Indicates an invalid [VisualShader] node." msgstr "表示無效的 [VisualShader] 節點。" #: doc/classes/VisualShader.xml -msgid "Denotes output node of [VisualShader]." +#, fuzzy +msgid "Indicates an output node of [VisualShader]." msgstr "表示 [VisualShader] 的輸出節點。" #: doc/classes/VisualShaderNode.xml @@ -166849,18 +168139,22 @@ msgstr "" "code] ,參閱[method add_output_port]。" #: doc/classes/VisualShaderNodeIf.xml +#, fuzzy msgid "" -"Outputs a 3D vector based on the result of a floating point comparison " +"Outputs a 3D vector based on the result of a floating-point comparison " "within the visual shader graph." msgstr "返回指向折射方向的向量。在視覺化著色器圖中使用。" #: doc/classes/VisualShaderNodeIf.xml +#, fuzzy msgid "" -"This visual shader node has six input ports. Port 1 and 2 provide the two " -"floating point numbers [code]a[/code] and [code]b[/code] that will be " -"compared. Port 3 is the tolerance, which allows similar floating point " -"number to be considered equal. Ports 4 to 6 are the possible outputs, " -"returned if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " +"This visual shader node has six input ports:\n" +"- Port [b]1[/b] and [b]2[/b] provide the two floating-point numbers [code]a[/" +"code] and [code]b[/code] that will be compared.\n" +"- Port [b]3[/b] is the tolerance, which allows similar floating-point " +"numbers to be considered equal.\n" +"- Ports [b]4[/b], [b]5[/b], and [b]6[/b] are the possible outputs, returned " +"if [code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] " "respectively." msgstr "" "這個視覺化著色器節點有六個輸入埠。埠 1 和埠 2 提供的是需要比較的兩個浮點數 " @@ -167094,9 +168388,10 @@ msgid "Comparison with [code]INF[/code] (Infinity)." msgstr "與 [code]INF[/code](無窮大)比較。" #: doc/classes/VisualShaderNodeIs.xml +#, fuzzy msgid "" -"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " -"results, e.g. division by zero)." +"Comparison with [code]NaN[/code] (Not a Number; indicates invalid numeric " +"results, such as division by zero)." msgstr "" "與 [code]NaN[/code] 比較(不是一個數字;表示無效的數字結果,如除以 0)。" @@ -167981,8 +169276,9 @@ msgid "" msgstr "在視覺化著色器圖中,將四個 [Vector3] 合成為 [Transform3D]。" #: doc/classes/VisualShaderNodeTransformCompose.xml +#, fuzzy msgid "" -"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. " +"Creates a 4×4 transform matrix using four vectors of type [code]vec3[/code]. " "Each vector is one row in the matrix and the last column is a [code]vec4(0, " "0, 0, 1)[/code]." msgstr "" @@ -168008,8 +169304,9 @@ msgid "" msgstr "在視覺化著色器圖中,將 [Transform3D] 分解為四個 [Vector3]。" #: doc/classes/VisualShaderNodeTransformDecompose.xml +#, fuzzy msgid "" -"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] " +"Takes a 4×4 transform matrix and decomposes it into four [code]vec3[/code] " "values, one from each row of the matrix." msgstr "獲取一個4x4的變換矩陣,並將其分解為四個[code]vec3[/code]值,每行一個。" @@ -168039,7 +169336,8 @@ msgid "A [Transform3D] operator to be used within the visual shader graph." msgstr "在視覺化著色器圖中使用的 [Transform3D] 運算子。" #: doc/classes/VisualShaderNodeTransformOp.xml -msgid "Applies [member operator] to two transform (4x4 matrices) inputs." +#, fuzzy +msgid "Applies [member operator] to two transform (4×4 matrices) inputs." msgstr "對兩個變換(4x4 矩陣)輸入套用 [member operator]。" #: doc/classes/VisualShaderNodeTransformOp.xml @@ -168104,8 +169402,9 @@ msgid "" msgstr "在視覺化著色器圖中,將 [Transform3D] 與 [Vector3] 相乘。" #: doc/classes/VisualShaderNodeTransformVecMult.xml +#, fuzzy msgid "" -"A multiplication operation on a transform (4x4 matrix) and a vector, with " +"A multiplication operation on a transform (4×4 matrix) and a vector, with " "support for different multiplication operators." msgstr "對一個變換(4x4 矩陣)和一個向量進行乘法運算,支援不同的乘法運算子。" @@ -170428,6 +171727,14 @@ msgstr "" "為目前的 HMD 設定螢幕更新率。不是所有 HMD 和流覽器都支援。不會立即生效,發出 " "[signal display_refresh_rate_changed] 訊號後才會生效。" +#: modules/webxr/doc_classes/WebXRInterface.xml +msgid "" +"A comma-separated list of features that were successfully enabled by [method " +"XRInterface.initialize] when setting up the WebXR session.\n" +"This may include features requested by setting [member required_features] " +"and [member optional_features]." +msgstr "" + #: modules/webxr/doc_classes/WebXRInterface.xml msgid "" "A comma-seperated list of optional features used by [method XRInterface." @@ -170758,9 +172065,10 @@ msgid "" msgstr "請求更新 [Window] 大小以適應底層 [Control] 節點。" #: doc/classes/Window.xml +#, fuzzy msgid "" "Returns the combined minimum size from the child [Control] nodes of the " -"window. Use [method child_controls_changed] to update it when children nodes " +"window. Use [method child_controls_changed] to update it when child nodes " "have changed.\n" "The value returned by this method can be overridden with [method " "_get_contents_minimum_size]." @@ -172597,11 +173905,12 @@ msgid "An anchor point in AR space." msgstr "AR 空間中的錨點。" #: doc/classes/XRAnchor3D.xml +#, fuzzy msgid "" -"The [XRAnchor3D] point is a spatial node that maps a real world location " +"The [XRAnchor3D] point is an [XRNode3D] that maps a real world location " "identified by the AR platform to a position within the game world. For " "example, as long as plane detection in ARKit is on, ARKit will identify and " -"update the position of planes (tables, floors, etc) and create anchors for " +"update the position of planes (tables, floors, etc.) and create anchors for " "them.\n" "This node is mapped to one of the anchors through its unique ID. When you " "receive a signal that a new anchor is available, you should add this node to " @@ -172621,9 +173930,11 @@ msgstr "" "請記住,只要啟用了平面偵測,錨點的大小、位置和方向都會隨著偵測邏輯瞭解更多關" "於真實世界的資訊而更新,尤其是在只有部分表面在視野內時。" -#: doc/classes/XRAnchor3D.xml doc/classes/XRCamera3D.xml +#: doc/classes/XRAnchor3D.xml doc/classes/XRBodyModifier3D.xml +#: doc/classes/XRBodyTracker.xml doc/classes/XRCamera3D.xml #: doc/classes/XRController3D.xml doc/classes/XRFaceModifier3D.xml -#: doc/classes/XRFaceTracker.xml doc/classes/XRInterface.xml +#: doc/classes/XRFaceTracker.xml doc/classes/XRHandModifier3D.xml +#: doc/classes/XRHandTracker.xml doc/classes/XRInterface.xml #: doc/classes/XRInterfaceExtension.xml doc/classes/XRNode3D.xml #: doc/classes/XROrigin3D.xml doc/classes/XRPose.xml #: doc/classes/XRPositionalTracker.xml doc/classes/XRServer.xml @@ -172644,6 +173955,535 @@ msgstr "" "返回偵測到的平面的估計尺寸。比如當錨點與現實世界中的一張桌子有關時,這就是該" "桌子表面的估計尺寸。" +#: doc/classes/XRBodyModifier3D.xml +msgid "A node for driving body meshes from [XRBodyTracker] data." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"This node uses body tracking data from a [XRBodyTracker] to animate the " +"skeleton of a body mesh." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"The name of the [XRBodyTracker] registered with [XRServer] to obtain the " +"body tracking data from." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +#, fuzzy +msgid "Specifies the body parts to update." +msgstr "最小化底部面板。" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Specifies the type of updates to perform on the bones." +msgstr "指定要顯示的虛擬鍵盤的型別。" + +#: doc/classes/XRBodyModifier3D.xml +msgid "" +"If true then the nodes visibility is determined by whether tracking data is " +"available." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "A [NodePath] to a [Skeleton3D] to animate." +msgstr "到與此實例關聯的 [Skeleton3D] 的 [NodePath]。" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's upper body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's lower body joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml +msgid "The skeleton's hand joints are updated." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are fully updated (both position and rotation) to match " +"the tracked bones." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +msgid "" +"The skeleton's bones are only rotated to align with the tracked bones, " +"preserving bone length." +msgstr "" + +#: doc/classes/XRBodyModifier3D.xml doc/classes/XRHandModifier3D.xml +#, fuzzy +msgid "Represents the size of the [enum BoneUpdate] enum." +msgstr "代表 [enum BGMode] 列舉的大小。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "A tracked body in XR." +msgstr "追蹤對象。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"A body tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid skeleton and store this data on the [XRBodyTracker] " +"object.\n" +"Use [XRBodyModifier3D] to animate a body mesh using body tracking data." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given body " +"joint (see [enum XRBodyTracker.JointFlags])." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Returns the transform for the given body joint." +msgstr "設定該地區的全域變換。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given body joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Sets the transform for the given body joint." +msgstr "設定該地區的全域變換。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The type of body tracking data captured." +msgstr "該追蹤器的型別。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "If [code]true[/code], the body tracking data is valid." +msgstr "如果為 [code]true[/code],隱藏折疊箭頭。" + +#: doc/classes/XRBodyTracker.xml +msgid "Upper body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Lower body tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +msgid "Hand tracking supported." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Root joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Hips joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Spine joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Chest joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Upper chest joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Neck joint." +msgstr "掌關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Head joint." +msgstr "掌關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Head tip joint." +msgstr "食指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left shoulder joint." +msgstr "小指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper arm joint." +msgstr "縮放上限。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower arm joint." +msgstr "小指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right shoulder joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper arm joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower arm joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left upper leg joint." +msgstr "縮放上限。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left lower leg joint." +msgstr "小指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left foot joint." +msgstr "小指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left toes joint." +msgstr "小指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right upper leg joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right lower leg joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right foot joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right toes joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left hand joint." +msgstr "左手。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left palm joint." +msgstr "掌關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left wrist joint." +msgstr "腕關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb metacarpal joint." +msgstr "掌骨拇指關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb phalanx proximal joint." +msgstr "拇指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb phalanx distal joint." +msgstr "拇指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left thumb tip joint." +msgstr "拇指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger metacarpal joint." +msgstr "掌骨食指關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx proximal joint." +msgstr "食指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx intermediate joint." +msgstr "食指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger phalanx distal joint." +msgstr "食指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left index finger tip joint." +msgstr "食指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger metacarpal joint." +msgstr "掌骨中指關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx proximal joint." +msgstr "中指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx intermediate joint." +msgstr "中指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger phalanx distal joint." +msgstr "中指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left middle finger tip joint." +msgstr "中指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left ring finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRBodyTracker.xml +msgid "Left pinky finger phalanx distal joint." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Left pinky finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right hand joint." +msgstr "右手。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right palm joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right wrist joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb metacarpal joint." +msgstr "掌骨拇指關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx proximal joint." +msgstr "拇指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb phalanx distal joint." +msgstr "拇指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right thumb tip joint." +msgstr "拇指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right index finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger metacarpal joint." +msgstr "掌骨中指關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx proximal joint." +msgstr "中指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx intermediate joint." +msgstr "中指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger phalanx distal joint." +msgstr "中指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right middle finger tip joint." +msgstr "中指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right ring finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Right pinky finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Joint] enum." +msgstr "代表 [enum Hint] 列舉的大小。" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's orientation data is valid." +msgstr "設定該關節的旋轉,單位為弧度。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's orientation is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + +#: doc/classes/XRBodyTracker.xml +#, fuzzy +msgid "The joint's position data is valid." +msgstr "設定該關節的旋轉,單位為弧度。" + +#: doc/classes/XRBodyTracker.xml +msgid "" +"The joint's position is actively tracked. May not be set if tracking has " +"been temporarily lost." +msgstr "" + #: doc/classes/XRCamera3D.xml msgid "" "A camera node with a few overrules for AR/VR applied, such as location " @@ -173414,6 +175254,286 @@ msgstr "" msgid "Represents the size of the [enum BlendShapeEntry] enum." msgstr "代表 [enum BlendFactor] 列舉的大小。" +#: doc/classes/XRHandModifier3D.xml +msgid "A node for driving hand meshes from [XRHandTracker] data." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"This node uses hand tracking data from a [XRHandTracker] to animate the " +"skeleton of a hand mesh." +msgstr "" + +#: doc/classes/XRHandModifier3D.xml +msgid "" +"The name of the [XRHandTracker] registered with [XRServer] to obtain the " +"hand tracking data from." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A tracked hand in XR." +msgstr "追蹤對象。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"A hand tracking system will create an instance of this object and add it to " +"the [XRServer]. This tracking system will then obtain skeleton data, convert " +"it to the Godot Humanoid hand skeleton and store this data on the " +"[XRHandTracker] object.\n" +"Use [XRHandModifier3D] to animate a hand mesh using hand tracking data." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the angular velocity for the given hand joint." +msgstr "返回給定形狀所有者的父物件。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Returns flags about the validity of the tracking data for the given hand " +"joint (see [enum XRHandTracker.HandJointFlags])." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the linear velocity for the given hand joint." +msgstr "返回該碰撞體接觸點處的線速度向量。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the radius of the given hand joint." +msgstr "返回給定視窗的模式。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Returns the transform for the given hand joint." +msgstr "設定給定形狀所有者的 [Transform2D]。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the angular velocity for the given hand joint." +msgstr "該姿勢的角速度。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"Sets flags about the validity of the tracking data for the given hand joint." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the linear velocity for the given hand joint." +msgstr "返回該碰撞體接觸點處的線速度向量。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the radius of the given hand joint." +msgstr "設定該代理的半徑。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Sets the transform for the given hand joint." +msgstr "設定給定形狀所有者的 [Transform2D]。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The type of hand." +msgstr "動作的型別。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of the hand tracking data." +msgstr "翻譯的區域設定。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "If [code]true[/code], the hand tracking data is valid." +msgstr "如果為 [code]true[/code],則該視窗可見。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A left hand." +msgstr "左手。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "A right hand." +msgstr "右手。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum Hand] enum." +msgstr "代表 [enum Hint] 列舉的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The source of hand tracking data is unknown." +msgstr "翻譯的區域設定。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is unobstructed, meaning that an accurate " +"method of hand tracking is used. These include optical hand tracking, data " +"gloves, etc." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The source of hand tracking data is a controller, meaning that joint " +"positions are inferred from controller inputs." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandTrackingSource] enum." +msgstr "代表 [enum Source] 列舉的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx proximal joint." +msgstr "拇指近端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Thumb phalanx distal joint." +msgstr "拇指遠端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger metacarpal joint." +msgstr "掌骨食指關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx proximal joint." +msgstr "食指近端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx intermediate joint." +msgstr "食指中間關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger phalanx distal joint." +msgstr "食指遠端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Index finger tip joint." +msgstr "食指尖端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger metacarpal joint." +msgstr "掌骨中指關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx proximal joint." +msgstr "中指近端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx intermediate joint." +msgstr "中指中間關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger phalanx distal joint." +msgstr "中指遠端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Middle finger tip joint." +msgstr "中指尖端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Ring finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger metacarpal joint." +msgstr "環指掌骨關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx proximal joint." +msgstr "環指近端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx intermediate joint." +msgstr "環指中間關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger phalanx distal joint." +msgstr "環指遠端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Pinky finger tip joint." +msgstr "環指尖端關節。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "Represents the size of the [enum HandJoint] enum." +msgstr "代表 [enum Hint] 列舉的大小。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's orientation data is valid." +msgstr "設定該關節的旋轉,單位為弧度。" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's orientation is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "The hand joint's position data is valid." +msgstr "" + +#: doc/classes/XRHandTracker.xml +msgid "" +"The hand joint's position is actively tracked. May not be set if tracking " +"has been temporarily lost." +msgstr "" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's linear velocity data is valid." +msgstr "物體的線速度,單位為單位每秒。" + +#: doc/classes/XRHandTracker.xml +#, fuzzy +msgid "The hand joint's angular velocity data is valid." +msgstr "該姿勢的角速度。" + #: doc/classes/XRInterface.xml msgid "Base class for an XR interface implementation." msgstr "XR 介面實作的基底類別。" @@ -173450,13 +175570,17 @@ msgid "" msgstr "返回 [enum Capabilities] 標籤的組合,提供關於這個介面功能的資訊。" #: doc/classes/XRInterface.xml +#, fuzzy msgid "" -"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)." +"Returns the name of this interface ([code]\"OpenXR\"[/code], " +"[code]\"OpenVR\"[/code], [code]\"OpenHMD\"[/code], [code]\"ARKit\"[/code], " +"etc.)." msgstr "返回該介面的名稱(OpenXR、OpenVR、OpenHMD、ARKit 等)。" #: doc/classes/XRInterface.xml +#, fuzzy msgid "" -"Returns an array of vectors that denotes the physical play area mapped to " +"Returns an array of vectors that represent the physical play area mapped to " "the virtual space around the [XROrigin3D] point. The points form a convex " "polygon that can be used to react to or visualize the play area. This " "returns an empty array if this feature is not supported or if the " @@ -173882,8 +176006,9 @@ msgid "Returns the name of this interface." msgstr "返回該介面的名稱。" #: doc/classes/XRInterfaceExtension.xml +#, fuzzy msgid "" -"Returns an [PackedVector3Array] that denotes the play areas boundaries (if " +"Returns a [PackedVector3Array] that represents the play areas boundaries (if " "applicable)." msgstr "返回表示遊戲區域邊界的 [PackedVector3Array](如果適用)。" @@ -174230,7 +176355,8 @@ msgstr "" "能被(部分)遮擋。" #: doc/classes/XRPose.xml -msgid "Tracking information is deemed accurate and up to date." +#, fuzzy +msgid "Tracking information is considered accurate and up to date." msgstr "追蹤資訊被認為是準確且最新的。" #: doc/classes/XRPositionalTracker.xml @@ -174395,11 +176521,21 @@ msgid "" "and handles all the processing." msgstr "AR/VR 伺服器是我們“高級虛擬實境”解決方案的核心,負責執行所有處理。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRBodyTracker] that tracks the joints of a body." +msgstr "註冊一個新的 [XRPositionalTracker],用於追蹤現實空間中的一個空間位置。" + #: doc/classes/XRServer.xml #, fuzzy msgid "Registers a new [XRFaceTracker] that tracks the blend shapes of a face." msgstr "註冊一個新的 [XRPositionalTracker],用於追蹤現實空間中的一個空間位置。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Registers a new [XRHandTracker] that tracks the joints of a hand." +msgstr "註冊一個新的 [XRPositionalTracker],用於追蹤現實空間中的一個空間位置。" + #: doc/classes/XRServer.xml msgid "Registers an [XRInterface] object." msgstr "註冊一個 [XRInterface] 物件。" @@ -174460,6 +176596,17 @@ msgstr "" "通過名稱 [param name] 搜尋介面。例如,如果你的專案使用 AR/VR 平臺的功能,你可" "以通過名稱找到該平臺的介面並初始化。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRBodyTracker] with the given tracker name." +msgstr "返回具有給定 [param tracker_name] 的位置追蹤器。" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered body trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRBodyTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml #, fuzzy msgid "Returns the [XRFaceTracker] with the given tracker name." @@ -174471,6 +176618,17 @@ msgid "" "dictionary is a tracker name mapping to the [XRFaceTracker] instance." msgstr "" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Returns the [XRHandTracker] with the given tracker name." +msgstr "返回具有給定 [param tracker_name] 的位置追蹤器。" + +#: doc/classes/XRServer.xml +msgid "" +"Returns a dictionary of the registered hand trackers. Each element of the " +"dictionary is a tracker name mapping to the [XRHandTracker] instance." +msgstr "" + #: doc/classes/XRServer.xml msgid "Returns the primary interface's transformation." msgstr "返回主介面的變換。" @@ -174513,10 +176671,18 @@ msgstr "返回具有給定 [param tracker_name] 的位置追蹤器。" msgid "Returns a dictionary of trackers for [param tracker_types]." msgstr "返回 [param tracker_types] 的追蹤器字典。" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRBodyTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes a registered [XRFaceTracker]." msgstr "" +#: doc/classes/XRServer.xml +msgid "Removes a registered [XRHandTracker]." +msgstr "" + #: doc/classes/XRServer.xml msgid "Removes this [param interface]." msgstr "移除該 [param interface]。" @@ -174550,6 +176716,21 @@ msgstr "" "允許你根據你的遊戲的單位來調整縮放。大多數 AR/VR 平臺假定 1 個遊戲世界單位 = " "1 個現實世界的米。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new body tracker is added." +msgstr "新增邊欄時發出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a body tracker is removed." +msgstr "當介面被移除時觸發。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing body tracker is updated." +msgstr "編輯某一項時發出。" + #: doc/classes/XRServer.xml #, fuzzy msgid "Emitted when a new face tracker is added." @@ -174565,6 +176746,21 @@ msgstr "當介面被移除時觸發。" msgid "Emitted when an existing face tracker is updated." msgstr "編輯某一項時發出。" +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a new hand tracker is added." +msgstr "新增邊欄時發出。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when a hand tracker is removed." +msgstr "當介面被移除時觸發。" + +#: doc/classes/XRServer.xml +#, fuzzy +msgid "Emitted when an existing hand tracker is updated." +msgstr "編輯某一項時發出。" + #: doc/classes/XRServer.xml msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " diff --git a/editor/af.po b/editor/af.po index 61569c9..a765b96 100644 --- a/editor/af.po +++ b/editor/af.po @@ -321,7 +321,6 @@ msgstr "Einde" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Sny" @@ -329,8 +328,6 @@ msgstr "Sny" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopieer" @@ -342,15 +339,14 @@ msgstr "Kopieer" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Plak" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Ongedaan Maak" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Oordoen" @@ -474,8 +470,7 @@ msgid "Scroll Down" msgstr "Rol Af" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Kies alles" @@ -1861,13 +1856,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zoem In" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zoem Uit" @@ -1883,10 +1878,20 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoem Uit" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Opnoemings" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2295,7 +2300,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Vee uit" @@ -2666,7 +2670,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Oop" @@ -2789,7 +2792,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Kon nie vouer skep nie." @@ -2800,7 +2802,6 @@ msgstr "Skep Nuwe" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Skep Vouer" @@ -2817,8 +2818,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Dankie van die Godot gemeenskap!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3293,7 +3301,7 @@ msgstr "Voeg AutoLaai By" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Pad:" @@ -3478,7 +3486,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Stoor" @@ -4470,7 +4478,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Naam:" @@ -5476,10 +5483,6 @@ msgstr "" msgid "History" msgstr "Voorskou:" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5555,8 +5558,9 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." -msgstr "" +#, fuzzy +msgid "Create/Override Version Control Metadata..." +msgstr "Oorgange" #: editor/editor_node.cpp #, fuzzy @@ -5918,6 +5922,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Nodus Naam:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6800,14 +6815,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Afgeskaskel" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6835,8 +6851,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7422,6 +7439,16 @@ msgstr "" msgid "Filter Groups" msgstr "Skrap" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7445,12 +7472,12 @@ msgstr "Kies 'n Gids" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Skep Vouer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select Current Folder" msgstr "Skep Vouer" @@ -7463,18 +7490,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "Skep Vouer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alle Erkende" @@ -7482,19 +7509,19 @@ msgstr "Alle Erkende" msgid "All Files (*)" msgstr "Alle Lêers (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Open 'n Lêer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Open Lêer(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Open 'n Gids" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Open 'n Lêer of Gids" @@ -7547,22 +7574,22 @@ msgstr "Skuif Gunsteling Op" msgid "Move Favorite Down" msgstr "Skuif Gunsteling Af" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Gaan na ouer vouer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Gaan na ouer vouer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "Gaan na ouer vouer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Deursoek Klasse" @@ -7572,12 +7599,17 @@ msgstr "Deursoek Klasse" msgid "(Un)favorite current folder." msgstr "Kon nie vouer skep nie." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Wissel Versteekte Lêers" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Skep Nuwe" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Gidse & Lêers:" @@ -7589,7 +7621,7 @@ msgid "Preview:" msgstr "Voorskou:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Lêer:" @@ -8696,6 +8728,15 @@ msgstr "" msgid "Generate POT" msgstr "Skep" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Afhanklikheid Bewerker" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10430,15 +10471,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10463,6 +10495,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10720,6 +10761,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Leêr word gebêre:" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Installeer" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Geërf deur:" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12387,6 +12439,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12709,10 +12765,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12909,6 +12961,15 @@ msgstr "Skep Intekening" msgid "Select occluder bake file:" msgstr "Skep Vouer" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Hernoem AutoLaai" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13045,10 +13106,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13087,6 +13144,10 @@ msgstr "Laai Verstek" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13517,11 +13578,6 @@ msgstr "Voorskou:" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13531,6 +13587,11 @@ msgstr "Ek sien..." msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13694,11 +13755,6 @@ msgstr "" msgid "Folding" msgstr "Afgeskaskel" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Opnoemings" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14173,12 +14229,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Anim Skrap Sleutels" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Waarde:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14241,7 +14299,7 @@ msgid "Frame Duration:" msgstr "Opnoemings:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "Zoem Uit" @@ -14262,7 +14320,7 @@ msgstr "Verwyder Seleksie" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Skuif Byvoeg Sleutel" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18331,10 +18389,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18907,6 +18961,10 @@ msgstr "" msgid "Run Instances" msgstr "Installeer" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18917,7 +18975,11 @@ msgid "Main Feature Tags:" msgstr "Verander Anim Lente" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20308,7 +20370,7 @@ msgstr "Alle Seleksie" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21261,7 +21323,7 @@ msgid "Starting project..." msgstr "Projek Stigters" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Alle Lêers (*)" @@ -21930,58 +21992,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22012,26 +22022,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22073,40 +22063,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22166,82 +22229,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22335,26 +22322,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22474,13 +22441,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22493,17 +22573,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22514,18 +22583,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22642,62 +22699,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Optimaliseer Animasie" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animasie lengte (in sekondes)." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Skep Vouer" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22721,15 +22731,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Moet 'n geldige uitbreiding gebruik." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22737,28 +22738,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Wissel Versteekte Lêers" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Skrap gekose lêers?" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22771,102 +22750,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Beskrywing" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Beskrywing" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Geldige karakters:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Geldige karakters:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22891,10 +22774,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ar.po b/editor/ar.po index 7726d3f..729c1cf 100644 --- a/editor/ar.po +++ b/editor/ar.po @@ -404,7 +404,6 @@ msgstr "النهاية" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "قص" @@ -412,8 +411,6 @@ msgstr "قص" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "نسخ" @@ -425,15 +422,14 @@ msgstr "نسخ" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "لصق" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "تراجع" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "إلغاء التراجع" @@ -556,8 +552,7 @@ msgid "Scroll Down" msgstr "مرر لأسفل" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "تحديد الكل" @@ -1871,13 +1866,13 @@ msgstr "تحديد التبويب البرمجي" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "تكبير" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "تصغير" @@ -1893,10 +1888,19 @@ msgstr "أخطاء" msgid "Warnings" msgstr "تحذيرات" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "التكبير إلى 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "أرقام الخط و العمود." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "التصدُّر عن بداية السطر" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "يجب تحديد الدالة في العقدة المستهدفة." @@ -2278,7 +2282,6 @@ msgstr "بدء" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "مسح" @@ -2641,7 +2644,6 @@ msgstr[5] "فتح المشاهد" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "افتح" @@ -2755,7 +2757,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "استعمال العلامة \"المائلة\" في أسماء المجلد يُنشئ مجلدات فرعية متكررة." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "لا يمكن إنشاء المجلد." @@ -2765,7 +2766,6 @@ msgstr "إنشاء مجلد جديد في %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "أنشئ مجلد" @@ -2781,9 +2781,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "شكراً من مجتمع جوْدَتْ!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "انقر للنسخ." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "مجهول" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -2862,9 +2870,9 @@ msgid "" "is an exhaustive list of all such third-party components with their " "respective copyright statements and license terms." msgstr "" -"محرك جوْدَتْ يعتمد على عدد من المكتبات و المكونات البرمجية لملاك آخرين و " -"لكنها مجانية و مفتوحة المصدر، و كلها متفقة مع رخصة \"MIT\". وهذه قائمة تحوي " -"جميع هذه المكونات إضافةً إلى حقوق النشر و شروط استخدامها." +"محرك جوْدَتْ يعتمد على عدد من المكتبات و المكونات البرمجية لملاك آخرين و لكنها " +"مجانية و مفتوحة المصدر، و كلها متفقة مع رخصة \"MIT\". وهذه قائمة تحوي جميع " +"هذه المكونات إضافةً إلى حقوق النشر و شروط استخدامها." #: editor/editor_about.cpp msgid "All Components" @@ -3232,7 +3240,7 @@ msgstr "إضافة \"تلقائي التحميل\"" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "المسار:" @@ -3423,7 +3431,7 @@ msgstr "جديد" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "حفظ" @@ -4371,7 +4379,6 @@ msgstr "الأسماء التي تبدأ بـ _ محجوزة للبيانات ا #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "الاسم:" @@ -5395,10 +5402,6 @@ msgstr "عقدة" msgid "History" msgstr "سجل التغييرات" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "توسيع القائمة السفلية" - #: editor/editor_node.cpp msgid "Output" msgstr "المخرجات" @@ -5472,7 +5475,8 @@ msgid "Resave" msgstr "إعادة حفظ" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "إعداد إدارة الإصدارات لالبيانات الوصفية (Version Control)..." #: editor/editor_node.cpp @@ -5828,6 +5832,17 @@ msgstr "" "من فضلك أضفْ إعداد تصدير في قائمة التصدير أو عرف إعداد تصدير موجود كقابل " "للتشغيل(عامل)." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "التنقيح البعيد" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "تشغيل المشروع" @@ -6687,14 +6702,17 @@ msgid "Export With Debug" msgstr "التصدير مع مُنقح الأخطاء" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "تعطيل FBX وإعادة التشغيل" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6725,9 +6743,11 @@ msgid "Configure FBX Importer" msgstr "تهيئة مُستورِد FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF مطلوب لتصدير ملفات FBX.\n" "رجائاً حمله ووفر مسار صالح الى ملف التشغيل:" @@ -7261,6 +7281,16 @@ msgstr "إضافة مجموعة جديدة." msgid "Filter Groups" msgstr "تصفية المجموعات" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "توسيع القائمة السفلية" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7288,11 +7318,11 @@ msgstr "حدد الوجهة" msgid "Move" msgstr "تحريك" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "الشبكة" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "تحديد المجلد الحالي" @@ -7304,7 +7334,7 @@ msgstr "لا يمكن حفظ الملف بدون اسم." msgid "Cannot save file with a name starting with a dot." msgstr "لا يمكن حفظ الملف باسم يبدأ بنقطة." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7312,11 +7342,11 @@ msgstr "" "الملف \"%s\" موجود سلفاً.\n" "هل ترغب بأستبدالهِ بهذا الملف؟" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "حدد هذا المجلد" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "جميع الأنواع المعتمدة\"المعروفة\"" @@ -7324,19 +7354,19 @@ msgstr "جميع الأنواع المعتمدة\"المعروفة\"" msgid "All Files (*)" msgstr "كل الملفات (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "فتح ملف" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "فتح الملفات" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "افتح مجلدا" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "افتح ملفا أو مجلدا" @@ -7388,19 +7418,19 @@ msgstr "حرك المُفضلة للأعلى" msgid "Move Favorite Down" msgstr "حرك المُفضلة للأسفل" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "إرجع إلي المجلد السابق." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "إذهب إلي المجلد التالي." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "إذهب إلي مجلد الأصل." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "حَدِّث الملفات." @@ -7408,11 +7438,16 @@ msgstr "حَدِّث الملفات." msgid "(Un)favorite current folder." msgstr "إضافة المجلد إلى المفضلة / إخراجه من المفضلة." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "إظهار/إخفاء الملفات المخفية." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "إنشاء عُقد جديدة." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "المجلدات والملفات:" @@ -7424,7 +7459,7 @@ msgid "Preview:" msgstr "معاينة:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "الملف:" @@ -8531,6 +8566,15 @@ msgstr "الملفات ذات سلاسل الترجمة:" msgid "Generate POT" msgstr "POT المولدة" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "ملف النص المُدمج:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "اجعل %s في %d العقد" @@ -10195,15 +10239,6 @@ msgstr "نسبية المحاذاة" msgid "Use Pixel Snap" msgstr "إستخدام كبس البكسل" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "المحاذاة الذكية" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "تعديل المحاذاة..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "المحاذاة إلى الأصل" @@ -10228,6 +10263,15 @@ msgstr "حاذي إلى العقد الأخرى" msgid "Snap to Guides" msgstr "حاذي إلى الموجهات" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "المحاذاة الذكية" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "تعديل المحاذاة..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10482,6 +10526,17 @@ msgstr "إنشاء عُقدة" msgid "Error instantiating scene from %s" msgstr "حدث خطأ أثناء إنشاء مشهد من %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "التنسيخ" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "مشهد مُوّرَث جديد" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "تغير النوع الإفتراضي" @@ -12128,6 +12183,10 @@ msgstr "عرض البيئة" msgid "View Gizmos" msgstr "عرض الأدوات" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "إظهار الشبكة" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "إظهار المعلومات" @@ -12465,10 +12524,6 @@ msgstr "4 ساحات للرؤية" msgid "View Origin" msgstr "إظهار الأصل (المصدر)" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "إظهار الشبكة" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12664,6 +12719,15 @@ msgstr "دمج الخريطة الضوئية" msgid "Select occluder bake file:" msgstr "حدد ملف لدمج الخريطة الضوئية :" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "تحويل إلى جسيمات-بطاقة-ثنائية" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12797,10 +12861,6 @@ msgstr "تراجع مُتباطئ #" msgid "Handle Tilt #" msgstr "إمالة المقبض #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "حدد موقع نقطة الإنحناء" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "حدد موقع خروج الإنحناء" @@ -12837,6 +12897,10 @@ msgstr "إعادة ضبط نقطة الإمالة" msgid "Split Segment (in curve)" msgstr "فصل القطعة (من المُنحنى)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "حدد موقع نقطة الإنحناء" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "تحريك النُقطة" @@ -13254,11 +13318,6 @@ msgstr "التاريخ السابق" msgid "History Next" msgstr "التاريخ التالي" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "الموضوع" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "استيراد الموضوع…" @@ -13267,6 +13326,11 @@ msgstr "استيراد الموضوع…" msgid "Reload Theme" msgstr "إعادة تحميل الموضوع" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "الموضوع" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "احفظ الموضوع" @@ -13429,10 +13493,6 @@ msgstr "اختر لوناً" msgid "Folding" msgstr "الطي" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "التصدُّر عن بداية السطر" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "الأحرف الكبيرة (Uppercase)" @@ -13869,12 +13929,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "خطأ: لم يتم تحميل مورد الإطار!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "إما أن تكون حافظة الموارد فارغة أو ليست نقشاً!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "الصق إطاراً" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "الصق إطاراً" +#, fuzzy +msgid "Paste Texture" +msgstr "لصق المورد" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13929,7 +13991,7 @@ msgid "Frame Duration:" msgstr "مدة الإطار:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "إعادة تعيين التكبير" @@ -13946,7 +14008,8 @@ msgid "Delete Frame" msgstr "حذف الإطار" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "نسخ إطار" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17966,10 +18029,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "اختر مُجلداً للبحث فيه" @@ -18528,6 +18587,11 @@ msgstr "تأصيل" msgid "Run Instances" msgstr "تشغيل %d كائن" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "تشغيل نُسخ عديدة" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18539,9 +18603,12 @@ msgid "Main Feature Tags:" msgstr "المزايا الرئيسية:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "تشغيل نُسخ عديدة" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -19911,9 +19978,10 @@ msgid "Replicate" msgstr "تناسخ" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "قم بإضافة خصائص باستخدام الخيارات المذكورة أعلاه، أو\n" "اسحبهم من المفتش وأسقطهم هنا." @@ -20864,7 +20932,7 @@ msgid "Starting project..." msgstr "بدء المشروع..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "كل الملفات" @@ -21535,87 +21603,6 @@ msgstr "" "المشاهد المُنمذجة).\n" "في حال وجود اكثر من واحد، سيعمل أول واحد فقط، بينما الباقي سيتم تجاهلهم." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " -"الأخرى.\n" -"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثنائي " -"(CollisionShape2D) أو عقدة: مضلع-تصادم-ثنائي (CollisionPolygon2D)." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"يعمل مُضلع التصادم ثنائي الأبعاد CollisionPolygon2D فقط كشكل تصادمي لكل العُقد " -"المشتقة من الكائن التصادمي ثنائي الأبعاد CollisionObject2D. من فضلك استخدمه " -"فقط لكل أبناء الحيز ثنائي الأبعاد Area2D، الجسم السكوني ثنائي الأبعاد " -"StaticBody2D و الجسم الجامد ثنائي الأبعاد RigidBody2D، والجسم المتحرك ثنائي " -"الأبعاد KinematicBody2D إلخ.. لكي تمنح كل منهم شكلاً." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" -"مُضلع تصادم ثنائي الأبعاد (CollisionPolygon2D) الفارغ ليس له أي تأثير على " -"التصادم." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"مضلع غير صالح. يتطلب الأمر 3 نقاط على الأقل في نمط بناء \"المواد الصلبة " -"Solids\"." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"مضلع غير صالح. يتطلب الأمر على الأقل نقطتين في نمط البناء \"المتجزئ " -"Segments\"." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"سيتم تجاهل خاصية التصادم أحادي الاتجاه عندما يكون كائن التصادم عبارة عن " -"منطقة ثنائي الأبعاد." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"يعمل جسم-تصادم-ثنائي-البُعد (CollisionPolygon2D) فقط كشكل تصادمي لكل العُقد " -"المشتقة من الكائن التصادمي ثنائي الأبعاد (CollisionObject2D). من فضلك " -"استخدمه فقط لكل أبناء الحيز-ثنائي-البُعد (Area2D)، الجسم-الثابت-ثنائي-البُعد " -"(StaticBody2D) و الجسم-الصلب-ثنائي-البُعد (RigidBody2D)، والجسم-المتحرك-ثنائي-" -"البُعد (KinematicBody2D) إلخ.. لكي تمنح كل منهم شكلاً." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"يجب تزويد جسم-تصادم-ثنائي-البُعد (CollisionShape2D) بإحدى الأشكال (من نوع " -"Shape2D) لتعمل بالشكل المطلوب. الرجاء تكوين و ضبط الشكل لها اولا!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"الأشكال المستندة إلى المضلع (Polygon-based shapes) لا تعني انك قادر على " -"استخدامها او تعديلها بشكل مباشر من خلال عقدة جسم-تصادم-ثنائي-البُعد " -"(CollisionShape2D). الرجاء استخدام عقدة مضلع-تصادم-ثنائي-البُعد " -"(CollisionPolygon2D) بدلاً من ذلك." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21656,29 +21643,6 @@ msgstr "" "لا تتوفر بواعث الجسيمات الفرعية عند استخدام الواجهة الخلفية للعرض المتوافق " "مع GL." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" -"يجب على العقدة A والعقدة B أن يكونا PhysicsBody2Ds (جسم فيزيائي ثنائي البُعد)" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "يجب أن تكون العقدة A من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "يجب أن تكون العقدة B من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" -"إن المفصل غير متصل مع اثنين من PhysicsBody2Ds (الأجسام الفيزيائية ثنائية " -"البعد)" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "على العقدة A وكذلك العقدة B أن يكونا PhysicsBody2Ds مختلفين" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21731,7 +21695,112 @@ msgstr "" "لا يعمل اتباع-المسار-ثنائي-البُعد (PathFollow2D) إلا عند جعل عقدة مسار-ثنائي-" "البُعد (Path2D) تابعًا له." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " +"الأخرى.\n" +"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثنائي " +"(CollisionShape2D) أو عقدة: مضلع-تصادم-ثنائي (CollisionPolygon2D)." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"يعمل مُضلع التصادم ثنائي الأبعاد CollisionPolygon2D فقط كشكل تصادمي لكل العُقد " +"المشتقة من الكائن التصادمي ثنائي الأبعاد CollisionObject2D. من فضلك استخدمه " +"فقط لكل أبناء الحيز ثنائي الأبعاد Area2D، الجسم السكوني ثنائي الأبعاد " +"StaticBody2D و الجسم الجامد ثنائي الأبعاد RigidBody2D، والجسم المتحرك ثنائي " +"الأبعاد KinematicBody2D إلخ.. لكي تمنح كل منهم شكلاً." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" +"مُضلع تصادم ثنائي الأبعاد (CollisionPolygon2D) الفارغ ليس له أي تأثير على " +"التصادم." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"مضلع غير صالح. يتطلب الأمر 3 نقاط على الأقل في نمط بناء \"المواد الصلبة " +"Solids\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"مضلع غير صالح. يتطلب الأمر على الأقل نقطتين في نمط البناء \"المتجزئ " +"Segments\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"سيتم تجاهل خاصية التصادم أحادي الاتجاه عندما يكون كائن التصادم عبارة عن " +"منطقة ثنائي الأبعاد." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"يعمل جسم-تصادم-ثنائي-البُعد (CollisionPolygon2D) فقط كشكل تصادمي لكل العُقد " +"المشتقة من الكائن التصادمي ثنائي الأبعاد (CollisionObject2D). من فضلك " +"استخدمه فقط لكل أبناء الحيز-ثنائي-البُعد (Area2D)، الجسم-الثابت-ثنائي-البُعد " +"(StaticBody2D) و الجسم-الصلب-ثنائي-البُعد (RigidBody2D)، والجسم-المتحرك-ثنائي-" +"البُعد (KinematicBody2D) إلخ.. لكي تمنح كل منهم شكلاً." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"يجب تزويد جسم-تصادم-ثنائي-البُعد (CollisionShape2D) بإحدى الأشكال (من نوع " +"Shape2D) لتعمل بالشكل المطلوب. الرجاء تكوين و ضبط الشكل لها اولا!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"الأشكال المستندة إلى المضلع (Polygon-based shapes) لا تعني انك قادر على " +"استخدامها او تعديلها بشكل مباشر من خلال عقدة جسم-تصادم-ثنائي-البُعد " +"(CollisionShape2D). الرجاء استخدام عقدة مضلع-تصادم-ثنائي-البُعد " +"(CollisionPolygon2D) بدلاً من ذلك." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" +"يجب على العقدة A والعقدة B أن يكونا PhysicsBody2Ds (جسم فيزيائي ثنائي البُعد)" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "يجب أن تكون العقدة A من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "يجب أن تكون العقدة B من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" +"إن المفصل غير متصل مع اثنين من PhysicsBody2Ds (الأجسام الفيزيائية ثنائية " +"البعد)" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "على العقدة A وكذلك العقدة B أن يكونا PhysicsBody2Ds مختلفين" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21739,7 +21808,7 @@ msgstr "" "يعمل عظم-ثنائي-البُعد فيزيائي فقط مع هيكلية-ثنائية-البُعد أو عظم-ثنائي-البُعد " "فيزيائي آخر كعقدة رئيسية!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21747,7 +21816,7 @@ msgstr "" "يجب تعيين PhysicalBone2D إلى عقدة Bone2D حتى تعمل! الرجاء تعيين عقدة Bone2D " "في المفتش." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21755,7 +21824,7 @@ msgstr "" "يجب أن تحتوي عقدة PhysicalBone2D على عقدة فرعية قائمة على Joint2D للحفاظ على " "اتصال العظام! الرجاء إضافة عقدة مستندة إلى Joint2D كعقدة فرعية لهذه العقدة!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21765,18 +21834,18 @@ msgstr "" "الفيزياء عند التشغيل.\n" "قم بتغيير الحجم في أشكال تصادم الأطفال بدلاً من ذلك." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "لا يمكن لهذه العقدة أن تتفاعل مع كائنات أخرى ما لم يتم تعيين شكل ثنائي " "الأبعاد." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"يجب أن تشير خاصية المسار إلى عُقدة-ثنائية-البُعد (Node2D) صالحة لكي تعمل." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21861,111 +21930,6 @@ msgstr "" "عقدة BoneAttachment3D غير مرتبطة بأي عظام! الرجاء تحديد عظمة لإرفاق هذه " "العقدة." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " -"الأخرى.\n" -"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثلاثي " -"(CollisionShape3D) أو عقدة: مضلع-تصادم-ثلاثي (CollisionPolygon3D)." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"مع المقياس غير الموحد، ربما لن تعمل هذه العقدة كما هو متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي متماثلًا على جميع المحاور)، وتغيير الحجم في أشكال " -"تصادم الأطفال بدلًا من ذلك." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"يعمل CollisionPolygon3D فقط على توفير شكل تصادم للعقدة المشتقة من " -"CollisionObject3D.\n" -"يُرجى استخدامه فقط باعتباره تابعًا لـ Area3D وStaticBody3D وRigidBody3D " -"وCharacterBody3D وما إلى ذلك لمنحهم شكلاً." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" -"مُضلع تصادم ثنائي الأبعاد (CollisionPolygon2D) الفارغ ليس له أي تأثير على " -"التصادم." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"من المحتمل ألا تعمل عقدة CollisionPolygon3D ذات الحجم غير المنتظم كما هو " -"متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير رؤوس المضلع بدلاً " -"من ذلك." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"يعمل CollisionShape3D فقط على توفير شكل تصادم للعُقد المشتقة من " -"CollisionObject3D.\n" -"يرجى استخدامه فقط كطفل الى Area3D و StaticBody3D و RigidBody3D و " -"CharacterBody3D وما إلى ذلك. لإعطائهم شكلاً." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "يجب توفير شكل لكي يعمل CollisionShape3D. الرجاء إنشاء مورد الشكل له." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"الشكل المضلع المُقعر (ConcavePolygonShape) لا يدعم الجسم الصلب (RigidBody) في " -"أي وضع غير الوضع الثابت." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"من المحتمل ألا تعمل عقدة CollisionShape3D ذات الحجم غير المنتظم كما هو " -"متوقع.\n" -"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير حجم مصدر الشكل " -"الخاص به بدلاً من ذلك." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "لا شيء مرئي لأنه لم يتم تعيين أي مجسم." @@ -22081,32 +22045,6 @@ msgstr "" "تصادم لوحدة معالجة الرسوميات GPUParticlesCollisionSDF3D.\n" "لحل هذه المشكلة، قم بتمكين بت واحد على الأقل في خاصية Bake Mask." -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" -"يجب على العقدة A والعقدة B أن يكونا PhysicsBody2Ds (جسم فيزيائي ثنائي البُعد)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "يجب أن تكون العقدة A من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "يجب أن تكون العقدة B من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "المفصل غير متصل لأي الاجسام الفيزيائية (PhysicsBodies)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "على العقدة A وكذلك العقدة B أن يكونا PhysicsBody2Ds مختلفين" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "لا يؤثر مقياس الضوء على الحجم المرئي للضوء." @@ -22254,7 +22192,138 @@ msgstr "" "يتطلب ROTATION_ORIENTED الخاص بأتباع-المسار (PathFollow) تمكين \"Up Vector\" " "في مصدر منحنى مسار الأصل (Parent Path's)." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"ليس لهذه العُقدة شكل، لذا هي غير قادرة على التصادم أو التفاعل مع الكائنات " +"الأخرى.\n" +"حاولْ أن تضيف لها عُقدة فرعية حتى تتشكل بشكلها، مثل عقدة: شكل-تصادم-ثلاثي " +"(CollisionShape3D) أو عقدة: مضلع-تصادم-ثلاثي (CollisionPolygon3D)." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"مع المقياس غير الموحد، ربما لن تعمل هذه العقدة كما هو متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي متماثلًا على جميع المحاور)، وتغيير الحجم في أشكال " +"تصادم الأطفال بدلًا من ذلك." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"يعمل CollisionPolygon3D فقط على توفير شكل تصادم للعقدة المشتقة من " +"CollisionObject3D.\n" +"يُرجى استخدامه فقط باعتباره تابعًا لـ Area3D وStaticBody3D وRigidBody3D " +"وCharacterBody3D وما إلى ذلك لمنحهم شكلاً." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" +"مُضلع تصادم ثنائي الأبعاد (CollisionPolygon2D) الفارغ ليس له أي تأثير على " +"التصادم." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"من المحتمل ألا تعمل عقدة CollisionPolygon3D ذات الحجم غير المنتظم كما هو " +"متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير رؤوس المضلع بدلاً " +"من ذلك." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"يعمل CollisionShape3D فقط على توفير شكل تصادم للعُقد المشتقة من " +"CollisionObject3D.\n" +"يرجى استخدامه فقط كطفل الى Area3D و StaticBody3D و RigidBody3D و " +"CharacterBody3D وما إلى ذلك. لإعطائهم شكلاً." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "يجب توفير شكل لكي يعمل CollisionShape3D. الرجاء إنشاء مورد الشكل له." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"الشكل المضلع المُقعر (ConcavePolygonShape) لا يدعم الجسم الصلب (RigidBody) في " +"أي وضع غير الوضع الثابت." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"من المحتمل ألا تعمل عقدة CollisionShape3D ذات الحجم غير المنتظم كما هو " +"متوقع.\n" +"يرجى جعل مقياسه موحدًا (أي هو نفسه على جميع المحاور)، وتغيير حجم مصدر الشكل " +"الخاص به بدلاً من ذلك." + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" +"يجب على العقدة A والعقدة B أن يكونا PhysicsBody2Ds (جسم فيزيائي ثنائي البُعد)" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "يجب أن تكون العقدة A من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "يجب أن تكون العقدة B من النوع PhysicsBody2D (جسم فيزيائي ثنائي البُعد)" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "المفصل غير متصل لأي الاجسام الفيزيائية (PhysicsBodies)" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "على العقدة A وكذلك العقدة B أن يكونا PhysicsBody2Ds مختلفين" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22264,6 +22333,25 @@ msgstr "" "الفيزياء عند التشغيل.\n" "يرجى تغيير الحجم في أشكال تصادم الأطفال بدلاً من ذلك." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"يعمل VehicleWheel3D على توفير نظام العجلات لمركبة VehicleBody3D. يرجى " +"استخدامه كطفل لمركبة VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22281,17 +22369,6 @@ msgstr "" "يجب أن تشير خاصية \"المسار البعيد\" إلى عقدة مكانية أو مشتقة مكانية صالحة " "لكي تعمل." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "سيتم تجاهل هذا الجسم حتى تضع تحدد له مجسمًا." @@ -22305,22 +22382,6 @@ msgstr "" "حتى يتمكن الرسوم المتحركة للرسم ثلاثي الُعد (AnimatedSprite3D) من عرض " "الإطارات." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"يعمل VehicleWheel3D على توفير نظام العجلات لمركبة VehicleBody3D. يرجى " -"استخدامه كطفل لمركبة VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"لا يتم دعم عقد VisibleOnScreenNotifier3D عند استخدام الواجهة الخلفية لتوافق " -"GL حتى الآن. سيتم إضافة الدعم في إصدار مستقبلي." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22466,64 +22527,14 @@ msgstr "" "تم تصميم ButtonGroup ليتم استخدامه فقط مع الأزرار التي تم ضبط toggle_mode " "على true." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "منطقة الكود الجديدة" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "انسخ هذا المنشئ في برنامج نصي." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"اللون: #%s\n" -"الزر الأيسر للفأرة: تطبيق اللون\n" -"الزر الأيمن للفأرة: إزالة اللون المعد مسبقا" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"اللون: #%s\n" -"الزر الأيسر للفأرة (LMB): تطبيق اللون" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "اختر لونًا من الشاشة." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "اختر لونًا من نافذة التطبيق." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "اختر شكل الملقاط." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "اختر حالة الملقاط." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "بدّل بين القيم البرمجية والسداسية العشرية." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "رمز سداسي عشري أو لون مسمى" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "أضف اللون الحالي كإعداد مسبق." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22555,14 +22566,6 @@ msgstr "" msgid "Alert!" msgstr "تنبيه!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "ليس لديك إذن للوصول إلى محتويات هذا المجلد." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "ملحق غير صالح، أو اسم ملف فارغ." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22572,26 +22575,6 @@ msgstr "" "يرجى العلم أن GraphEdit وGraphNode سيخضعان لعملية إعادة بناء واسعة النطاق في " "إصدار 4.x مستقبلي يتضمن تغييرات في واجهة برمجة التطبيقات (API) تنتهك التوافق." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "إظهار/إخفاء الشبكة المرئية." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "تفعيل المحاذاة إلى الشبكة." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "تغيير مسافة الالتقاط." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "تبديل الخريطة المصغرة للرسم البياني." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "ترتيب العقد المحددة تلقائيًا." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22604,98 +22587,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "نفس اتجاه التخطيط" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "الكشف التلقائي عن الاتجاه" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "من اليسار إلى اليمين" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "من اليمين إلى اليسار" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "العلامة من اليسار إلى اليمين (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "العلامة من اليمين إلى اليسار (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "علامة الحروف العربية (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "عزل من اليسار إلى اليمين (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "عزل من اليمين إلى اليسار (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "أول عزلة قوية (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "اتجاه كتابة النص" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "عرض أحرف التحكم" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "إدراج حرف التحكم" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "إذا تم تفعيل ال\"Exp Edit\" يجب على ان يكون \"Min Value\" اعلى من صفر." @@ -22728,10 +22619,6 @@ msgstr "" "ليس لشكل مؤشر الماوس الافتراضي لـ SubViewportContainer أي تأثير.\n" "فكر في تركه بقيمته الأولية `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(آخر)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/az.po b/editor/az.po index 78cf1dc..3236699 100644 --- a/editor/az.po +++ b/editor/az.po @@ -326,7 +326,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -334,8 +333,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopyala" @@ -347,15 +344,14 @@ msgstr "Kopyala" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -484,8 +480,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1877,13 +1872,13 @@ msgstr "Skriptlər Panelini Aktivləşdir/Söndür" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Yaxınlaşdır" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Uzaqlaşdır" @@ -1899,10 +1894,20 @@ msgstr "" msgid "Warnings" msgstr "Xəbərdarlıqlar" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Uzaqlaşdır" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Sətir və sütun ədədləri." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Animasiyanı Optimallaşdırma" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Hədəf düyünündə metod göstərilməlidir." @@ -2298,7 +2303,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2659,7 +2663,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Aç" @@ -2781,7 +2784,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2792,7 +2794,6 @@ msgstr "Yeni %s yarat" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2809,9 +2810,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Godot topluluğundan təşəkkürlər!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Kopyalamaq üçün vurun." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3265,7 +3273,7 @@ msgstr "Açar sözü buraya daxil edin" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3446,7 +3454,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4364,7 +4372,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5343,10 +5350,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5419,7 +5422,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5772,6 +5775,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Uzaqdan FS" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6624,14 +6638,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6658,8 +6673,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7210,6 +7226,16 @@ msgstr "" msgid "Filter Groups" msgstr "Siqnalları filtirlə" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7232,11 +7258,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Şəbəkə" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7248,17 +7274,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7266,19 +7292,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7330,19 +7356,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7350,11 +7376,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Yeni %s yarat" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7366,7 +7397,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8440,6 +8471,14 @@ msgstr "" msgid "Generate POT" msgstr "Bezier Nöqtələrini Köçür" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -10089,15 +10128,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10122,6 +10152,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10371,6 +10410,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Quraşdır" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12000,6 +12049,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12318,10 +12371,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12514,6 +12563,15 @@ msgstr "%s növünü dəyişdirin" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "'%s' ilə '%s' qoş" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12649,10 +12707,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12691,6 +12745,10 @@ msgstr "Yaxınlaşdırmanı Sıfırla" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13100,11 +13158,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13113,6 +13166,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13268,11 +13326,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Animasiyanı Optimallaşdırma" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13713,12 +13766,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Açar(lar)ı sil" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Dəyər:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13778,7 +13833,7 @@ msgid "Frame Duration:" msgstr "İzah:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13798,7 +13853,7 @@ msgstr "Hamısını Seç/Seçmə" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "İzləri Kopyala" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17711,10 +17766,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18268,6 +18319,10 @@ msgstr "" msgid "Run Instances" msgstr "Quraşdır" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18278,7 +18333,11 @@ msgid "Main Feature Tags:" msgstr "Xəbərdarlıqlar" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19624,7 +19683,7 @@ msgstr "Seçiləni Çoxalt" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20533,7 +20592,7 @@ msgid "Starting project..." msgstr "Əlaqəni redaktə edin:" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -21166,58 +21225,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21248,26 +21255,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21309,40 +21296,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21402,82 +21462,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21571,26 +21555,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21709,13 +21673,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21728,17 +21805,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21749,18 +21815,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21875,61 +21929,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animasiyanı Təmizləmə" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "İzah:" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21953,15 +21961,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Animasiya Addımını Dəyişdirin" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21969,27 +21968,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Bu izi açın / söndürün." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22002,99 +21980,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "İzah:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22119,10 +22004,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/be.po b/editor/be.po index f48be0e..76140c3 100644 --- a/editor/be.po +++ b/editor/be.po @@ -317,7 +317,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Выразаць" @@ -325,8 +324,6 @@ msgstr "Выразаць" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Капіяваць" @@ -338,15 +335,14 @@ msgstr "Капіяваць" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Уставіць" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Скасаваць" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Вярнуць" @@ -469,8 +465,7 @@ msgid "Scroll Down" msgstr "Пракруціць униз" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Вылучыць усё" @@ -1769,13 +1764,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1791,10 +1786,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2171,7 +2174,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2520,7 +2522,6 @@ msgstr[2] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2631,7 +2632,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2641,7 +2641,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2657,8 +2656,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3099,7 +3105,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3276,7 +3282,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4163,7 +4169,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5122,10 +5127,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5197,7 +5198,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5536,6 +5537,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6374,14 +6385,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6408,8 +6420,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6935,6 +6948,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -6958,11 +6981,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6974,17 +6997,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6992,19 +7015,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7056,19 +7079,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7076,11 +7099,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7092,7 +7119,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8118,6 +8145,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9726,15 +9761,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9759,6 +9785,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10000,6 +10035,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11586,6 +11630,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11901,10 +11949,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12088,6 +12132,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12222,10 +12274,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12263,6 +12311,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12668,11 +12720,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12681,6 +12728,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12835,10 +12887,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13265,12 +13313,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Выдаліць Ключ(ы)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Уставіць" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13325,7 +13375,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13342,7 +13392,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17120,10 +17170,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17657,6 +17703,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17666,7 +17716,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18954,7 +19008,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19831,7 +19885,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20451,58 +20505,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20533,26 +20535,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20594,40 +20576,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20687,82 +20742,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20856,26 +20835,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20993,13 +20952,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21012,17 +21084,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21033,18 +21094,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21157,59 +21206,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21233,14 +21237,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21248,27 +21244,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Трымаць трэк уключаным/адключаным" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21281,98 +21256,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21397,10 +21280,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/bg.po b/editor/bg.po index f200aa7..0470b64 100644 --- a/editor/bg.po +++ b/editor/bg.po @@ -331,7 +331,6 @@ msgstr "Край" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Изрязване" @@ -339,8 +338,6 @@ msgstr "Изрязване" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Копиране" @@ -352,15 +349,14 @@ msgstr "Копиране" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Поставяне" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Отмяна" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Повторение" @@ -484,8 +480,7 @@ msgid "Scroll Down" msgstr "Превъртане надолу" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Избиране на всичко" @@ -1830,13 +1825,13 @@ msgstr "Превключване на панела за скриптове" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Приближаване" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Отдалечаване" @@ -1852,10 +1847,20 @@ msgstr "Грешки" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Мащабиране на 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Документация в Интернет" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2235,7 +2240,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Изчистване" @@ -2592,7 +2596,6 @@ msgstr[1] "Отваряне на сцена" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Отваряне" @@ -2717,7 +2720,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Папката не може да бъде създадена." @@ -2728,7 +2730,6 @@ msgstr "Създаване на нови обекти." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Създаване на папка" @@ -2745,9 +2746,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Благодарности от общността на Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Натисни за да копираш." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3198,7 +3206,7 @@ msgstr "Добавяне на автозареждане" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Път:" @@ -3390,7 +3398,7 @@ msgstr "Нов" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Запазване" @@ -4311,7 +4319,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Име:" @@ -5317,10 +5324,6 @@ msgstr "Връх" msgid "History" msgstr "Напред в историята" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Разширяване на долния панел" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5396,7 +5399,7 @@ msgstr "Презаписване" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Контрол на версиите" #: editor/editor_node.cpp @@ -5754,6 +5757,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Име на отдалеченото хранилище" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6627,14 +6641,15 @@ msgstr "Изнасяне с данни за дебъгване" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Запазване и рестартиране" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6661,8 +6676,9 @@ msgstr "Настройване на функционалността за вна #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7213,6 +7229,16 @@ msgstr "Добавяне на нови нова сцена." msgid "Filter Groups" msgstr "Изтриване на групата" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Разширяване на долния панел" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7236,11 +7262,11 @@ msgstr "Изберете папка" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Мрежа" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Избиране на текущата папка" @@ -7252,17 +7278,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Избиране на тази папка" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Всички разпознати" @@ -7270,19 +7296,19 @@ msgstr "Всички разпознати" msgid "All Files (*)" msgstr "Всички файлове (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Отваряне на файл" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Отваряне на файл(ове)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Отваряне на папка" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Отваряне на файл или папка" @@ -7335,19 +7361,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Преминаване към горната папка." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Преминаване към горната папка." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Преминаване към горната папка." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Опресняване на файловете." @@ -7355,11 +7381,16 @@ msgstr "Опресняване на файловете." msgid "(Un)favorite current folder." msgstr "Добавяне/премахване на текущата папка в любимите." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Превключване на видимостта на скритите файлове." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Създаване на нови обекти." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Папки и файлове:" @@ -7371,7 +7402,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Файл:" @@ -8440,6 +8471,15 @@ msgstr "Файлове с низове за превод:" msgid "Generate POT" msgstr "Създаване на POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Вграден скрипт:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Задаване на %s на %d обекта" @@ -10129,15 +10169,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10162,6 +10193,15 @@ msgstr "Прилепване към другите обекти" msgid "Snap to Guides" msgstr "Прилепване към водачите" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10414,6 +10454,17 @@ msgstr "Създаване на обект" msgid "Error instantiating scene from %s" msgstr "Грешка при зареждане на скрипт от %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Инсталиране" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Нова сцена – наследник" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12119,6 +12170,10 @@ msgstr "Показване на обкръжението" msgid "View Gizmos" msgstr "Показване на гизмота" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Показване на решетката" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Показване на информация" @@ -12454,10 +12509,6 @@ msgstr "4 прозореца за изглед" msgid "View Origin" msgstr "Показване на отправната точка" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Показване на решетката" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12661,6 +12712,15 @@ msgstr "Режим на прикриване" msgid "Select occluder bake file:" msgstr "Изберете файл за изпичане на карта на осветеност:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Преобразуване в CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12796,10 +12856,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12838,6 +12894,10 @@ msgstr "Вмъкване на точка" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Преместване на ставата" @@ -13247,11 +13307,6 @@ msgstr "Назад в историята" msgid "History Next" msgstr "Напред в историята" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Тема" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Внасяне на тема…" @@ -13260,6 +13315,11 @@ msgstr "Внасяне на тема…" msgid "Reload Theme" msgstr "Презареждане на темата" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Тема" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Запазване на темата" @@ -13420,11 +13480,6 @@ msgstr "" msgid "Folding" msgstr "Заключен бутон" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Документация в Интернет" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Главни букви" @@ -13876,11 +13931,13 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ГРЕШКА: Не може да се зареди ресурсът с кадъра!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буферът за обмен на ресурси е празен или не съдържа текстура!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Поставяне на кадър" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +#, fuzzy +msgid "Paste Texture" msgstr "Поставяне на кадър" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13940,7 +13997,7 @@ msgid "Frame Duration:" msgstr "Мащабиране до побиране на избраното в изгледа" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Връщане на оригиналния мащаб" @@ -13960,7 +14017,7 @@ msgstr "Избиране на кадри" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Преместване на кадъра" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17955,10 +18012,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Изберете папка за сканиране" @@ -18532,6 +18585,10 @@ msgstr "" msgid "Run Instances" msgstr "Пускане на %d екземпляр" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18542,7 +18599,11 @@ msgid "Main Feature Tags:" msgstr "Включване на филтрирането" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19936,7 +19997,7 @@ msgstr "Приложение" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20926,7 +20987,7 @@ msgid "Starting project..." msgstr "Стартиране на проекта…" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Всички файлове (*)" @@ -21589,67 +21650,6 @@ msgstr "" "инстанцирани сцени). Само първият ще работи, а всички останали ще бъдат " "пренебрегнати." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D служи само, за да даде форма за колизии на обект основан " -"на CollisionObject2D. Използвайте го само като под-обект на Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D и т.н., за да им дадете форма." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Празен CollisionPolygon2D не влияе на колизиите." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D служи само, за да даде форма за колизии на обект основан на " -"CollisionObject2D. Използвайте го само като наследник на Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, и т.н., за да им дадете форма." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"За да работи CollisionShape2D, е необходимо да се зададе форма. Моля, " -"създайте ресурс с форма за него!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21680,26 +21680,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21752,42 +21732,124 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D работи само, когато е дъщерен на обект от тип Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D служи само, за да даде форма за колизии на обект основан " +"на CollisionObject2D. Използвайте го само като под-обект на Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D и т.н., за да им дадете форма." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Празен CollisionPolygon2D не влияе на колизиите." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D служи само, за да даде форма за колизии на обект основан на " +"CollisionObject2D. Използвайте го само като наследник на Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, и т.н., за да им дадете форма." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"За да работи CollisionShape2D, е необходимо да се зададе форма. Моля, " +"създайте ресурс с форма за него!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Свойството „Path“ трябва да сочи към действителен обект от тип Node2D, за да " "работи." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21847,94 +21909,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D служи само, за да даде форма за колизии на обект основан " -"на CollisionObject3D.\n" -"Използвайте го само като под-обект на Area3D, StaticBody3D, RigidBody3D, " -"KinematicBody3D и т.н., за да им дадете форма." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Празен CollisionPolygon2D не влияе на колизиите." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D служи само, за да даде форма за колизии на обект основан на " -"CollisionObject3D.\n" -"Използвайте го само като под-обект на Area3D, StaticBody3D, RigidBody3D, " -"KinematicBody3D, и т.н., за да им дадете форма." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"За да работи CollisionShape2D, е нужно да му се даде форма. Моля, създайте " -"му ресурс-форма." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Не се вижда нищо, той като няма зададена полигонна мрежа." @@ -22030,26 +22004,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22171,13 +22125,138 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D служи само, за да даде форма за колизии на обект основан " +"на CollisionObject3D.\n" +"Използвайте го само като под-обект на Area3D, StaticBody3D, RigidBody3D, " +"KinematicBody3D и т.н., за да им дадете форма." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Празен CollisionPolygon2D не влияе на колизиите." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D служи само, за да даде форма за колизии на обект основан на " +"CollisionObject3D.\n" +"Използвайте го само като под-обект на Area3D, StaticBody3D, RigidBody3D, " +"KinematicBody3D, и т.н., за да им дадете форма." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"За да работи CollisionShape2D, е нужно да му се даде форма. Моля, създайте " +"му ресурс-форма." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22193,17 +22272,6 @@ msgstr "" "Свойството „Remote Path“ трябва да сочи към действителен обект от тип " "Spatial или негов наследник, за да работи." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Това тяло ще бъде игнорирано, докато не зададете полигонна мрежа." @@ -22216,18 +22284,6 @@ msgstr "" "За да може AnimatedSprite3D да показва кадри, първо трябва се създаде или " "зададе ресурс от тип SpriteFrames в свойството „Frames“." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22343,63 +22399,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Нова конфигурация" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Описание" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Изберете източник за полигонна мрежа:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Режим на избиране" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22423,15 +22431,6 @@ msgstr "" msgid "Alert!" msgstr "Тревога!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Неправилно разширение." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22439,30 +22438,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Превключване на видимостта на скритите файлове." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Превключване на прилепването към решетката." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Превключване на прилепването към решетката." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Влачене: скалиране на избрания обект." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22475,103 +22450,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Направления" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Горе вдясно" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Направления" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Позволени знаци:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Позволени знаци:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22596,10 +22474,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Други)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/bn.po b/editor/bn.po index 9a0fd74..497c823 100644 --- a/editor/bn.po +++ b/editor/bn.po @@ -353,7 +353,6 @@ msgstr "সমাপ্তি(সমূহ)" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "কর্তন/কাট করুন" @@ -361,8 +360,6 @@ msgstr "কর্তন/কাট করুন" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "প্রতিলিপি/কপি করুন" @@ -374,15 +371,14 @@ msgstr "প্রতিলিপি/কপি করুন" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "প্রতিলেপন/পেস্ট করুন" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "সাবেক অবস্থায় যান/আনডু" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "পুনরায় করুন" @@ -524,8 +520,7 @@ msgid "Scroll Down" msgstr "পৃষ্ঠতল পপুলেট করুন" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "সবগুলি বাছাই করুন" @@ -1925,13 +1920,13 @@ msgstr "স্ক্রিপ্টস প্যানেল টগল করু #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "সম্প্রসারিত করুন (জুম্ ইন)" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "সংকুচিত করুন (জুম্ আউট)" @@ -1947,10 +1942,20 @@ msgstr "সমস্যাসমূহ" msgid "Warnings" msgstr "সতর্কতা" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "সংকুচিত করুন (জুম্ আউট)" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "রেখা ও স্তম্ভ সংখ্যা।" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "রেফারেন্সের ডকুমেন্টেশনে খুঁজুন।" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2367,7 +2372,6 @@ msgstr "শুরু" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "পরিস্কার করুন/ক্লীয়ার" @@ -2752,7 +2756,6 @@ msgstr[1] "দৃশ্য খুলুন" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "খুলুন" @@ -2876,7 +2879,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" @@ -2887,7 +2889,6 @@ msgstr "নতুন তৈরি করুন" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "ফোল্ডার তৈরি করুন" @@ -2904,8 +2905,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Godot কমিউনিটি হতে আপনাকে ধন্যবাদ!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3385,7 +3393,7 @@ msgstr "AutoLoad সংযুক্ত করুন" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "পথ:" @@ -3574,7 +3582,7 @@ msgstr "নতুন" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "সংরক্ষন করুন" @@ -4604,7 +4612,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "নাম:" @@ -5700,11 +5707,6 @@ msgstr "শাখা" msgid "History" msgstr "পরের ইতিহাস" -#: editor/editor_node.cpp -#, fuzzy -msgid "Expand Bottom Panel" -msgstr "ধারক/বাহক পর্যন্ত বিস্তৃত করুন" - #: editor/editor_node.cpp msgid "Output" msgstr "আউটপুট/ফলাফল" @@ -5785,7 +5787,7 @@ msgstr "পুনঃসংরক্ষণ" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "সংস্করণ:" #: editor/editor_node.cpp @@ -6177,6 +6179,17 @@ msgstr "" "কাংখিত প্ল্যাটফর্মের জন্য গ্রহণযোগ্য কোন এক্সপোর্ট প্রিসেট খুঁজে পাওয়া যায়নি।\n" "অনুগ্রহ করে এক্সপোর্ট মেনুতে একটি সঠিক প্রিসেট যোগ করুন।" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "অপসারণ করুন" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -7135,14 +7148,15 @@ msgstr "Tile Set এক্সপোর্ট করুন" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "সংরক্ষণ এবং পুন-ইম্পোর্ট করুন" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -7172,8 +7186,9 @@ msgstr "স্ন্যাপ কনফিগার করুন" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7778,6 +7793,17 @@ msgstr "নতুন ট্র্যাক/পথ-সমূহ যোগ কর msgid "Filter Groups" msgstr "ছবির গ্রুপ অপসারণ করুন" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +#, fuzzy +msgid "Expand Bottom Panel" +msgstr "ধারক/বাহক পর্যন্ত বিস্তৃত করুন" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7801,12 +7827,12 @@ msgstr "একটি স্থান পছন্দ করুন" msgid "Move" msgstr "সরান" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "প্রকল্প এক্সপোর্ট করুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select Current Folder" msgstr "ফোল্ডার তৈরি করুন" @@ -7819,18 +7845,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "মেথড/পদ্ধতি বাছাই করুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "সব ফাইল পরিচিতি সম্পন্ন" @@ -7838,19 +7864,19 @@ msgstr "সব ফাইল পরিচিতি সম্পন্ন" msgid "All Files (*)" msgstr "সব ফাইল (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "একটি ফাইল খুলুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "এক বা একাধিক ফাইল খুলুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "পথ/ডিরেক্টরি খুলুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "ফাইল বা পথ/ডিরেক্টরি খুলুন" @@ -7903,22 +7929,22 @@ msgstr "ফেবরিট/প্রিয়কে উপরের দিকে msgid "Move Favorite Down" msgstr "ফেবরিট/প্রিয়কে নিচের দিকে নামান" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "ক্লাসের অনুসন্ধান করুন" @@ -7928,12 +7954,17 @@ msgstr "ক্লাসের অনুসন্ধান করুন" msgid "(Un)favorite current folder." msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "অদৃশ্য ফাইলসমূহ অদলবদল/টগল করুন" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "নতুন তৈরি করুন" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "পথ এবং ফাইল:" @@ -7945,7 +7976,7 @@ msgid "Preview:" msgstr "প্রিভিউ:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "ফাইল:" @@ -9086,6 +9117,15 @@ msgstr "" msgid "Generate POT" msgstr "সাধারণ" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "পূর্বনির্মিত স্ক্রিপ্ট" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10904,17 +10944,6 @@ msgstr "আপেক্ষিক স্ন্যাপ" msgid "Use Pixel Snap" msgstr "পিক্সেল স্ন্যাপ ব্যবহার করুন" -#: editor/plugins/canvas_item_editor_plugin.cpp -#, fuzzy -msgid "Smart Snapping" -msgstr "স্মার্ট স্ন্যাপিং ব্যাবহার করুন" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -#, fuzzy -msgid "Configure Snap..." -msgstr "স্ন্যাপ কনফিগার করুন..." - #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Snap to Parent" @@ -10945,6 +10974,17 @@ msgstr "অন্য নোড এর সাথে স্ন্যাপ কর msgid "Snap to Guides" msgstr "স্ন্যাপ মোড:" +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Smart Snapping" +msgstr "স্মার্ট স্ন্যাপিং ব্যাবহার করুন" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Configure Snap..." +msgstr "স্ন্যাপ কনফিগার করুন..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -11220,6 +11260,17 @@ msgstr "নোড তৈরি করুন" msgid "Error instantiating scene from %s" msgstr "%s হতে দৃশ্য ইনস্ট্যান্স করাতে সমস্যা হয়েছে" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "ইনস্ট্যান্স" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "নতুন উত্তরাধিকারী দৃশ্য..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -13012,6 +13063,10 @@ msgstr "পরিবেশ (Environment)" msgid "View Gizmos" msgstr "গিজমোস" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "গ্রিড দেখুন" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "তথ্য দেখুন" @@ -13350,10 +13405,6 @@ msgstr "৪ টি Viewports" msgid "View Origin" msgstr "অরিজিন দেখুন" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "গ্রিড দেখুন" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13558,6 +13609,15 @@ msgstr "Poly সম্পাদন করুন" msgid "Select occluder bake file:" msgstr "লাইটম্যাপ বেক ফাইলটি নির্বাচন করুন:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "এতে রূপান্তর করুন..." + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13699,11 +13759,6 @@ msgstr "বহিঃ-সহজাগমন" msgid "Handle Tilt #" msgstr "যথেচ্ছ ঢাল:" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr "বক্ররেখার বিন্দুর স্থান নির্ধারণ করুন" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13746,6 +13801,11 @@ msgstr "সন্নিবেশিত হচ্ছে" msgid "Split Segment (in curve)" msgstr "অংশ বিভক্ত করুন (বক্ররেখায়)" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr "বক্ররেখার বিন্দুর স্থান নির্ধারণ করুন" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -14198,11 +14258,6 @@ msgstr "পূর্বের ইতিহাস" msgid "History Next" msgstr "পরের ইতিহাস" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "থিম" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -14212,6 +14267,11 @@ msgstr "থিম ইম্পোর্ট করুন" msgid "Reload Theme" msgstr "থিম রিলোড করুন" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "থিম" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "থিম সংরক্ষণ করুন" @@ -14383,11 +14443,6 @@ msgstr "রঙ পছন্দ করুন" msgid "Folding" msgstr "মধ্য বোতাম" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "রেফারেন্সের ডকুমেন্টেশনে খুঁজুন।" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "বড় হাতের অক্ষর" @@ -14883,12 +14938,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "সমস্যা: ফ্রেম রিসোর্স লোড করা সম্ভব হয়নি!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "রিসোর্স ক্লীপবোর্ড খালি অথবা কোনো টেক্সার নয়!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "ফ্রেম প্রতিলেপন করুন" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "ফ্রেম প্রতিলেপন করুন" +#, fuzzy +msgid "Paste Texture" +msgstr "রিসোর্স প্রতিলেপন/পেস্ট করুন" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14951,7 +15008,7 @@ msgid "Frame Duration:" msgstr "নির্বাচনকে ফ্রেমভূক্ত করুন" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "জুম্ পুন:স্থাপন করুন" @@ -14973,7 +15030,7 @@ msgstr "ফ্রেমসমূহ স্তূপ করুন" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "ফ্রেম প্রতিলেপন করুন" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -19182,10 +19239,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "স্ক্যান করার জন্য ফোল্ডার নির্বাচন করুন" @@ -19780,6 +19833,10 @@ msgstr "নতুন অভিভাবক দান করুন" msgid "Run Instances" msgstr "ইনস্ট্যান্স" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19791,7 +19848,11 @@ msgid "Main Feature Tags:" msgstr "গঠনবিন্যাস" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -21267,7 +21328,7 @@ msgstr "প্রক্রিয়া/অ্যাকশন" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -22240,7 +22301,7 @@ msgid "Starting project..." msgstr "প্রকল্প এক্সপোর্ট করুন" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "সব ফাইল (*)" @@ -22919,68 +22980,6 @@ msgstr "" "প্রতি দৃশ্যে (অথবা ইন্সট্যান্সড দৃশ্যের সম্মেলনে) সর্বোচ্চ একটি দৃশ্যমান CanvasModulate " "সম্ভব। সর্বপ্রথমেরটি দৃশ্যত হলেও বাকিগুলো বাতিল হয়ে যাবে।" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " -"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " -"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "সংঘর্ষে ফাঁকা/শুন্য CollisionPolygon2D-এর কোনো প্রভাব নেই।" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " -"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " -"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"সফল্ভাবে কাজ করতে CollisionShape2D এর একটি আকৃতি প্রয়োজন। অনুগ্রহ করে তার জন্য " -"একটি আকৃতি তৈরি করুন!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -23011,26 +23010,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp #, fuzzy msgid "" @@ -23080,40 +23059,123 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D একমাত্র Path2D এর অংশ হিসেবে নির্ধারন করালেই কাজ করে।" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " +"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " +"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "সংঘর্ষে ফাঁকা/শুন্য CollisionPolygon2D-এর কোনো প্রভাব নেই।" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " +"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " +"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"সফল্ভাবে কাজ করতে CollisionShape2D এর একটি আকৃতি প্রয়োজন। অনুগ্রহ করে তার জন্য " +"একটি আকৃতি তৈরি করুন!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Path এর দিক অবশ্যই একটি কার্যকর Node2D এর দিকে নির্দেশ করাতে হবে।" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Path এর দিক অবশ্যই একটি কার্যকর Node2D এর দিকে নির্দেশ করাতে হবে।" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -23173,94 +23235,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " -"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " -"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "সংঘর্ষে ফাঁকা/শুন্য CollisionPolygon2D-এর কোনো প্রভাব নেই।" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " -"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " -"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"সফল্ভাবে কাজ করতে CollisionShape এর একটি আকৃতি প্রয়োজন। অনুগ্রহ করে তার জন্য একটি " -"আকৃতি তৈরি করুন!" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -23354,26 +23328,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23497,13 +23451,138 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " +"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " +"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "সংঘর্ষে ফাঁকা/শুন্য CollisionPolygon2D-এর কোনো প্রভাব নেই।" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D শুধুমাত্র CollisionObject2D হতে সৃষ্ট নোডের সংঘর্ষের আকৃতি প্রদান " +"করে। Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, ইত্যাদিকে আকার দিতে " +"অনুগ্রহ করে তা শুধুমাত্র তাদের অংশ হিসেবে ব্যবহার করুন।" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"সফল্ভাবে কাজ করতে CollisionShape এর একটি আকৃতি প্রয়োজন। অনুগ্রহ করে তার জন্য একটি " +"আকৃতি তৈরি করুন!" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23517,17 +23596,6 @@ msgid "" "node to work." msgstr "Path এর দিক অবশ্যই একটি কার্যকর Spatial নোডের এর দিকে নির্দেশ করাতে হবে।" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -23541,18 +23609,6 @@ msgstr "" "AnimatedSprite3D দ্বারা ফ্রেম দেখাতে SpriteFrames রিসোর্স অবশ্যই তৈরি করতে হবে " "অথবা 'Frames' এর মান-এ নির্ধারন করে দিতে হবে।" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23674,63 +23730,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "অ্যানিমেশন" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "অ্যানিমেশনের সরঞ্জামসমূহ" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Mesh-এর একটি উৎস নির্বাচন করুন:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "একটি নোড নির্বাচন করুন" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23754,15 +23762,6 @@ msgstr "" msgid "Alert!" msgstr "সতর্কতা!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "অগ্রহণযোগ্য এক্সটেনশন" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23770,30 +23769,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "অদৃশ্য ফাইলসমূহ অদলবদল/টগল করুন" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "ছেদবিন্দু অদলবদল করুন (টগল ব্রেকপয়েন্ট)" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "স্ন্যাপ সক্রিয় করুন" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "অল্টার কী + টান: স্থানান্তর" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23806,103 +23781,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "অংশাদি:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "ডান" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "অংশাদি:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "গ্রহনযোগ্য অক্ষরসমূহ:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "গ্রহনযোগ্য অক্ষরসমূহ:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23927,10 +23805,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(অন্যান্য)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/br.po b/editor/br.po index ddf35c0..0608090 100644 --- a/editor/br.po +++ b/editor/br.po @@ -323,7 +323,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -331,8 +330,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -344,15 +341,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -477,8 +473,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1844,13 +1839,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1866,10 +1861,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Tro Fiñvskeudenn" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2255,7 +2259,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2611,7 +2614,6 @@ msgstr[4] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2721,7 +2723,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2731,7 +2732,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2748,8 +2748,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3196,7 +3203,7 @@ msgstr "Enlakaat an Alc'hwezh Amañ" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3376,7 +3383,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4285,7 +4292,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5265,10 +5271,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5341,7 +5343,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5688,6 +5690,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Dilemel ar Roudenn Fiñvskeudenn" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6535,14 +6548,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6569,8 +6583,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7105,6 +7120,16 @@ msgstr "" msgid "Filter Groups" msgstr "Aktivañ ar Roudenn" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7130,11 +7155,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7146,17 +7171,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7164,19 +7189,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7228,19 +7253,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7248,11 +7273,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Krouiñ" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7264,7 +7294,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8332,6 +8362,14 @@ msgstr "" msgid "Generate POT" msgstr "Fiñval ar Poentoù Bezier" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9969,15 +10007,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10002,6 +10031,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10250,6 +10288,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11864,6 +11912,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12182,10 +12234,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12376,6 +12424,14 @@ msgstr "Roudenn Galv Metodenn" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12510,10 +12566,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12551,6 +12603,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12958,11 +13014,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12971,6 +13022,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13125,11 +13181,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Tro Fiñvskeudenn" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13566,12 +13617,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Dilemel Alc'hwez(ioù)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Talvoud :" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13631,7 +13684,7 @@ msgid "Frame Duration:" msgstr "Tro Fiñvskeudenn" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13650,8 +13703,9 @@ msgid "Delete Frame" msgstr "Eilskoueriañ an Alc'whezh(ioù) Uhelsklaeriet" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" -msgstr "" +#, fuzzy +msgid "Copy Frame(s)" +msgstr "Talvoud :" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before Selected)" @@ -17529,10 +17583,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18076,6 +18126,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18086,7 +18140,11 @@ msgid "Main Feature Tags:" msgstr "Fiñval ar Poentoù Bezier" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19407,7 +19465,7 @@ msgstr "Tro Fiñvskeudenn" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20306,7 +20364,7 @@ msgid "Starting project..." msgstr "Roudenn Treuzfurmadur 3D" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20938,58 +20996,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21020,26 +21026,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21081,40 +21067,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21174,82 +21233,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21343,26 +21326,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21481,13 +21444,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21500,17 +21576,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21521,18 +21586,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21646,60 +21699,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Tro Fiñvskeudenn" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21723,15 +21730,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Cheñch Pazenn ar Fiñvskeudenn" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21739,27 +21737,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Aktivañ/Diaktivañ ar roudenn-se." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21772,98 +21749,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21888,10 +21773,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ca.po b/editor/ca.po index 36f0fa6..4bb90b1 100644 --- a/editor/ca.po +++ b/editor/ca.po @@ -336,7 +336,6 @@ msgstr "Final" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Talla" @@ -344,8 +343,6 @@ msgstr "Talla" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copia" @@ -357,15 +354,14 @@ msgstr "Copia" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Enganxa" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Desfés" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refés" @@ -488,8 +484,7 @@ msgid "Scroll Down" msgstr "Enrotlla-ho avall" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Selecciona-ho Tot" @@ -1823,13 +1818,13 @@ msgstr "Panell d'Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Apropa" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Allunya" @@ -1845,10 +1840,20 @@ msgstr "Errors" msgid "Warnings" msgstr "Avisos" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Allunya" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de línia i columna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Documentació en Línia" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "S'ha d'especificar el mètode al node de destinació." @@ -2248,7 +2253,6 @@ msgstr "Inicia" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Neteja" @@ -2625,7 +2629,6 @@ msgstr[1] "Obre una Escena" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Obre" @@ -2749,7 +2752,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "No s'ha pogut crear el directori." @@ -2760,7 +2762,6 @@ msgstr "Crear nous nodes." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Crea un Directori" @@ -2777,9 +2778,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Gràcies de la part de la Comunitat del Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Fes click per a copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3240,7 +3248,7 @@ msgstr "Afegeix AutoCàrrega" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Camí:" @@ -3427,7 +3435,7 @@ msgstr "Nou" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Desa" @@ -4406,7 +4414,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nom:" @@ -5492,10 +5499,6 @@ msgstr "Node" msgid "History" msgstr "Següent en l'Historial" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Desplega el Tauler Inferior" - #: editor/editor_node.cpp msgid "Output" msgstr "Sortida" @@ -5573,7 +5576,7 @@ msgstr "Torna a Desar" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Configurar Control de Versions" #: editor/editor_node.cpp @@ -5947,6 +5950,17 @@ msgstr "" "No s'ha trobat cap patró d'exportació executable per aquesta plataforma. \n" "Afegiu un patró predeterminat en el menú d'exportació." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Remot " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6878,14 +6892,15 @@ msgstr "Exporta en mode Depuració" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Desa i Reinicia" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6915,8 +6930,9 @@ msgstr "Configurar Ajustament" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7503,6 +7519,16 @@ msgstr "Afegeix una escena nova." msgid "Filter Groups" msgstr "Elimina Disseny" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Desplega el Tauler Inferior" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7526,11 +7552,11 @@ msgstr "Tria un Directori" msgid "Move" msgstr "Mou" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Xarxa" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Selecciona el Directori Actual" @@ -7542,17 +7568,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Seleccionar aquest Directori" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Tots Reconeguts" @@ -7560,19 +7586,19 @@ msgstr "Tots Reconeguts" msgid "All Files (*)" msgstr "Tots els Fitxers (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Obre un Fitxer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Obre Fitxer(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Obre un Directori" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Obre un Fitxer o Directori" @@ -7625,19 +7651,19 @@ msgstr "Mou Favorit Amunt" msgid "Move Favorite Down" msgstr "Mou Favorit Avall" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Anar al directori anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Anar al directori següent." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Anar al directori pare." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Actualitzar fitxers." @@ -7645,11 +7671,16 @@ msgstr "Actualitzar fitxers." msgid "(Un)favorite current folder." msgstr "Eliminar carpeta actual de preferits." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Commutar visibilitat dels fitxers ocults." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Crear nous nodes." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Directoris i Fitxers:" @@ -7661,7 +7692,7 @@ msgid "Preview:" msgstr "Vista prèvia:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fitxer:" @@ -8793,6 +8824,15 @@ msgstr "" msgid "Generate POT" msgstr "General" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script integrat:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10535,15 +10575,6 @@ msgstr "Ajustament Relatiu" msgid "Use Pixel Snap" msgstr "Utilitzar ajustament amb els Píxels" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Ajustament Intel·ligent" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Ajustament..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Ajustar al Pare" @@ -10568,6 +10599,15 @@ msgstr "Ajustar a altres Nodes" msgid "Snap to Guides" msgstr "Ajustar amb les guies" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Ajustament Intel·ligent" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Ajustament..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10835,6 +10875,17 @@ msgstr "Crea un Node" msgid "Error instantiating scene from %s" msgstr "Error en instanciar l'escena des de %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instància" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nova Escena Heretada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Canviar Tipus per Defecte" @@ -12627,6 +12678,10 @@ msgstr "Mostra l'Entorn" msgid "View Gizmos" msgstr "Mostra els Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Mostra la Quadrícula" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Mostra la Informació" @@ -12956,10 +13011,6 @@ msgstr "4 Vistes" msgid "View Origin" msgstr "Mostra l'Origen" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Mostra la Quadrícula" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13166,6 +13217,15 @@ msgstr "Mode Oclusió" msgid "Select occluder bake file:" msgstr "Seleccioneu un Fitxer de Plantilla:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Convertir a ParticulesCPU" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13303,10 +13363,6 @@ msgstr "Sortida Lenta" msgid "Handle Tilt #" msgstr "Inclinació aleatòria:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Estableix la Posició del Punt de la Corba" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Estableix la Posició de Sortida de la Corba" @@ -13347,6 +13403,10 @@ msgstr "Insereix un Punt" msgid "Split Segment (in curve)" msgstr "Parteix el Segment (de la Corba)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Estableix la Posició del Punt de la Corba" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Moure Unió" @@ -13774,11 +13834,6 @@ msgstr "Anterior en l'Historial" msgid "History Next" msgstr "Següent en l'Historial" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar Tema..." @@ -13787,6 +13842,11 @@ msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recarrega el Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Desa el Tema" @@ -13954,11 +14014,6 @@ msgstr "Tria un Color" msgid "Folding" msgstr "Botó Desactivat" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Documentació en Línia" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Majúscules" @@ -14427,12 +14482,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "Error: No s'ha trobat el recurs de fotogrames!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "El porta-retalls de Recursos és Buit o no és pas una Textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Enganxa el Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Enganxa el Fotograma" +#, fuzzy +msgid "Paste Texture" +msgstr "Enganxa el Recurs" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14493,7 +14550,7 @@ msgid "Frame Duration:" msgstr "Enquadra la Selecció" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Restablir zoom" @@ -14514,7 +14571,7 @@ msgstr "Seleccionar Fotogrames" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Enganxa el Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18845,10 +18902,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Selecciona un Directori per Explorar" @@ -19439,6 +19492,10 @@ msgstr "Canvia el Parentatge" msgid "Run Instances" msgstr "Instància" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19450,7 +19507,11 @@ msgid "Main Feature Tags:" msgstr "Característiques Principals:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20898,7 +20959,7 @@ msgstr "Aplicació" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21904,7 +21965,7 @@ msgid "Starting project..." msgstr "Exporta Projecte" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Tots els Fitxers (*)" @@ -22586,73 +22647,6 @@ msgstr "" "Només es permet un sol CanvasModulate per escena (o conjunt d'escenes " "instanciades). El primer funcionarà, mentre que la resta seran ignorats." -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"En no disposar de cap fill del tipus Shape, aquest node no pot interactuar " -"amb l'espai.\n" -"Considereu afegir-hi nodes fill del tipus CollisionShape2D o " -"CollisionPolygon2D per definir-ne la forma." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D només proporciona formes de col·lisió a nodes derivats de " -"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D només proporciona formes de col·lisió nodes de derivats de " -"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"S'ha de proporcionar una forma perquè *CollisionShape2D pugui funcionar. " -"Creeu-li un recurs de forma (shape)!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22685,26 +22679,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp #, fuzzy msgid "" @@ -22759,25 +22733,113 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D només funciona si s'estableix com a fill d'un node Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"En no disposar de cap fill del tipus Shape, aquest node no pot interactuar " +"amb l'espai.\n" +"Considereu afegir-hi nodes fill del tipus CollisionShape2D o " +"CollisionPolygon2D per definir-ne la forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D només proporciona formes de col·lisió a nodes derivats de " +"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D només proporciona formes de col·lisió nodes de derivats de " +"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"S'ha de proporcionar una forma perquè *CollisionShape2D pugui funcionar. " +"Creeu-li un recurs de forma (shape)!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22788,15 +22850,15 @@ msgstr "" "RigidBody(Caràcter o Rígid). \n" "Modifica la mida de les Formes de Col. lisió Filles." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Cal que la propietat Camí (Path) assenyali un Node2D vàlid." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Cal que la propietat Camí (Path) assenyali un Node2D vàlid." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22859,99 +22921,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"En no disposar de cap fill del tipus Shape, aquest node no pot interactuar " -"amb l'espai.\n" -"Considereu afegir-hi nodes fill del tipus CollisionShape2D o " -"CollisionPolygon2D per definir-ne la forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D només proporciona formes de col·lisió a nodes derivats de " -"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D només proporciona formes de col·lisió nodes de derivats de " -"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Cal proporcionar una forma perquè CollisionShape funcioni. Creeu-ne un " -"recurs de forma." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Res és visible perquè no s'ha assignat cap malla." @@ -23045,30 +23014,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A i Node B han de ser PhysicsBodies" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "El node A ha de ser de tipus PhysicsBody" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "El node B ha de ser de tipus PhysicsBody" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "El Node A i el Node B han de ser PhysicsBodies diferents" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23195,7 +23140,124 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"En no disposar de cap fill del tipus Shape, aquest node no pot interactuar " +"amb l'espai.\n" +"Considereu afegir-hi nodes fill del tipus CollisionShape2D o " +"CollisionPolygon2D per definir-ne la forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D només proporciona formes de col·lisió a nodes derivats de " +"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon2D buit no té cap efecte en la col·lisió." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D només proporciona formes de col·lisió nodes de derivats de " +"CollisionObject2D. Utilitzeu-lo només per donar una forma a nodes com " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Cal proporcionar una forma perquè CollisionShape funcioni. Creeu-ne un " +"recurs de forma." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A i Node B han de ser PhysicsBodies" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "El node A ha de ser de tipus PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "El node B ha de ser de tipus PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "El Node A i el Node B han de ser PhysicsBodies diferents" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -23206,6 +23268,26 @@ msgstr "" "RigidBody(Caràcter o Rígid). \n" "Modifica la mida de les Formes de Col. lisió Filles." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel serveix per a proporcionar un sistema de rodes a un " +"VehicleBody. Utilitzeu-lo com a fill d'un VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23219,17 +23301,6 @@ msgid "" "node to work." msgstr "Cal que la propietat Camí assenyali cap a un node Spatial vàlid." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp #, fuzzy msgid "This body will be ignored until you set a mesh." @@ -23244,21 +23315,6 @@ msgstr "" "Cal crear o establir un recurs SpriteFrames en la propietat 'Frames' perquè " "AnimatedSprite3D dibuixi els quadres." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel serveix per a proporcionar un sistema de rodes a un " -"VehicleBody. Utilitzeu-lo com a fill d'un VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23382,74 +23438,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nova Animació" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animació no trobada: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Color: #%s\n" -"LMB: Defineix el color\n" -"RMB: Elimina la configuració preestablerta" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Color: #%s\n" -"LMB: Defineix el color\n" -"RMB: Elimina la configuració preestablerta" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Trieu un color de la pantalla." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Trieu un color de la pantalla." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Selecciona una Malla d'Origen:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Selecciona un Node" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Canviar entre valors hexadecimals i de codi." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Add current color as a preset." -msgstr "Afegeix el Color actual com a predeterminat." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23473,15 +23470,6 @@ msgstr "" msgid "Alert!" msgstr "Ep!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "L'extensió no és vàlida." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23489,30 +23477,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Commutar visibilitat dels fitxers ocults." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Commutar Ajustament a la Quadrícula." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Activa el minimapa de quadrícula." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Arrossegar: Mou el node seleccionat." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23525,103 +23489,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direccions" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Dreta" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direccions" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Caràcters vàlids:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Caràcters vàlids:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23651,10 +23518,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Altres)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/cs.po b/editor/cs.po index 5619de1..be15c27 100644 --- a/editor/cs.po +++ b/editor/cs.po @@ -353,7 +353,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Vyjmout" @@ -361,8 +360,6 @@ msgstr "Vyjmout" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopírovat" @@ -374,15 +371,14 @@ msgstr "Kopírovat" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Vložit" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Zpět" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Znovu" @@ -505,8 +501,7 @@ msgid "Scroll Down" msgstr "Posun kolečkem myši dolů" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Označit vše" @@ -1850,13 +1845,13 @@ msgstr "Přepnout panel skriptů" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zvětšit" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zmenšit" @@ -1872,10 +1867,20 @@ msgstr "Chyby" msgid "Warnings" msgstr "Varování" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Přiblížení na 25 %" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Čísla řádků a sloupců." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Online dokumentace" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Je nutné zadat metodu v cílovém uzlu." @@ -2267,7 +2272,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Promazat" @@ -2629,7 +2633,6 @@ msgstr[2] "Otevřít scény" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Otevřít" @@ -2746,7 +2749,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Použití lomítek v názvech složek rekurzivně vytvoří podsložky." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Nelze vytvořit složku." @@ -2756,7 +2758,6 @@ msgstr "Vytvořit novou složku v %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Vytvořit složku" @@ -2772,9 +2773,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Děkujeme za komunitu Godotu!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klikněte pro zkopírování." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3223,7 +3231,7 @@ msgstr "Přidat AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Cesta:" @@ -3404,7 +3412,7 @@ msgstr "Nový" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Uložit" @@ -4352,7 +4360,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Jméno:" @@ -5402,10 +5409,6 @@ msgstr "Uzel" msgid "History" msgstr "Historie další" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Rozšířit spodní panel" - #: editor/editor_node.cpp msgid "Output" msgstr "Výstup" @@ -5482,7 +5485,7 @@ msgstr "Znovu uložit" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Nastavit správu verzí" #: editor/editor_node.cpp @@ -5852,6 +5855,17 @@ msgstr "" "Přidejte prosím spustitelné přednastavení v exportovacím menu nebo definujte " "existující přednastavení jako spustitelné." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Vzdálené Jméno" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6737,14 +6751,15 @@ msgstr "Exportovat s laděním" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Uložit a restartovat" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6774,8 +6789,9 @@ msgstr "Nastavení přichycení" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7355,6 +7371,16 @@ msgstr "Přidat novou scénu." msgid "Filter Groups" msgstr "Odstranit skupinu" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Rozšířit spodní panel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7379,11 +7405,11 @@ msgstr "Vyberte složku" msgid "Move" msgstr "Přesunout" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Síť" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Vybrat stávající složku" @@ -7395,17 +7421,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Vybrat tuto složku" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Všechny rozpoznatelné" @@ -7413,19 +7439,19 @@ msgstr "Všechny rozpoznatelné" msgid "All Files (*)" msgstr "Všechny soubory (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Otevřít soubor" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Otevřít soubor(y)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Otevřít složku" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Otevřít soubor nebo složku" @@ -7478,19 +7504,19 @@ msgstr "Přesunout oblíbenou položku nahoru" msgid "Move Favorite Down" msgstr "Přesunout oblíbenou položku dolů" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Přejít do předchozí složky." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Přejít do další složky." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Přejít do nadřazené složky." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Obnovit soubory." @@ -7498,11 +7524,16 @@ msgstr "Obnovit soubory." msgid "(Un)favorite current folder." msgstr "Přidat/odebrat složku z oblíbených." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Změnit viditelnost skrytých souborů." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Vytvořit nové uzly." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Složky a soubory:" @@ -7514,7 +7545,7 @@ msgid "Preview:" msgstr "Náhled:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Soubor:" @@ -8617,6 +8648,15 @@ msgstr "" msgid "Generate POT" msgstr "Všeobecné" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Vestavěný skript:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Nastavit %s na %d uzlech" @@ -10305,15 +10345,6 @@ msgstr "Přichytávat relativně" msgid "Use Pixel Snap" msgstr "Přichytávat na pixely" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Chytré přichytávání" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Nastavení přichytávání..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Přichytit k rodičovi" @@ -10338,6 +10369,15 @@ msgstr "Přichytit k jiným uzlům" msgid "Snap to Guides" msgstr "Přichytit k vodítkům" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Chytré přichytávání" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Nastavení přichytávání..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10601,6 +10641,17 @@ msgstr "Vytvořit uzel" msgid "Error instantiating scene from %s" msgstr "Chyba instancování scény z %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instance" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nová zděděná scéna" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Změnit výchozí typ" @@ -12353,6 +12404,10 @@ msgstr "Zobrazit prostředí" msgid "View Gizmos" msgstr "Zobrazit Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Zobrazit mřížku" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Zobrazit informace" @@ -12685,10 +12740,6 @@ msgstr "4 výřezy" msgid "View Origin" msgstr "Zobrazit počátek" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Zobrazit mřížku" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12886,6 +12937,15 @@ msgstr "Okluzor" msgid "Select occluder bake file:" msgstr "Vybrat soubor pro zapečení světelných map:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Převést na CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13023,10 +13083,6 @@ msgstr "Pozvolný odchod" msgid "Handle Tilt #" msgstr "Náhodné naklonění:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Nastavit pozici bodu křivky" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Nastavit bod z křivky" @@ -13067,6 +13123,10 @@ msgstr "Vložit polygon" msgid "Split Segment (in curve)" msgstr "Rozdělit segment (v křivce)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Nastavit pozici bodu křivky" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Posunout bod" @@ -13485,11 +13545,6 @@ msgstr "Historie předchozí" msgid "History Next" msgstr "Historie další" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Téma" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importovat motiv..." @@ -13498,6 +13553,11 @@ msgstr "Importovat motiv..." msgid "Reload Theme" msgstr "Znovu načíst motiv" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Téma" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Uložit motiv" @@ -13658,11 +13718,6 @@ msgstr "Vyberte barvu" msgid "Folding" msgstr "Složení kódu" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Online dokumentace" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Velká písmena" @@ -14119,12 +14174,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "CHYBA: Nelze načíst zdroj snímku!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Schránka zdrojů je prázdná nebo to není textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Vložit snímek" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Vložit snímek" +#, fuzzy +msgid "Paste Texture" +msgstr "Vložit zdroj" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14182,7 +14239,7 @@ msgid "Frame Duration:" msgstr "Délka snímku:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Obnovení lupy" @@ -14203,7 +14260,7 @@ msgstr "Vybrat snímky" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Posunout snímek" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18456,10 +18513,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Vyberte složku pro skenování" @@ -19026,6 +19079,10 @@ msgstr "Upravit rodiče" msgid "Run Instances" msgstr "Spustit %d instanci" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19037,7 +19094,11 @@ msgid "Main Feature Tags:" msgstr "Hlavní funkce:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20458,7 +20519,7 @@ msgstr "Akce" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21445,7 +21506,7 @@ msgid "Starting project..." msgstr "Exportovat projekt" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Všechny soubory" @@ -22105,75 +22166,6 @@ msgstr "" "instancovaných scén). První vytvořená bude fungovat, ostatní budou " "ignorovány." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Tento uzel nemá žádný tvar, takže nemůže kolidovat ani interagovat s " -"ostatními objekty.\n" -"Zvažte možnost přidat CollisionShape2D nebo CollisionPolygon2D jako potomka " -"abyste definovali jeho tvar." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D slouží pouze jako kontejner tvarů objektu " -"CollissionObject2D a od něj odvozených uzlů. Použijte ho pouze jako potomka " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D a dalších, pro určení " -"jejich tvaru." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Prázdný CollisionPolygon2D nemá při kolizi žádný efekt." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "Chybný polygon. Alespoň 3 body jsou potřeba v 'Solids' build módu." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "Chybný polygon. Alespoň 2 body jsou potřeba v 'Segments' build módu." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D slouží pouze jako kontejner tvarů objektu " -"CollissionObject2D a od něj odvozených uzlů. Použijte ho pouze jako potomka " -"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D a dalších, pro určení " -"jejich tvaru." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"CollisionShape2D funkce musí obsahovat tvar. Prosím vytvořte zdrojový tvar!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Polygonové tvary nejsou určeny k použití nebo úpravám přímo prostřednictvím " -"uzlu CollisionShape2D. Použijte uzel CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22209,26 +22201,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Uzel A a uzel B musí být PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Uzel A musí být PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Uzel B musí být PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Kloub není připojen ke dvěma PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Uzel A a uzel B musí být různé PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22275,7 +22247,97 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D funguje pouze když je dítětem uzlu Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Tento uzel nemá žádný tvar, takže nemůže kolidovat ani interagovat s " +"ostatními objekty.\n" +"Zvažte možnost přidat CollisionShape2D nebo CollisionPolygon2D jako potomka " +"abyste definovali jeho tvar." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D slouží pouze jako kontejner tvarů objektu " +"CollissionObject2D a od něj odvozených uzlů. Použijte ho pouze jako potomka " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D a dalších, pro určení " +"jejich tvaru." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Prázdný CollisionPolygon2D nemá při kolizi žádný efekt." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "Chybný polygon. Alespoň 3 body jsou potřeba v 'Solids' build módu." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "Chybný polygon. Alespoň 2 body jsou potřeba v 'Segments' build módu." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D slouží pouze jako kontejner tvarů objektu " +"CollissionObject2D a od něj odvozených uzlů. Použijte ho pouze jako potomka " +"Area2D, StaticBody2D, RigidBody2D, KinematicBody2D a dalších, pro určení " +"jejich tvaru." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"CollisionShape2D funkce musí obsahovat tvar. Prosím vytvořte zdrojový tvar!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Polygonové tvary nejsou určeny k použití nebo úpravám přímo prostřednictvím " +"uzlu CollisionShape2D. Použijte uzel CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Uzel A a uzel B musí být PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Uzel A musí být PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Uzel B musí být PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Kloub není připojen ke dvěma PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Uzel A a uzel B musí být různé PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22283,19 +22345,19 @@ msgstr "" "Uzel PhysicalBone2D funguje pouze s rodičovským uzlem Skeleton2D nebo jiným " "PhysicalBone2D!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22305,16 +22367,16 @@ msgstr "" "Změny velikosti v SoftBody budou za běhu přepsány fyzikálním enginem.\n" "Změňte velikost kolizních tvarů v uzlech potomků." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Pro zajištění funkčnosti musí vlastnost path ukazovat na platný uzel Node2D." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Tento Bone2D řetěz by měl končit uzlem Skeleton2D." @@ -22377,100 +22439,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Tento uzel nemá žádný tvar, takže nemůže kolidovat ani interagovat s " -"ostatními objekty.\n" -"Zvažte možnost přidat CollisionShape2D nebo CollisionPolygon2D jako potomka " -"abyste definovali jeho tvar." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D slouží pouze k poskytnutí tvaru kolize pro uzel odvozený " -"od CollisionObject3D.\n" -"Používejte jej pouze jako potomka Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D atd., abyste jim dali tvar." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Prázdný CollisionPolygon2D nemá při kolizi žádný efekt." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D slouží pouze k poskytnutí kolizního tvaru objektu " -"CollissionObject3D a od něj odvozených uzlů.\n" -"Použijte ho pouze jako potomka Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D a dalších, pro určení jejich tvaru." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Aby CollisionShape mohl fungovat, musí mu být poskytnut tvar. Vytvořte mu " -"prosím zdroj tvar." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape nepodporuje uzel RigidBody v nestatickém režimu." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nic není zobrazeno, protože nebyla přiřazena žádná mřížka." @@ -22571,31 +22539,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Uzel A a uzel B musí být PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Uzel A musí být PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Uzel B musí být PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Kloub není připojen k PhysicsBody" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Uzel A a uzel B musí být různé PhysicsBody2D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22723,7 +22666,126 @@ msgstr "" "Vlastnost ROTATION_ORIENTED uzlu PathFollow vyžaduje povolení \"Up Vector\" " "ve zdroji Curve nadřazeného uzlu Path." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Tento uzel nemá žádný tvar, takže nemůže kolidovat ani interagovat s " +"ostatními objekty.\n" +"Zvažte možnost přidat CollisionShape2D nebo CollisionPolygon2D jako potomka " +"abyste definovali jeho tvar." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D slouží pouze k poskytnutí tvaru kolize pro uzel odvozený " +"od CollisionObject3D.\n" +"Používejte jej pouze jako potomka Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D atd., abyste jim dali tvar." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Prázdný CollisionPolygon2D nemá při kolizi žádný efekt." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D slouží pouze k poskytnutí kolizního tvaru objektu " +"CollissionObject3D a od něj odvozených uzlů.\n" +"Použijte ho pouze jako potomka Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D a dalších, pro určení jejich tvaru." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Aby CollisionShape mohl fungovat, musí mu být poskytnut tvar. Vytvořte mu " +"prosím zdroj tvar." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "ConcavePolygonShape nepodporuje uzel RigidBody v nestatickém režimu." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Uzel A a uzel B musí být PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Uzel A musí být PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Uzel B musí být PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Kloub není připojen k PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Uzel A a uzel B musí být různé PhysicsBody2D" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22733,6 +22795,26 @@ msgstr "" "Změny velikosti v SoftBody budou za běhu přepsány fyzikálním enginem.\n" "Změňte velikost kolizních tvarů v uzlech potomků." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel slouží jako systém kol pro VehicleBody. Použijte ho prosím jako " +"potomka VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22748,17 +22830,6 @@ msgstr "" "Vlastnost \"Remote Path\" musí ukazovat na platný Spatial nebo Spatial-" "derived uzel." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Toto těleso bude ignorováno, dokud nenastavíte model." @@ -22771,21 +22842,6 @@ msgstr "" "Zdroj SpriteFrames musí být vytvořen nebo nastaven ve vlastnosti \"Frames\", " "aby mohl AnimatedSprite3D zobrazit rámečky." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel slouží jako systém kol pro VehicleBody. Použijte ho prosím jako " -"potomka VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22911,70 +22967,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nová animace" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Kopírovat tento konstruktor ve skriptu." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Barva: #%s\n" -"LTM: Nastavit barvu\n" -"PTM: Odstranit přednastavení" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Barva: #%s\n" -"LMB: Nastavit barvu" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Vyberte barvu z okna editoru." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Vyberte barvu z okna editoru." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Vyberte zdrojový model:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Vybrat uzel" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Přepni mezi hexadecimálními a kódovými hodnotami." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Přidat aktuální barvu jako předvolbu." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23004,15 +23004,6 @@ msgstr "" msgid "Alert!" msgstr "Pozor!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Neplatná přípona." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23020,30 +23011,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Změnit viditelnost skrytých souborů." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Přepnout mřížkové přichytávání." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Povolit minimapu mřížky." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+přetažení: Přesun vybraného uzlu." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23056,103 +23023,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Směry" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Vpravo nahoře" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Směry" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Platné znaky:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Platné znaky:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23181,10 +23051,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Ostatní)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/cy.po b/editor/cy.po index eee57c0..014c659 100644 --- a/editor/cy.po +++ b/editor/cy.po @@ -318,7 +318,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Torri" @@ -326,8 +325,6 @@ msgstr "Torri" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copïo" @@ -339,15 +336,14 @@ msgstr "Copïo" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Gludo" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Dadwneud" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ailwneud" @@ -470,8 +466,7 @@ msgid "Scroll Down" msgstr "Sgrolio Lawr" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Dewis Popeth" @@ -1753,13 +1748,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1775,10 +1770,18 @@ msgstr "Gwallau" msgid "Warnings" msgstr "Rhybuddion" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Mewnoliad" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2155,7 +2158,6 @@ msgstr "Dechrau" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Clirio" @@ -2503,7 +2505,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Agor" @@ -2612,7 +2613,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2622,7 +2622,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2638,8 +2637,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Anhysbys" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3082,7 +3089,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Llwybr:" @@ -3259,7 +3266,7 @@ msgstr "Newydd" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Cadw" @@ -4149,7 +4156,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Enw:" @@ -5119,10 +5125,6 @@ msgstr "Nod" msgid "History" msgstr "Hanes" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "Allbwn" @@ -5194,7 +5196,7 @@ msgid "Resave" msgstr "Ailgadw" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5536,6 +5538,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6374,14 +6386,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6408,8 +6421,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6939,6 +6953,16 @@ msgstr "" msgid "Filter Groups" msgstr "Hidlyddion" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -6965,11 +6989,11 @@ msgstr "" msgid "Move" msgstr "Symud" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Rhwydwaith" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6981,17 +7005,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6999,19 +7023,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7063,19 +7087,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7083,11 +7107,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7099,7 +7127,7 @@ msgid "Preview:" msgstr "Rhagolwg:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Ffeil:" @@ -8126,6 +8154,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9731,15 +9767,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9764,6 +9791,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10012,6 +10048,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Wrthi'n symud:" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11598,6 +11644,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11913,10 +11963,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12101,6 +12147,15 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12234,10 +12289,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12274,6 +12325,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12680,11 +12735,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Thema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12693,6 +12743,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Thema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12847,10 +12902,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Mewnoliad" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13278,12 +13329,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Gludo" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Gludo" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13338,7 +13391,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13355,7 +13408,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17134,10 +17187,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17674,6 +17723,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17684,7 +17737,11 @@ msgid "Main Feature Tags:" msgstr "Nodweddion" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18977,7 +19034,7 @@ msgstr "Dyblygu" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19854,7 +19911,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20474,58 +20531,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20556,26 +20561,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20617,40 +20602,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20710,82 +20768,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20879,26 +20861,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21016,13 +20978,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21035,17 +21110,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21056,18 +21120,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21180,59 +21232,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21256,14 +21263,6 @@ msgstr "" msgid "Alert!" msgstr "Sylwch!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21271,26 +21270,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21303,98 +21282,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Chwith-i-Dde" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Dde-i-Chwith" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21419,10 +21306,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Arall)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/da.po b/editor/da.po index cac399e..eba0b8a 100644 --- a/editor/da.po +++ b/editor/da.po @@ -341,7 +341,6 @@ msgstr "Ende" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Klippe" @@ -349,8 +348,6 @@ msgstr "Klippe" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopier" @@ -362,15 +359,14 @@ msgstr "Kopier" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Indsæt" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Fortryd" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Annuller Fortyd" @@ -506,8 +502,7 @@ msgid "Scroll Down" msgstr "Scroll Ned" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Vælg alt" @@ -1899,13 +1894,13 @@ msgstr "Slå til/fra Scripts Panel" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zoom Ind" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zoom Ud" @@ -1921,10 +1916,20 @@ msgstr "Fejl" msgid "Warnings" msgstr "Advarsler" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom til 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Linje- og kolonnenumre." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Åben Seneste" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2332,7 +2337,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Ryd" @@ -2707,7 +2711,6 @@ msgstr[1] "Åbn Scene" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Åben" @@ -2833,7 +2836,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Kunne ikke oprette mappe." @@ -2844,7 +2846,6 @@ msgstr "Opret ny nodes." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Opret Mappe" @@ -2861,9 +2862,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Tak fra Godot fællesskabet!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klik for at kopiere." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3340,7 +3348,7 @@ msgstr "Tilføj AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Sti:" @@ -3527,7 +3535,7 @@ msgstr "Ny" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Gem" @@ -4524,7 +4532,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Navn:" @@ -5598,10 +5605,6 @@ msgstr "Node" msgid "History" msgstr "Forrige fane" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Udvid nederste panel" - #: editor/editor_node.cpp msgid "Output" msgstr "Output" @@ -5680,7 +5683,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Versionskontrol" #: editor/editor_node.cpp @@ -6051,6 +6054,17 @@ msgstr "" "Ingen kørbare eksport forudindstillinger fundet til denne platform.\n" "Tilføj venligst en kørbar forudindstilling i eksportmenuen." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Fjern" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6964,14 +6978,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Gem & genstart" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6999,8 +7014,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7590,6 +7606,16 @@ msgstr "Tilføj en ny scene." msgid "Filter Groups" msgstr "Slet Layout" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Udvid nederste panel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7613,12 +7639,12 @@ msgstr "Vælg en Mappe" msgid "Move" msgstr "Flyt" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Eksporter Projekt" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Vælg nurværende mappe" @@ -7630,17 +7656,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Vælg denne mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alle Genkendte" @@ -7648,19 +7674,19 @@ msgstr "Alle Genkendte" msgid "All Files (*)" msgstr "Alle filer (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Åben en Fil" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Åben Fil(er)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Åbn en Mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Åben en Fil eller Mappe" @@ -7713,22 +7739,22 @@ msgstr "Flyt Favorit Op" msgid "Move Favorite Down" msgstr "Flyt Favorit Ned" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Gå til overliggende mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Gå til overliggende mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "Gå til overliggende mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Søg Classes" @@ -7738,12 +7764,17 @@ msgstr "Søg Classes" msgid "(Un)favorite current folder." msgstr "Kunne ikke oprette mappe." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Skifter Skjulte Filer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Opret ny nodes." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mapper & Filer:" @@ -7755,7 +7786,7 @@ msgid "Preview:" msgstr "Forhåndsvisning:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fil:" @@ -8867,6 +8898,15 @@ msgstr "Filer med oversættelsestekststrenge:" msgid "Generate POT" msgstr "Generelt" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Åben script" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10623,15 +10663,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10659,6 +10690,15 @@ msgstr "Indsæt Node" msgid "Snap to Guides" msgstr "Vælg Mode (Q)\n" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10917,6 +10957,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Fejl ved load af script fra %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instans" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Ny Nedarvet Scene..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12640,6 +12691,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12964,10 +13019,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13171,6 +13222,15 @@ msgstr "Rediger Poly" msgid "Select occluder bake file:" msgstr "Vælg template fil" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konverter Til %s" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13307,11 +13367,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr "Fjern Kurve Punktets Position" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13354,6 +13409,11 @@ msgstr "Indsæt Punkt" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr "Fjern Kurve Punktets Position" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13792,11 +13852,6 @@ msgstr "Forrige fane" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13806,6 +13861,11 @@ msgstr "Importerer Scene..." msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13972,11 +14032,6 @@ msgstr "" msgid "Folding" msgstr "Deaktiveret" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Åben Seneste" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14461,12 +14516,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Slet nøgle(r)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Indsæt Ressource" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14529,7 +14586,7 @@ msgid "Frame Duration:" msgstr "Tællinger:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "Zoom Ud" @@ -14550,7 +14607,7 @@ msgstr "Vælg Node" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Flyt Node(s)" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18675,10 +18732,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -19257,6 +19310,10 @@ msgstr "" msgid "Run Instances" msgstr "Instans" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19268,7 +19325,11 @@ msgid "Main Feature Tags:" msgstr "Funktions Liste:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20700,7 +20761,7 @@ msgstr "Tilføj Funktion" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21671,7 +21732,7 @@ msgid "Starting project..." msgstr "Eksporter Projekt" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Alle filer (*)" @@ -22350,68 +22411,6 @@ msgstr "" "instanserede scener). Den første vil blive brugt, mens resten vil blive " "ignoreret." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D tjener kun til at give en kollisionsfigur til et " -"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D tjener kun til at give en kollision figur til en " -"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"En figur skal gives CollisionShape2D for at det fungerer. Opret venligst en " -"figur ressource for den!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22442,26 +22441,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp #, fuzzy msgid "" @@ -22513,40 +22492,123 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D virker kun, når den angives som et barn af en Path2D node." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D tjener kun til at give en kollisionsfigur til et " +"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D tjener kun til at give en kollision figur til en " +"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"En figur skal gives CollisionShape2D for at det fungerer. Opret venligst en " +"figur ressource for den!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Egenskaben Path skal pege på en gyldig Node2D node for at virke." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Egenskaben Path skal pege på en gyldig Node2D node for at virke." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22606,94 +22668,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D tjener kun til at give en kollisionsfigur til et " -"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D tjener kun til at give en kollision figur til en " -"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"En figur skal gives for at CollisionShape fungerer. Opret en figur ressource " -"til det!" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22787,26 +22761,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22930,13 +22884,138 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D tjener kun til at give en kollisionsfigur til et " +"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D tjener kun til at give en kollision figur til en " +"CollisionObject2D afledte node. Du skal kun bruge det som et barn af Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. til at give dem en form." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"En figur skal gives for at CollisionShape fungerer. Opret en figur ressource " +"til det!" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22950,17 +23029,6 @@ msgid "" "node to work." msgstr "Stien skal pege på en gyldig fysisk node for at virke." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22974,18 +23042,6 @@ msgstr "" "En SpriteFrames ressource skal oprettes eller angivets i egenskaben 'Frames' " "for at AnimatedSprite3D kan vise frames." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23105,62 +23161,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Ny Animation Navn:" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animations Længde (i sekunder)." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Vælg Node" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23184,15 +23193,6 @@ msgstr "" msgid "Alert!" msgstr "Advarsel!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Du skal bruge en gyldig udvidelse." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23200,30 +23200,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Skifter Skjulte Filer" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Skift snapping mode" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Skift snapping mode" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Slet markerede filer?" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23236,102 +23212,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Retninger" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Retninger" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Gyldige karakterer:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Gyldige karakterer:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23356,10 +23236,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/de.po b/editor/de.po index 5abb267..bf5e266 100644 --- a/editor/de.po +++ b/editor/de.po @@ -421,7 +421,6 @@ msgstr "Ende" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Ausschneiden" @@ -429,8 +428,6 @@ msgstr "Ausschneiden" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopieren" @@ -442,15 +439,14 @@ msgstr "Kopieren" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Einfügen" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Rückgängig" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Wiederherstellen" @@ -573,8 +569,7 @@ msgid "Scroll Down" msgstr "Runterscrollen" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Alles auswählen" @@ -1860,13 +1855,13 @@ msgstr "Skript-Panel ein-/ausschalten" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Hereinzoomen" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Hinauszoomen" @@ -1882,10 +1877,19 @@ msgstr "Fehler" msgid "Warnings" msgstr "Warnungen" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Auf 25% zoomen" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Zeilen- und Spaltennummern." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Einrückung" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Methode des Ziel-Nodes muss angegeben werden." @@ -2273,7 +2277,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Löschen" @@ -2632,7 +2635,6 @@ msgstr[1] "Szenen öffnen" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Öffnen" @@ -2751,7 +2753,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Schrägstriche in Ordnernamen erzeugen automatisch Unterordner." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Ordner konnte nicht erstellt werden." @@ -2761,7 +2762,6 @@ msgstr "Erzeuge neuen Ordner in %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Ordner erstellen" @@ -2777,9 +2777,18 @@ msgstr "Doppelklicken zum Öffnen im Browser." msgid "Thanks from the Godot community!" msgstr "Die Godot-Community bedankt sich!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Zum kopieren klicken." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Unbekannt" + +#: editor/editor_about.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "Klicken zum Kopieren der Versionsinformationen." #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3234,7 +3243,7 @@ msgstr "Autoload hinzufügen" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Pfad:" @@ -3428,7 +3437,7 @@ msgstr "Neu" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Speichern" @@ -4383,7 +4392,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Name:" @@ -5443,10 +5451,6 @@ msgstr "Node" msgid "History" msgstr "Verlauf" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Unteres Bedienfeld vergrößern" - #: editor/editor_node.cpp msgid "Output" msgstr "Ausgabe" @@ -5521,7 +5525,8 @@ msgid "Resave" msgstr "Erneut speichern" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Versionsverwaltungs-Metadaten erstellen..." #: editor/editor_node.cpp @@ -5888,6 +5893,17 @@ msgstr "" "Bitte fügen Sie im Exportmenü ein ausführbares Profil hinzu oder definieren " "Sie ein bestehendes Profil als ausführbar." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Remote-Debuggen" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Projektdurchlauf" @@ -6764,14 +6780,17 @@ msgid "Export With Debug" msgstr "Exportiere mit Debuginformationen" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "FBX deaktivieren und neustarten" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6803,9 +6822,11 @@ msgid "Configure FBX Importer" msgstr "FBX-Importer konfigurieren" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF wird benötigt, um FBX-Dateien zu importieren.\n" "Bitte herunterladen und Pfad zur ausführbaren Datei angeben:" @@ -6938,8 +6959,8 @@ msgid "" "external_programs/terminal_emulator_flags` in the Editor Settings." msgstr "" "Konnte externes Terminalprogramm nicht ausführen (Fehlercode %d): %s %s\n" -"Überprüfen Sie `filesystem/external_programs/terminal_emulator` und `" -"filesystem/external_programs/terminal_emulator_flags` in den " +"Überprüfen Sie `filesystem/external_programs/terminal_emulator` und " +"`filesystem/external_programs/terminal_emulator_flags` in den " "Editoreinstellungen." #: editor/filesystem_dock.cpp @@ -7352,6 +7373,17 @@ msgstr "Neue Gruppe hinzufügen." msgid "Filter Groups" msgstr "Gruppen filtern" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "Klicken zum Kopieren der Versionsinformationen." + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Unteres Bedienfeld vergrößern" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7372,11 +7404,11 @@ msgstr "Zielverzeichnis wählen:" msgid "Move" msgstr "Verschieben" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Netzwerk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Aktuellen Ordner auswählen" @@ -7390,7 +7422,7 @@ msgstr "" "Datei kann nicht mit einem Dateinamen, welcher mit einem Punkt beginnt, " "gespeichert werden." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7398,11 +7430,11 @@ msgstr "" "Datei „%s“ existiert bereits.\n" "Soll sie überschrieben werden?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Diesen Ordner auswählen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alle bekannte Dateitypen" @@ -7410,19 +7442,19 @@ msgstr "Alle bekannte Dateitypen" msgid "All Files (*)" msgstr "Alle Dateien (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Datei öffnen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Datei(en) öffnen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Verzeichnis wählen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Datei oder Verzeichnis öffnen" @@ -7476,19 +7508,19 @@ msgstr "Favorit nach oben schieben" msgid "Move Favorite Down" msgstr "Favorit nach unten schieben" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Zum vorherigen Ordner springen." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Zum nächsten Ordner springen." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Zum Parent-Ordner springen." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Dateien neu lesen." @@ -7496,11 +7528,16 @@ msgstr "Dateien neu lesen." msgid "(Un)favorite current folder." msgstr "Aktuellen Ordner (de)favorisieren." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Versteckte Dateien ein-/ausblenden." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Neue Nodes erstellen." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Verzeichnisse und Dateien:" @@ -7512,7 +7549,7 @@ msgid "Preview:" msgstr "Vorschau:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Datei:" @@ -8650,6 +8687,15 @@ msgstr "Dateien mit Übersetzungs-Strings:" msgid "Generate POT" msgstr "POT erzeugen" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Built-in-Skript:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%s für %d Nodes festlegen" @@ -10317,15 +10363,6 @@ msgstr "Relatives Einrasten verwenden" msgid "Use Pixel Snap" msgstr "Pixel-Einrasten verwenden" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Intelligentes Einrasten" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Einrasten konfigurieren …" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "An Parent-Objekt einrasten" @@ -10350,6 +10387,15 @@ msgstr "An anderen Nodes einrasten" msgid "Snap to Guides" msgstr "An Hilfslinien einrasten" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Intelligentes Einrasten" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Einrasten konfigurieren …" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10607,6 +10653,17 @@ msgstr "Erzeuge Node" msgid "Error instantiating scene from %s" msgstr "Fehler beim Instanziieren der Szene aus %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanziieren" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Neue geerbte Szene" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Default-Typ ändern" @@ -12288,6 +12345,10 @@ msgstr "Environment anzeigen" msgid "View Gizmos" msgstr "Gizmos anzeigen" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Raster anzeigen" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Sicht-Informationen" @@ -12632,10 +12693,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ursprung anzeigen" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Raster anzeigen" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12835,6 +12892,15 @@ msgstr "Occluder backen" msgid "Select occluder bake file:" msgstr "Occluder-Back-Datei auswählen:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Zu GPUParticles2D konvertieren" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12968,10 +13034,6 @@ msgstr "Griff ausgehend #" msgid "Handle Tilt #" msgstr "Griffkippung #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Kurvenpunktposition festlegen" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Kurvenausgangsposition festlegen" @@ -13008,6 +13070,10 @@ msgstr "Punktkippung zurücksetzen" msgid "Split Segment (in curve)" msgstr "Segment teilen (in Kurve)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Kurvenpunktposition festlegen" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Gelenk verschieben" @@ -13428,11 +13494,6 @@ msgstr "Zurück im Verlauf" msgid "History Next" msgstr "Vorwärts im Verlauf" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Theme" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Theme importieren …" @@ -13441,6 +13502,11 @@ msgstr "Theme importieren …" msgid "Reload Theme" msgstr "Theme neu laden" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Theme" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Theme speichern" @@ -13604,10 +13670,6 @@ msgstr "Farbe auswählen" msgid "Folding" msgstr "Einklappen" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Einrückung" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Großbuchstaben" @@ -14044,12 +14106,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "FEHLER: Konnte Frame-Ressource nicht laden!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Zwischenablage der Ressourcen ist leer oder enthält keine Textur!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Frame einfügen" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Frame einfügen" +#, fuzzy +msgid "Paste Texture" +msgstr "Ressource einfügen" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14104,7 +14168,7 @@ msgid "Frame Duration:" msgstr "Frame-Dauer:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Zoom zurücksetzen" @@ -14121,7 +14185,8 @@ msgid "Delete Frame" msgstr "Frame löschen" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Frame kopieren" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -15767,8 +15832,8 @@ msgid "" "cause your TileMaps to not display properly." msgstr "" "Die Position der linken oberen Ecke der Tile im Atlas. Die Position und " -"Größe muss innerhalb des Atlas liegen und darf keine andere Tile überlappen." -"\n" +"Größe muss innerhalb des Atlas liegen und darf keine andere Tile " +"überlappen.\n" "Jede gemalte Tile hat zugehörige Atlaskoordinaten, so dass eine Änderung " "dieser Property dazu führen kann, dass Ihre TileMaps nicht richtig angezeigt " "werden." @@ -15821,13 +15886,13 @@ msgid "" "enable [b]Flip H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees " "clockwise, enable [b]Flip V[/b] and [b]Transpose[/b]." msgstr "" -"Wenn [code]true[/code], wird die Tile um 90 Grad [i]gegen den " -"Uhrzeigersinn[/i] rotiert und dann vertikal gespiegelt. In der Praxis " -"bedeutet dies, dass Sie, um eine Tile um 90 Grad im Uhrzeigersinn zu " -"rotieren, ohne sie zu spiegeln, [b]H spiegeln[/b] und [b]Transponieren[/b] " -"aktivieren sollten. Um eine Tile um 180 Grad im Uhrzeigersinn zu drehen, " -"aktivieren Sie [b]H spiegeln[/b] und [b]V spiegeln[/b]. Um eine Kachel um " -"270 Grad im Uhrzeigersinn zu rotieren, aktivieren Sie [b]V spiegeln[/b] und " +"Wenn [code]true[/code], wird die Tile um 90 Grad [i]gegen den Uhrzeigersinn[/" +"i] rotiert und dann vertikal gespiegelt. In der Praxis bedeutet dies, dass " +"Sie, um eine Tile um 90 Grad im Uhrzeigersinn zu rotieren, ohne sie zu " +"spiegeln, [b]H spiegeln[/b] und [b]Transponieren[/b] aktivieren sollten. Um " +"eine Tile um 180 Grad im Uhrzeigersinn zu drehen, aktivieren Sie [b]H " +"spiegeln[/b] und [b]V spiegeln[/b]. Um eine Kachel um 270 Grad im " +"Uhrzeigersinn zu rotieren, aktivieren Sie [b]V spiegeln[/b] und " "[b]Transponieren[/b]." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -18262,10 +18327,6 @@ msgstr "" "Asset-Bibliothek nicht verfügbar (aufgrund der Verwendung des Webeditors " "oder weil die SSL-Unterstützung deaktiviert ist)." -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "Klicken zum Kopieren der Versionsinformationen." - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Wähle zu durchsuchenden Ordner" @@ -18836,6 +18897,10 @@ msgstr "Umhängen" msgid "Run Instances" msgstr "Instanzen ausführen" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "Mehrere Instanzen aktivieren" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "Main-Run Argumente:" @@ -18845,8 +18910,12 @@ msgid "Main Feature Tags:" msgstr "Main-Feature Tags:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" -msgstr "Mehrere Instanzen aktivieren" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" @@ -20245,9 +20314,10 @@ msgid "Replicate" msgstr "Nachbilden" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Eigenschaften können mittels der obigen Buttons oder mittels Drag&Drop\n" "aus dem Inspektor an diese Stelle hinzugefügt werden." @@ -20547,8 +20617,8 @@ msgid "" "\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " "enabled." msgstr "" -"Die Option \"Native Bibliotheken komprimieren\" ist nur gültig, wenn \"Gradle" -"-Build verwenden\" aktiviert ist." +"Die Option \"Native Bibliotheken komprimieren\" ist nur gültig, wenn " +"\"Gradle-Build verwenden\" aktiviert ist." #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -20680,7 +20750,8 @@ msgstr "Release-Keystore wurde im Exportprofil nicht korrekt konfiguriert." #: platform/android/export/export_plugin.cpp msgid "A valid Java SDK path is required in Editor Settings." -msgstr "Ein gültiger Java-SDK-Pfad ist in den Editoreinstellungen erforderlich." +msgstr "" +"Ein gültiger Java-SDK-Pfad ist in den Editoreinstellungen erforderlich." #: platform/android/export/export_plugin.cpp msgid "Invalid Java SDK path in Editor Settings." @@ -21226,7 +21297,7 @@ msgid "Starting project..." msgstr "Projekt wird gestartet …" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Alle Dateien" @@ -21651,8 +21722,8 @@ msgid "" "Compression > Import S3TC BPTC)." msgstr "" "Der Export für Universal oder x86_64 ist nicht möglich, wenn das S3TC BPTC " -"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen (" -"Rendering > Texturen > VRAM-Komprimierung > S3TC BPTC importieren)." +"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen " +"(Rendering > Texturen > VRAM-Komprimierung > S3TC BPTC importieren)." #: platform/macos/export/export_plugin.cpp msgid "" @@ -21661,8 +21732,8 @@ msgid "" "Compression > Import ETC2 ASTC)." msgstr "" "Der Export für universal oder arm64 ist nicht möglich, wenn das ETC2 ASTC-" -"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen (" -"Rendering > Texturen > VRAM-Kompression > ETC2 ASTC importieren)." +"Texturformat deaktiviert ist. Aktivieren Sie es in den Projekteinstellungen " +"(Rendering > Texturen > VRAM-Kompression > ETC2 ASTC importieren)." #: platform/macos/export/export_plugin.cpp msgid "Notarization: Xcode command line tools are not installed." @@ -21922,81 +21993,6 @@ msgstr "" "Wenn es mehr als eins gibt, wird nur eins aktiv gemacht. Welches das ist, " "ist undefiniert." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Dieser Node besitzt keine Shapes, er kann also nicht mit anderen Objekten " -"kollidieren oder interagieren.\n" -"Es wird empfohlen, CollisionShape2D- oder CollisionPolygon2D-Child-Objekte " -"hinzuzufügen, um seine Shape festzulegen." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D liefert nur eine Kollisions-Shape für einen von " -"CollisionObject2D abgeleiteten Node. Es kann nur als Child-Objekt von " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D usw. eingehängt werden, " -"um diesen eine Shape zu geben." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Ein leeres CollisionPolygon2D hat keinen Effekt auf Kollisionen." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Ungültiges Polygon. Mindestens drei Punkte werden im ‚Festkörper‘-Baumodus " -"benötigt." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Ungültiges Polygon. Mindestens zwei Punkte werden im ‚Segment‘-Baumodus " -"benötigt." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Die Eigenschaft „One Way Collision“ wird ignoriert, wenn das Kollisions-" -"Objekt ein Area2D ist." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D dient nur dazu, einem von CollisionObject2D abgeleiteten " -"Node eine Collision-Shape zu geben.\n" -"Bitte verwenden Sie es nur als Child-Node von Area2D, StaticBody2D, " -"RigidBody2D, CharacterBody2D usw., um ihnen eine Shape zuzuordnen." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Ein CollisionShape2D benötigt zum Funktionieren eine zugeordnete Shape. Um " -"es verwenden zu können, muss eine Shape-Ressource dafür erzeugt werden!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Polygon-basierte Shapes sollten nicht direkt in CollisionShape2D-Nodes " -"genutzt oder bearbeitet werden. Zu diesem Zweck sollte der CollsionPolygon2D-" -"Node verwendet werden." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22037,26 +22033,6 @@ msgstr "" "Partikel-Unteremitter sind nicht verfügbar, wenn das GL-Kompatibilitäts-" "Render-Backend verwendet wird." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A und Node B müssen PhysicsBody2D-Nodes sein" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A muss ein PhysicsBody2D-Node sein" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B muss ein PhysicsBody2D-Node sein" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Das Gelenk ist nicht mit zwei PhysicsBody2D-Nodes verbunden" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A und Node B müssen unterschiedliche PhysicsBody2D-Nodes sein" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22113,7 +22089,103 @@ msgstr "" "PathFollow2D funktioniert nur, wenn es als Child-Objekt eines Path2D-Nodes " "gesetzt wird." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Dieser Node besitzt keine Shapes, er kann also nicht mit anderen Objekten " +"kollidieren oder interagieren.\n" +"Es wird empfohlen, CollisionShape2D- oder CollisionPolygon2D-Child-Objekte " +"hinzuzufügen, um seine Shape festzulegen." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D liefert nur eine Kollisions-Shape für einen von " +"CollisionObject2D abgeleiteten Node. Es kann nur als Child-Objekt von " +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D usw. eingehängt werden, " +"um diesen eine Shape zu geben." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Ein leeres CollisionPolygon2D hat keinen Effekt auf Kollisionen." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Ungültiges Polygon. Mindestens drei Punkte werden im ‚Festkörper‘-Baumodus " +"benötigt." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Ungültiges Polygon. Mindestens zwei Punkte werden im ‚Segment‘-Baumodus " +"benötigt." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Die Eigenschaft „One Way Collision“ wird ignoriert, wenn das Kollisions-" +"Objekt ein Area2D ist." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D dient nur dazu, einem von CollisionObject2D abgeleiteten " +"Node eine Collision-Shape zu geben.\n" +"Bitte verwenden Sie es nur als Child-Node von Area2D, StaticBody2D, " +"RigidBody2D, CharacterBody2D usw., um ihnen eine Shape zuzuordnen." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Ein CollisionShape2D benötigt zum Funktionieren eine zugeordnete Shape. Um " +"es verwenden zu können, muss eine Shape-Ressource dafür erzeugt werden!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Polygon-basierte Shapes sollten nicht direkt in CollisionShape2D-Nodes " +"genutzt oder bearbeitet werden. Zu diesem Zweck sollte der CollsionPolygon2D-" +"Node verwendet werden." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A und Node B müssen PhysicsBody2D-Nodes sein" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A muss ein PhysicsBody2D-Node sein" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B muss ein PhysicsBody2D-Node sein" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Das Gelenk ist nicht mit zwei PhysicsBody2D-Nodes verbunden" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A und Node B müssen unterschiedliche PhysicsBody2D-Nodes sein" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22121,7 +22193,7 @@ msgstr "" "Ein PhysicalBone2D kann nur zusammen mit einem Skeleton2D oder einem anderen " "PhysicalBone2D als Parent-Node funktionieren!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22129,7 +22201,7 @@ msgstr "" "Ein PhysicalBone2D muss einem Bone2D-Node zugewiesen werden, um " "funktionieren zu können. Bitte ein Bone2D-Node im Inspektor zuweisen." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22138,7 +22210,7 @@ msgstr "" "die Knochen zusammenzuhalten. Bitte ein Joint2D-basiertes Node als Child-" "Element diesem Node hinzufügen!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -22148,19 +22220,19 @@ msgstr "" "wenn sie läuft.\n" "Ändern Sie stattdessen die Größe in Child-Collision-Shapes." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Die Pfad-Eigenschaft muss auf ein gültiges Node2D-Node zeigen, um zu " -"funktionieren." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Dieses Node kann nicht mit andern Objekten interagieren solange es keinem " "Shape2D-Node zugewiesen ist." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Die Pfad-Eigenschaft muss auf ein gültiges Node2D-Node zeigen, um zu " +"funktionieren." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Diese Bone2D-Kette sollte an einem Skeleton2D-Node enden." @@ -22245,118 +22317,6 @@ msgstr "" "BoneAttachment3D-Node ist mit keinem Kochen verbunden. Bitte Knochen zum " "Verbinden mit diesem Node auswählen." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Dieses Node besitzt keine untergeordneten Shapes, er kann deshalb nicht mit " -"anderen Objekten kollidieren oder interagieren.\n" -"Es wird empfohlen, CollisionShape3D- oder CollisionPolygon3D als Child-" -"Objekt hinzuzufügen, um seine Shape festzulegen." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Mit einer ungleichmäßigen Skalierung wird dieser Node wahrscheinlich nicht " -"wie erwartet funktionieren.\n" -"Bitte den Maßstab einheitlich machen (d.h. auf allen Achsen gleich) und " -"stattdessen die Größe in den Child-Collision-Shapes ändern." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D liefert ausschließlich ein Collision-Shape für ein von " -"CollisionObject3D abgeleitetes Node.\n" -"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Ein leeres CollisionPolygon3D hat keinen Effekt auf Kollisionen." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " -"nicht wie gewünscht funktionieren.\n" -"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " -"Achsenrichtungen) und stattdessen die Vertices seines Polygons zu ändern." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D liefert ausschließlich ein Collision-Shape für ein von " -"CollisionObject3D abgeleitetes Node.\n" -"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Ein CollisionShape3D benötigt eine Shape, damit er funktioniert. Bitte legen " -"Sie eine Shape-Ressource für ihn an." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" -"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " -"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " -"vorgesehen.\n" -"Es wird sich wahrscheinlich nicht gut für %ss verhalten (außer wenn " -"eingefroren und freeze_mode auf FREEZE_MODE_STATIC gesetzt)." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D unterstützt RigidBody3D nur im Modus Statisch." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" -"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " -"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " -"vorgesehen.\n" -"Es wird sich wahrscheinlich nicht gut für CharacterBody3Ds verhalten." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " -"nicht wie gewünscht funktionieren.\n" -"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " -"Achsenrichtungen) und stattdessen die Ausmaße seiner Shape-Ressource zu " -"ändern." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nichts ist sichtbar da kein Mesh zugewiesen wurden." @@ -22483,26 +22443,6 @@ msgstr "" "Kollisionen für dieses GPUParticlesCollisionSDF3D erzeugt werden.\n" "Um dies zu beheben, muss mindestens ein Bit in der Back-Maske gesetzt werden." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A und Node B müssen PhysicsBody3D-Nodes sein" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A muss ein PhysicsBody3D-Node sein" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B muss ein PhysicsBody3D-Node sein" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Gelenk ist nicht mit einem PhysicsBody3D-Node verbunden" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A und Node B müssen unterschiedliche PhysicsBody3D-Nodes sein" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22659,7 +22599,139 @@ msgstr "" "PathFollow3D mit aktiviertem ROTATION_ORIENTED erfordert die Aktivierung von " "„Up Vector“ in der Curve-Ressource des Parent-Path3D." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Dieses Node besitzt keine untergeordneten Shapes, er kann deshalb nicht mit " +"anderen Objekten kollidieren oder interagieren.\n" +"Es wird empfohlen, CollisionShape3D- oder CollisionPolygon3D als Child-" +"Objekt hinzuzufügen, um seine Shape festzulegen." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Mit einer ungleichmäßigen Skalierung wird dieser Node wahrscheinlich nicht " +"wie erwartet funktionieren.\n" +"Bitte den Maßstab einheitlich machen (d.h. auf allen Achsen gleich) und " +"stattdessen die Größe in den Child-Collision-Shapes ändern." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D liefert ausschließlich ein Collision-Shape für ein von " +"CollisionObject3D abgeleitetes Node.\n" +"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Ein leeres CollisionPolygon3D hat keinen Effekt auf Kollisionen." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " +"nicht wie gewünscht funktionieren.\n" +"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " +"Achsenrichtungen) und stattdessen die Vertices seines Polygons zu ändern." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D liefert ausschließlich ein Collision-Shape für ein von " +"CollisionObject3D abgeleitetes Node.\n" +"Bitte nur als Child-Node von Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. verwenden, um ihnen eine Form zu geben." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Ein CollisionShape3D benötigt eine Shape, damit er funktioniert. Bitte legen " +"Sie eine Shape-Ressource für ihn an." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " +"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " +"vorgesehen.\n" +"Es wird sich wahrscheinlich nicht gut für %ss verhalten (außer wenn " +"eingefroren und freeze_mode auf FREEZE_MODE_STATIC gesetzt)." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D unterstützt RigidBody3D nur im Modus Statisch." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Wenn ConcavePolygonShape3D für Kollisionen verwendet wird, ist es für die " +"Verwendung mit statischen CollisionObject3D-Nodes wie StaticBody3D " +"vorgesehen.\n" +"Es wird sich wahrscheinlich nicht gut für CharacterBody3Ds verhalten." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Ein ungleichmäßig skaliertes CollisionPolygon3D-Node wird wahrscheinlich " +"nicht wie gewünscht funktionieren.\n" +"Es wird empfohlen die Skalierung gleichmäßig zu lassen (d.h. gleich in allen " +"Achsenrichtungen) und stattdessen die Ausmaße seiner Shape-Ressource zu " +"ändern." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A und Node B müssen PhysicsBody3D-Nodes sein" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A muss ein PhysicsBody3D-Node sein" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B muss ein PhysicsBody3D-Node sein" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Gelenk ist nicht mit einem PhysicsBody3D-Node verbunden" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A und Node B müssen unterschiedliche PhysicsBody3D-Nodes sein" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22669,6 +22741,30 @@ msgstr "" "wenn sie läuft.\n" "Bitte die Größe in den Child-Collision-Shapes ändern." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Der Node kann nicht mit anderen Objekten interagieren, solange kein Shape3D " +"zugewiesen wurde." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D unterstützt keine ConcavePolygonShape3Ds. Es werden keine " +"Kollisionen gemeldet." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D ist verfügbar, um mit VehicleBody3D ein Rädersystem zu " +"implementieren. Es sollte ausschließlich als Child-Objekt von VehicleBody3D " +"verwendet werden." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22686,21 +22782,6 @@ msgstr "" "Die „Remote-Pfad“-Eigenschaft muss auf ein gültiges Node3D oder einen von " "Node3D abgeleiteten Node verweisen." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Der Node kann nicht mit anderen Objekten interagieren, solange kein Shape3D " -"zugewiesen wurde." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D unterstützt keine ConcavePolygonShape3Ds. Es werden keine " -"Kollisionen gemeldet." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Dieser Körper wird ignoriert bis Sie ein Mesh zuweisen." @@ -22713,24 +22794,6 @@ msgstr "" "Eine SpriteFrames-Ressource muss in der „Frames“-Eigenschaft erzeugt oder " "gesetzt werden, damit AnimatedSprite3D Einzelframes anzeigen kann." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D ist verfügbar, um mit VehicleBody3D ein Rädersystem zu " -"implementieren. Es sollte ausschließlich als Child-Objekt von VehicleBody3D " -"verwendet werden." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"VisibleOnScreenNotifier3D-Nodes werden vom GL-Kompatibilitäts-Backend noch " -"nicht unterstützt. Unterstützung wird mit einer zukünftigen Godot-Version " -"erscheinen." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22869,64 +22932,14 @@ msgstr "" "ButtonGroup sollte nur mit Buttons verwendet werden deren toggle_mode als " "true festgelegt wurde." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Neue Code-Region" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Diesen Konstruktor in ein Skript kopieren." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Einen Hex-Code („#ff0000“) oder einen Farbnamen („red“) eingeben." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Farbe: #%s\n" -"LMT: Farbe anwenden\n" -"RMT: Vorgabe entfernen" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Farbe: #%s\n" -"LMT: Farbe anwenden" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Eine Farbe vom Bildschirm auswählen." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Eine Farbe innerhalb des Anwendungsfensters auswählen." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Auswahl-Geometrie wählen." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Auswahlmodus wählen." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Wechselt zwischen Hexadezimal- und Zahlenwerten." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Hex-Code oder Farbname" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Aktuelle Farbe als Vorgabe hinzufügen." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22959,14 +22972,6 @@ msgstr "" msgid "Alert!" msgstr "Warnung!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Keine Berechtigung, um auf den Inhalt des Ordners zuzugreifen." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Ungültige Dateiendung oder leerer Dateiname." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22977,26 +22982,6 @@ msgstr "" "einer zukünftigen Version 4.x unterzogen werden, was " "kompatibilitätsbrechende Änderungen der API mit sich bringen kann." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Visuelles Raster ein-/ausschalten." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Raster-Einrasten ein-/ausschalten." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Raster-Einrast-Abstand festlegen." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Graphenübersichtskarte ein-/ausschalten." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Automatisch ausgewählte Nodes anordnen." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23014,98 +22999,6 @@ msgstr "" "Die aktuelle Schriftart unterstützt mindestens ein Zeichen nicht, welches im " "Text des Labels verwendet wird." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Wie Layout-Ausrichtung" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Automatische Ausrichtungserkennung" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Links-nach-Rechts" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Rechts-nach-Links" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Links-nach-Rechts Markierung (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Rechts-nach-Links Markierung (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Anfang von Links-nach-Rechts Einbettung (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Anfang von Rechts-nach-Links Einbettung (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Anfang von Links-nach-Rechts Überschrieb (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Anfang von Rechts-nach-Links Überschrieb (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Pop-Richtungsformatierung (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Arabische Buchstaben-Markierung (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Links-nach-Rechts Isolierer (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Rechts-nach-Links Isolierer (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Erstes starkes Isolate (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Pop-Richtung-Isolate (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Nullbreitenverbinder (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Nullbreitennichtverbinder (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Wortverbinder (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Weicher Bindestrich (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Schreibrichtung" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Steuerzeichen anzeigen" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Steuerzeichen eingeben" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Wenn „Exp Edit“ aktiviert ist muss „Min Value“ größer als null sein." @@ -23139,10 +23032,6 @@ msgstr "" "Die Default-Mauszeigerform von SubViewportContainer hat keine Wirkung.\n" "Ziehen Sie in Betracht, sie beim Startwert `CURSOR_ARROW` zu belassen." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Andere)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/editor.pot b/editor/editor.pot index 84e05f4..254519a 100644 --- a/editor/editor.pot +++ b/editor/editor.pot @@ -309,7 +309,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -317,7 +316,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -329,15 +327,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -460,8 +457,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1709,13 +1705,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1731,10 +1727,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2111,7 +2115,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2459,7 +2462,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2568,7 +2570,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2578,7 +2579,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2594,8 +2594,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3034,7 +3041,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3210,7 +3217,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4092,7 +4099,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5045,10 +5051,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5120,7 +5122,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5458,6 +5460,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6289,14 +6301,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6323,8 +6336,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6844,6 +6858,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6864,11 +6888,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6880,17 +6904,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6898,19 +6922,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6962,19 +6986,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -6982,11 +7006,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -6998,7 +7026,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8021,6 +8049,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9620,15 +9656,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9653,6 +9680,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9894,6 +9930,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11474,6 +11519,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11789,10 +11838,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11976,6 +12021,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12107,10 +12160,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12147,6 +12196,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12547,11 +12600,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12560,6 +12608,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12711,10 +12764,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13140,11 +13189,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13200,7 +13249,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13217,7 +13266,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -16984,10 +17033,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17521,6 +17566,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17530,7 +17579,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18811,7 +18864,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19679,7 +19732,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20298,58 +20351,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20380,26 +20381,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20441,40 +20422,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " +"its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20534,82 +20588,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20702,26 +20680,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20839,13 +20797,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " +"its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20858,17 +20929,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20879,18 +20939,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21003,59 +21051,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its children " @@ -21079,14 +21082,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21094,26 +21089,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21126,98 +21101,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21242,10 +21125,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/el.po b/editor/el.po index 198bcce..a6bd7de 100644 --- a/editor/el.po +++ b/editor/el.po @@ -338,7 +338,6 @@ msgstr "Τέλος" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Αποκοπή" @@ -346,8 +345,6 @@ msgstr "Αποκοπή" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Αντιγραφή" @@ -359,15 +356,14 @@ msgstr "Αντιγραφή" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Επικόλληση" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Αναίρεση" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ακύρωση αναίρεσης" @@ -501,8 +497,7 @@ msgid "Scroll Down" msgstr "Κύληση προς τα κάτω" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Επιλογή όλων" @@ -1876,13 +1871,13 @@ msgstr "Εναλλαγή πλαισίου δεσμών ενεργειών" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Μεγέθυνση" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Σμίκρυνση" @@ -1898,10 +1893,20 @@ msgstr "Σφάλματα" msgid "Warnings" msgstr "Προειδοποιήσεις" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Σμίκρυνση" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Αριθμοί γραμμών και στηλών." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Άνοιγμα Τεκμηρίωσης" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Πρέπει να οριστεί συνάρτηση στον στοχευμένο κόμβο." @@ -2301,7 +2306,6 @@ msgstr "Εκκινιση" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Εκκαθάριση" @@ -2667,7 +2671,6 @@ msgstr[1] "Άνοιγμα σκηνής" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Άνοιγμα" @@ -2791,7 +2794,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Αδύνατη η δημιουργία φακέλου." @@ -2802,7 +2804,6 @@ msgstr "Δημιουργία νέων κόμβων." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Δημιουργία φακέλου" @@ -2819,9 +2820,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Ευχαριστίες από την κοινότητα της Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Πατήστε για αντιγραφή." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3287,7 +3295,7 @@ msgstr "Προσθήκη AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Διαδρομή:" @@ -3474,7 +3482,7 @@ msgstr "Νέο" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Αποθήκευση" @@ -4436,7 +4444,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Όνομα:" @@ -5514,10 +5521,6 @@ msgstr "Κόμβος" msgid "History" msgstr "Επόμενο Ιστορικού" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Ανάπτυξη κάτω πλαισίου" - #: editor/editor_node.cpp msgid "Output" msgstr "Έξοδος" @@ -5596,7 +5599,7 @@ msgstr "Επαναποθήκευση" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Ρύθμιση Διαχείρισης Εκδόσεων" #: editor/editor_node.cpp @@ -5972,6 +5975,17 @@ msgstr "" "Δεν βρέθηκε εκτελέσιμη διαμόρφωση εξαγωγής για αυτή την πλατφόρμα.\n" "Παρακαλούμε προσθέστε μία εκτελέσιμη διαμόρφωση στο μενού εξαγωγής." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Απομακρυσμένο " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6898,14 +6912,15 @@ msgstr "Εξαγωγή με αποσφαλμάτωση" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Αποθήκευση & Επανεκκίνηση" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6935,8 +6950,9 @@ msgstr "Προσαρμογή Προσκόλλησης" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7526,6 +7542,16 @@ msgstr "Προσθήκη νέας σκηνής." msgid "Filter Groups" msgstr "Διαγραφή Ομάδας" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Ανάπτυξη κάτω πλαισίου" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7549,11 +7575,11 @@ msgstr "Επιλέξτε ένα λεξικό" msgid "Move" msgstr "Μετακίνηση" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Δίκτυο" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Επιλογή τρέχοντα φακέλου" @@ -7565,17 +7591,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Επιλογή αυτού του φακέλου" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Όλα τα αναγνωρισμένα" @@ -7583,19 +7609,19 @@ msgstr "Όλα τα αναγνωρισμένα" msgid "All Files (*)" msgstr "Όλα τα αρχεία (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Άνοιγμα αρχείου" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Άνοιγμα αρχείου/-ων" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Άνοιγμα φακέλου" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Άνοιγμα αρχείου ή φακέλου" @@ -7648,19 +7674,19 @@ msgstr "Μετακίνηση αγαπημένου πάνω" msgid "Move Favorite Down" msgstr "Μετακίνηση αγαπημένου κάτω" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Πήγαινε στον προηγούμενο φάκελο." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Πήγαινε στον επόμενο φάκελο." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Πήγαινε στον γονικό φάκελο." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Ανανέωση αρχείων." @@ -7668,11 +7694,16 @@ msgstr "Ανανέωση αρχείων." msgid "(Un)favorite current folder." msgstr "Εναλλαγή αγαπημένου τρέχοντος φακέλου." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Εναλλαγή ορατότητας κρυφών αρχείων." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Δημιουργία νέων κόμβων." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Φάκελοι & Αρχεία:" @@ -7684,7 +7715,7 @@ msgid "Preview:" msgstr "Προεπισκόπηση:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Αρχείο:" @@ -8815,6 +8846,15 @@ msgstr "" msgid "Generate POT" msgstr "Γενικά" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Ενσωμάτωση:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10552,15 +10592,6 @@ msgstr "Σχετική Προσκόλληση" msgid "Use Pixel Snap" msgstr "Χρήση Προσκόλλησης Εικονοστοιχείου" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Έξυπνη Προσκόλληση" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Ρύθμιση Προσκόλλησης..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Προσκόλληση σε Γονέα" @@ -10585,6 +10616,15 @@ msgstr "Προσκόλληση σε Άλλους Κόμβους" msgid "Snap to Guides" msgstr "Προσκόλληση σε Οδηγούς" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Έξυπνη Προσκόλληση" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Ρύθμιση Προσκόλλησης..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10854,6 +10894,17 @@ msgstr "Δημιουργία κόμβου" msgid "Error instantiating scene from %s" msgstr "Σφάλμα κατά την αρχικοποίηση σκηνής από %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Στιγμιότυπο" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Νέα Κληρονομημένη Σκηνή" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Αλλαγή Προεπιλεγμένου Τύπου" @@ -12642,6 +12693,10 @@ msgstr "Εμφάνιση περιβάλλοντος" msgid "View Gizmos" msgstr "Εμφάνιση μαραφετιών" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Προβολή πλέγματος" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Εμφάνιση πληροφοριών" @@ -12975,10 +13030,6 @@ msgstr "4 Οπτικές γωνίες" msgid "View Origin" msgstr "Προβολή Αρχής" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Προβολή πλέγματος" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13186,6 +13237,15 @@ msgstr "Λειτουργία Εμποδίου" msgid "Select occluder bake file:" msgstr "Επιλογή Αρχείου Προτύπων:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Μετατροπή σε σωματίδια CPU" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13323,10 +13383,6 @@ msgstr "Ομαλή κίνηση προς τα έξω" msgid "Handle Tilt #" msgstr "Τυχαία κλίση:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Ορισμός θέσης σημείου καμπύλης" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Ορισμός θέσης εξόδου καμπύλης" @@ -13367,6 +13423,10 @@ msgstr "Εισαγωγή σημείου" msgid "Split Segment (in curve)" msgstr "Διαχωρισμός τμήματος (στην καμπύλη)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Ορισμός θέσης σημείου καμπύλης" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Μετακίνηση Άρθρωσης" @@ -13794,11 +13854,6 @@ msgstr "Προηγούμενο Ιστορικού" msgid "History Next" msgstr "Επόμενο Ιστορικού" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Θέμα" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Εισαγωγή θέματος..." @@ -13807,6 +13862,11 @@ msgstr "Εισαγωγή θέματος..." msgid "Reload Theme" msgstr "Επαναφόρτωση θέματος" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Θέμα" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Αποθήκευση θέματος" @@ -13973,11 +14033,6 @@ msgstr "Επιλογή χρώματος" msgid "Folding" msgstr "Απενεργοποιημένο Κουμπί" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Άνοιγμα Τεκμηρίωσης" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Κεφαλαία" @@ -14442,12 +14497,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ΣΦΑΛΜΑ: Δεν ήταν δυνατή η φόρτωση πόρου τύπου καρέ!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Το πρόχειρο πόρων είναι άδειο ή δεν είναι υφή!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Επικόλληση καρέ" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Επικόλληση καρέ" +#, fuzzy +msgid "Paste Texture" +msgstr "Επικόλληση πόρου" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14507,7 +14564,7 @@ msgid "Frame Duration:" msgstr "Καρέ Επιλογής" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Επαναφορά Μεγέθυνσης" @@ -14528,7 +14585,7 @@ msgstr "Επιλογή Καρέ" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Μετακίνηση Καρέ" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18824,10 +18881,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Επιλέξτε έναν φάκελο για σάρωση" @@ -19404,6 +19457,10 @@ msgstr "Αντιπρόσωπος" msgid "Run Instances" msgstr "Στιγμιότυπο" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19415,7 +19472,11 @@ msgid "Main Feature Tags:" msgstr "Κύριες Δυνατότητες:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20854,7 +20915,7 @@ msgstr "Εφαρμογή" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21866,7 +21927,7 @@ msgid "Starting project..." msgstr "Εξαγωγή έργου" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Όλα τα αρχεία (*)" @@ -22547,78 +22608,6 @@ msgstr "" "κλωνοποιημένων σκηνών). Το πρώτο που δημιουργήθηκε θα δουλέψει, ενώ τα άλλα " "θα αγνοηθούν." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Αυτός ο κόμβος δεν έχει σχήμα, οπότε δεν μπορεί συγκρουσθεί ή να " -"αλληλεπιδράσει με άλλα αντικείμενα.\n" -"Εξετάστε την προσθήκη ενός παιδιού CollisionShape2D ή CollisionPolygon2D για " -"να ορίσετε το σχήμα του." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"To CollisionPolygon2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " -"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " -"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " -"να τους δώσετε ένα σχήμα." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Ένα άδειο ColisionPollygon2D δεν επηρεάζει τη σύγκρουση." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Μή έγκυρο πολύγωνο. Πρέπει να προσδιοριστούν τουλάχιστον τρία (3) σημεία για " -"τη δημιουργία στερεού αντικειμένου." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"To CollisionShape2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " -"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " -"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " -"να τους δώσετε ένα σχήμα." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Ένα σχήμα πρέπει να δοθεί στο CollisionShape2D για να λειτουργήσει. " -"Δημιουργήστε ένα πόρο σχήματος για αυτό!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Τα σχήματα βασισμένα σε πολύγωνα δεν σχεδιάστικαν ώστε να είναι επεξεργάσιμα " -"από τον κόμβο CollisionShape2D. Χρησιμοποιήστε τον κόμβο CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22655,26 +22644,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Ο Κόμβος Α πρέπει να είναι του τύπου PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Ο κόμβος Β πρέπει να είναι του τύπου PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22725,7 +22694,100 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομεί έναν κόμβο Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Αυτός ο κόμβος δεν έχει σχήμα, οπότε δεν μπορεί συγκρουσθεί ή να " +"αλληλεπιδράσει με άλλα αντικείμενα.\n" +"Εξετάστε την προσθήκη ενός παιδιού CollisionShape2D ή CollisionPolygon2D για " +"να ορίσετε το σχήμα του." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"To CollisionPolygon2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " +"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " +"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " +"να τους δώσετε ένα σχήμα." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Ένα άδειο ColisionPollygon2D δεν επηρεάζει τη σύγκρουση." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Μή έγκυρο πολύγωνο. Πρέπει να προσδιοριστούν τουλάχιστον τρία (3) σημεία για " +"τη δημιουργία στερεού αντικειμένου." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"To CollisionShape2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " +"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " +"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " +"να τους δώσετε ένα σχήμα." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Ένα σχήμα πρέπει να δοθεί στο CollisionShape2D για να λειτουργήσει. " +"Δημιουργήστε ένα πόρο σχήματος για αυτό!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Τα σχήματα βασισμένα σε πολύγωνα δεν σχεδιάστικαν ώστε να είναι επεξεργάσιμα " +"από τον κόμβο CollisionShape2D. Χρησιμοποιήστε τον κόμβο CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Ο Κόμβος Α πρέπει να είναι του τύπου PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Ο κόμβος Β πρέπει να είναι του τύπου PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22734,19 +22796,19 @@ msgstr "" "Ένα Bone2D δουλεύει μόνο με ένα Skeleton2D ή άλλο Bone2D σαν τον γονικό του " "κόμβο." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22757,17 +22819,17 @@ msgstr "" "την εκτέλεση.\n" "Αλλάξτε μέγεθος στα σχήματα σύγκρουσης των παιδιών." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο Node2D για να " "δουλέψει." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Αυτή η αλυσίδα Bone2D πρέπει να τελειώνει σε έναν κόμβο Skeleton2D." @@ -22831,104 +22893,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Αυτός ο κόμβος δεν έχει σχήμα, οπότε δεν μπορεί συγκρουσθεί ή να " -"αλληλεπιδράσει με άλλα αντικείμενα.\n" -"Εξετάστε την προσθήκη ενός παιδιού CollisionShape2D ή CollisionPolygon2D για " -"να ορίσετε το σχήμα του." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"To CollisionPolygon2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " -"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " -"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " -"να τους δώσετε ένα σχήμα." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Ένα άδειο ColisionPollygon2D δεν επηρεάζει τη σύγκρουση." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"To CollisionShape2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " -"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " -"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " -"να τους δώσετε ένα σχήμα." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Απαιτείται ένα σχήμα για την λειτουργία του CollisionShape. Παρακαλούμε " -"δημιουργήστε ένα πόρο σχήματος για αυτό." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"Το ConcavePolygonShape δεν υποστηρίζει το RigidBody εκτός της static " -"λειτουργίας." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Τίποτα δεν είναι ορατό, επειδή δεν έχει οριστεί κανένα πλέγματα." @@ -23029,30 +22993,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Ο Κόμβος Α πρέπει να είναι του τύπου PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Ο κόμβος Β πρέπει να είναι του τύπου PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23183,7 +23123,129 @@ msgstr "" "Το ROTATION_ORIENTED του PathFollow απαιτεί το «Up Vector» να είναι ενεργό " "στον πόρο Curve του γονικού Path." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Αυτός ο κόμβος δεν έχει σχήμα, οπότε δεν μπορεί συγκρουσθεί ή να " +"αλληλεπιδράσει με άλλα αντικείμενα.\n" +"Εξετάστε την προσθήκη ενός παιδιού CollisionShape2D ή CollisionPolygon2D για " +"να ορίσετε το σχήμα του." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"To CollisionPolygon2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " +"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " +"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " +"να τους δώσετε ένα σχήμα." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Ένα άδειο ColisionPollygon2D δεν επηρεάζει τη σύγκρουση." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"To CollisionShape2D υπάρχει μόνο για να δώσει ένα σχήμα σύγκρουσης σε έναν " +"κόμβο που προέρχεται από το CollisionObject2D. Χρησιμοποιήστε το μόνο εάν " +"κληρονομεί τα Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, κλπ, για " +"να τους δώσετε ένα σχήμα." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Απαιτείται ένα σχήμα για την λειτουργία του CollisionShape. Παρακαλούμε " +"δημιουργήστε ένα πόρο σχήματος για αυτό." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"Το ConcavePolygonShape δεν υποστηρίζει το RigidBody εκτός της static " +"λειτουργίας." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Ο Κόμβος Α πρέπει να είναι του τύπου PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Ο κόμβος Β πρέπει να είναι του τύπου PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Ο Κόμβος Α και ο Κόμβος Β πρέπει να είναι του τύπου PhysicsBody2Ds" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -23194,6 +23256,26 @@ msgstr "" "την εκτέλεση.\n" "Αλλάξτε μέγεθος στα σχήματα σύγκρουσης των παιδιών." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"Το VehicleWheel δίνει ένα σύστημα τροχών για το VehicleBody. Παρακαλούμε " +"χρησιμοποιήστε το ως παιδί του VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23209,17 +23291,6 @@ msgstr "" "Η ιδιότητα «Remote Path» πρέπει να δείχνει σε έγκυρο κόμβο Spatial, ή κόμβο " "που προκύπτει από Spatial." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Το σώμα αυτό δε θα ληφθεί υπόψιν μέχρι να ορίσετε ένα πλέγμα (mesh)." @@ -23232,21 +23303,6 @@ msgstr "" "Απαιτείται ο ορισμός ενός πόρου SpriteFrames στην ιδιότητα «Frames» για την " "εμφάνιση καρέ από το AnimatedSprite3D." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"Το VehicleWheel δίνει ένα σύστημα τροχών για το VehicleBody. Παρακαλούμε " -"χρησιμοποιήστε το ως παιδί του VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23372,73 +23428,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Νέα Κίνηση" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Δεν βρέθηκε η κίνηση: «%s»" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Χρώμα: #%s\n" -"LMB: Ορισμός χρώματος\n" -"RMB: Κατάργηση διαμόρφωσης" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Χρώμα: #%s\n" -"LMB: Ορισμός χρώματος\n" -"RMB: Κατάργηση διαμόρφωσης" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Επιλέξτε ένα χρώμα από το παράθυρο επεξεργασίας." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Επιλέξτε ένα χρώμα από το παράθυρο επεξεργασίας." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Έπιλέξτε ένα πηγαίο πλέγμα:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Επιλέξτε έναν κόμβο" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Εναλλαγή δεκαεξαδικών και κωδικοποιημένων τιμών." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Προσθήκη τρέχοντος χρώματος στα προκαθορισμένα." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23469,15 +23467,6 @@ msgstr "" msgid "Alert!" msgstr "Ειδοποίηση!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Άκυρη επέκταση." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23485,30 +23474,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Εναλλαγή ορατότητας κρυφών αρχείων." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Ενεργοποίηση προσκόλλησης πλέγματος." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Ενεργοποίηση κουμπώματος" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt + Σύρσιμο: Μετακίνηση" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23521,103 +23486,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Κατευθήνσεις" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Πάνω Δεξιά" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Κατευθήνσεις" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Έγκυροι χαρακτήρες:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Έγκυροι χαρακτήρες:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23648,10 +23516,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Άλλο)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/eo.po b/editor/eo.po index e16a574..d1ceb9e 100644 --- a/editor/eo.po +++ b/editor/eo.po @@ -347,7 +347,6 @@ msgstr "Fino" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Eltondi" @@ -355,8 +354,6 @@ msgstr "Eltondi" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopii" @@ -368,15 +365,14 @@ msgstr "Kopii" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Alglui" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Malfari" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refari" @@ -515,8 +511,7 @@ msgid "Scroll Down" msgstr "Krada deŝovo:" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Elekti tutan" @@ -1898,13 +1893,13 @@ msgstr "Baskuli Skriptoj Panelo" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zomi" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Malzomi" @@ -1920,10 +1915,20 @@ msgstr "Eraroj" msgid "Warnings" msgstr "Avertoj" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Malzomi" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Lineoj kaj kolumnoj numeroj." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Malfermi dokumentaron" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metodo en celo nodo devas esti specifita." @@ -2320,7 +2325,6 @@ msgstr "Komenci" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Vakigi" @@ -2690,7 +2694,6 @@ msgstr[1] "Malfermi scenon" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Malfermi" @@ -2814,7 +2817,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Ne povis krei dosierujon." @@ -2825,7 +2827,6 @@ msgstr "Krei novajn nodojn." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Krei dosierujon" @@ -2842,9 +2843,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Dankon de la komunumo de Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Alklaku por kopii." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3303,7 +3311,7 @@ msgstr "Aldoni aŭtoŝargon" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Vojo:" @@ -3489,7 +3497,7 @@ msgstr "Nova" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Konservi" @@ -4454,7 +4462,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nomo:" @@ -5529,10 +5536,6 @@ msgstr "Nodo" msgid "History" msgstr "Historio" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Etendi suban panelon" - #: editor/editor_node.cpp msgid "Output" msgstr "Eligo" @@ -5611,7 +5614,7 @@ msgstr "Rekonservi" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Agordi versikontrolon" #: editor/editor_node.cpp @@ -5984,6 +5987,17 @@ msgstr "" "Bonvolu aldoni ruleblan antaŭagordon per la Eksporto menuo aŭ defini " "ekzistantan antaŭagordon kiel rulebla." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Fora " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6888,14 +6902,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Konservi kaj rekomenci" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6924,8 +6939,9 @@ msgstr "Agordi kapton" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7508,6 +7524,16 @@ msgstr "Aldoni novan scenon." msgid "Filter Groups" msgstr "Viŝi grupon" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Etendi suban panelon" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7531,12 +7557,12 @@ msgstr "Elekti dosierujon" msgid "Move" msgstr "Movi" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Reta Profililo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Elekti kurantan dosierujon" @@ -7548,17 +7574,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Elekti ĉi tiun dosierujon" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Ĉiaj rekonaj dosiertipoj" @@ -7566,19 +7592,19 @@ msgstr "Ĉiaj rekonaj dosiertipoj" msgid "All Files (*)" msgstr "Ĉiuj dosierojn (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Malfermi dosieron" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Malfermi dosiero(j)n" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Malfermi dosierujon" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Malfermi dosieron aŭ dosierujon" @@ -7631,19 +7657,19 @@ msgstr "Suprentiri favoraton" msgid "Move Favorite Down" msgstr "Subentiri favoraton" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Iri al antaŭa dosierujo." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Iri al sekva dosierujo." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Iri al superdosierujo." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Aktualigi dosieroj." @@ -7651,11 +7677,16 @@ msgstr "Aktualigi dosieroj." msgid "(Un)favorite current folder." msgstr "(Mal)favoratigi aktualan dosieron." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Baskuli videblo de kaŝitaj dosieroj." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Krei novajn nodojn." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Dosierujoj kaj dosieroj:" @@ -7667,7 +7698,7 @@ msgid "Preview:" msgstr "Antaŭrigardo:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Dosiero:" @@ -8794,6 +8825,15 @@ msgstr "" msgid "Generate POT" msgstr "Ĝenerala" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Enkonstruita skripto:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10526,15 +10566,6 @@ msgstr "Kapti relative" msgid "Use Pixel Snap" msgstr "Uzi kaptadon per rastrumero" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Inteligenta kaptado" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Agordi kaptadon..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Kapti al patro" @@ -10559,6 +10590,15 @@ msgstr "Kapti al aliaj nodoj" msgid "Snap to Guides" msgstr "Kapti al gvidiloj" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Inteligenta kaptado" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Agordi kaptadon..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10820,6 +10860,17 @@ msgstr "Krei nodon" msgid "Error instantiating scene from %s" msgstr "Eraro dum generi scenon el %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Ekzemplodoni" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nova heredita sceno" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Ŝanĝi defaŭltan tipon" @@ -12567,6 +12618,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12897,10 +12952,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13103,6 +13154,15 @@ msgstr "Krei okludan plurlateron" msgid "Select occluder bake file:" msgstr "Elekti dosieron por bakado de lummapo:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konverti al CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13239,10 +13299,6 @@ msgstr "Elfacilige" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13282,6 +13338,10 @@ msgstr "Enmeti punkton" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13694,11 +13754,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Temo" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importi Temo..." @@ -13707,6 +13762,11 @@ msgstr "Importi Temo..." msgid "Reload Theme" msgstr "Reŝargi Temo" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Temo" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Savi Temo" @@ -13866,11 +13926,6 @@ msgstr "Elekti koloron" msgid "Folding" msgstr "Ŝalti filtradon" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Malfermi dokumentaron" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Majuskla" @@ -14331,12 +14386,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Forigi Ŝlosilo(j)n" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Valoro" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14394,7 +14451,7 @@ msgid "Frame Duration:" msgstr "Enkadrigi elekton" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Rekomencigi zomon" @@ -14414,7 +14471,7 @@ msgstr "Elekti" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Kadro %" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18530,10 +18587,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Elektu dosierujo por esploro" @@ -19102,6 +19155,10 @@ msgstr "" msgid "Run Instances" msgstr "Ekzemplodoni" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19113,7 +19170,11 @@ msgid "Main Feature Tags:" msgstr "Ĉefa eblaĵoj:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20518,7 +20579,7 @@ msgstr "Faro" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21481,7 +21542,7 @@ msgid "Starting project..." msgstr "Enportita projekto" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Ĉiuj dosierojn (*)" @@ -22148,58 +22209,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22230,26 +22239,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22291,40 +22280,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22384,82 +22446,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22553,26 +22539,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22694,13 +22660,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22713,17 +22792,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22734,18 +22802,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22860,62 +22916,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Agorda averto de nodo!" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Priskribo" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Elektu nodon" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22939,15 +22948,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nevalida kromprogramo." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22955,30 +22955,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Baskuli videblo de kaŝitaj dosieroj." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Baskuli kaptadon per krado." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Baskuli kaptadon per krado." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt-klavo+ŝovado: Movi" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22991,103 +22967,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direktoj" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Supre dekstre" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direktoj" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Validaj signoj:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Validaj signoj:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23112,10 +22991,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Alia)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/es.po b/editor/es.po index f85d6aa..2ad6cf4 100644 --- a/editor/es.po +++ b/editor/es.po @@ -442,7 +442,6 @@ msgstr "Fin" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Cortar" @@ -450,8 +449,6 @@ msgstr "Cortar" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiar" @@ -463,15 +460,14 @@ msgstr "Copiar" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Pegar" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Deshacer" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Rehacer" @@ -594,8 +590,7 @@ msgid "Scroll Down" msgstr "Scroll hacia Abajo" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Seleccionar Todo" @@ -1886,13 +1881,13 @@ msgstr "Act./Desact. Panel de Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Acercar" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Alejar" @@ -1908,10 +1903,19 @@ msgstr "Errores" msgid "Warnings" msgstr "Advertencias" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom al 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de línea y columna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Sangría" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Se debe establecer un método en el nodo destino." @@ -2297,7 +2301,6 @@ msgstr "Iniciar" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Limpiar" @@ -2656,7 +2659,6 @@ msgstr[1] "Abrir Escenas" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Abrir" @@ -2776,7 +2778,6 @@ msgstr "" "subcarpetas de forma recursiva." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "No se pudo crear la carpeta." @@ -2786,7 +2787,6 @@ msgstr "Crear nueva carpeta en %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Crear Carpeta" @@ -2802,9 +2802,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "¡Muchas gracias de parte de la comunidad de Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Clic para copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Desconocido" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3250,7 +3258,7 @@ msgstr "Añadir Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Ruta:" @@ -3450,7 +3458,7 @@ msgstr "Nuevo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Guardar" @@ -4415,7 +4423,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nombre:" @@ -5463,10 +5470,6 @@ msgstr "Nodos" msgid "History" msgstr "Historial" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandir Panel Inferior" - #: editor/editor_node.cpp msgid "Output" msgstr "Salida" @@ -5542,7 +5545,8 @@ msgid "Resave" msgstr "Volver a Guardar" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Crear Metadatos de Control de Versiones..." #: editor/editor_node.cpp @@ -5902,6 +5906,17 @@ msgstr "" "Por favor, añade un preset ejecutable en el menú de exportación o define un " "preset existente como ejecutable." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Depuración Remota" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Ejecutar Proyecto" @@ -6780,14 +6795,17 @@ msgid "Export With Debug" msgstr "Exportar Con Depuración" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Desactivar FBX y Reiniciar" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6819,9 +6837,11 @@ msgid "Configure FBX Importer" msgstr "Configurar el Importador de FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF es necesario para importar archivos FBX.\n" "Por favor, descárguelo y proporcione una ruta válida al binario:" @@ -7379,6 +7399,16 @@ msgstr "Añadir nueva escena." msgid "Filter Groups" msgstr "Filtrar por Grupo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandir Panel Inferior" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7402,11 +7432,11 @@ msgstr "Selecciona un directorio" msgid "Move" msgstr "Mover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Red" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Seleccionar Carpeta Actual" @@ -7418,7 +7448,7 @@ msgstr "No se puede guardar un archivo con un nombre vacío." msgid "Cannot save file with a name starting with a dot." msgstr "No se puede guardar un archivo cuyo nombre empiece por punto." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7426,11 +7456,11 @@ msgstr "" "El fichero \"%s\" ya existe.\n" "¿Quieres sobrescribirlo?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Seleccionar Esta Carpeta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Todos Reconocidos" @@ -7438,19 +7468,19 @@ msgstr "Todos Reconocidos" msgid "All Files (*)" msgstr "Todos los Archivos (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Abrir un Archivo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Abrir Archivo(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Abrir un Directorio" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Abrir un archivo o directorio" @@ -7502,19 +7532,19 @@ msgstr "Subir Favorito" msgid "Move Favorite Down" msgstr "Bajar Favorito" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ir a la carpeta anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ir a la carpeta siguiente." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ir a la carpeta padre." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Refrescar archivos." @@ -7522,11 +7552,16 @@ msgstr "Refrescar archivos." msgid "(Un)favorite current folder." msgstr "Eliminar carpeta actual de favoritos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Mostrar/Ocultar archivos ocultos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Crear nuevos nodos." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Directorios y Archivos:" @@ -7538,7 +7573,7 @@ msgid "Preview:" msgstr "Vista Previa:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Archivo:" @@ -8677,6 +8712,15 @@ msgstr "Archivos con cadenas de traducción:" msgid "Generate POT" msgstr "Generar POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Integrado:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Establecer %s en %d nodos" @@ -10362,15 +10406,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste de Píxeles" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Ajustar al Padre" @@ -10395,6 +10430,15 @@ msgstr "Ajustar a Otros Nodos" msgid "Snap to Guides" msgstr "Ajustar a las Guías" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10654,6 +10698,17 @@ msgstr "Crear Nodo" msgid "Error instantiating scene from %s" msgstr "Error al instanciar escena desde %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanciar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nueva Escena Heredada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Cambiar Tipo Predeterminado" @@ -12330,6 +12385,10 @@ msgstr "Ver Entorno" msgid "View Gizmos" msgstr "Ver Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Ver Cuadrícula" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Ver Información" @@ -12668,10 +12727,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origen" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Ver Cuadrícula" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12870,6 +12925,15 @@ msgstr "Bakear Occluders" msgid "Select occluder bake file:" msgstr "Selecciona archivo de bakeo oclusor:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Convertir a GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13004,10 +13068,6 @@ msgstr "Manipular afuera #" msgid "Handle Tilt #" msgstr "Manejar Inclinación #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Establecer Posición de Punto de Curva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Establecer Posición de Salida de Curva" @@ -13044,6 +13104,10 @@ msgstr "Restablecer punto" msgid "Split Segment (in curve)" msgstr "Dividir Segmento (en curva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Establecer Posición de Punto de Curva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Mover Unión" @@ -13464,11 +13528,6 @@ msgstr "Historial Anterior" msgid "History Next" msgstr "Historial Siguiente" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Theme" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar Theme..." @@ -13477,6 +13536,11 @@ msgstr "Importar Theme..." msgid "Reload Theme" msgstr "Recargar Theme" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Theme" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Guardar Theme" @@ -13637,10 +13701,6 @@ msgstr "Seleccionar Color" msgid "Folding" msgstr "Plegado" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Sangría" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Mayúsculas" @@ -14076,12 +14136,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: ¡No se pudo cargar el recurso de fotogramas!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "¡El portapapeles de recursos esta vacío o no es una textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Pegar Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Pegar Fotograma" +#, fuzzy +msgid "Paste Texture" +msgstr "Pegar Recurso" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14136,7 +14198,7 @@ msgid "Frame Duration:" msgstr "Duración del Fotograma:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Restablecer Zoom" @@ -14153,7 +14215,8 @@ msgid "Delete Frame" msgstr "Eliminar Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Copiar Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18226,10 +18289,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Selecciona una carpeta para escanear" @@ -18806,6 +18865,11 @@ msgstr "Reemparentar" msgid "Run Instances" msgstr "Ejecutar %d Instancia" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Ejecutar múltiples instancias" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18817,9 +18881,12 @@ msgid "Main Feature Tags:" msgstr "Características principales:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Ejecutar múltiples instancias" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20224,9 +20291,10 @@ msgid "Replicate" msgstr "Replicar" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Añada propiedades utilizando los botones de arriba o\n" "arrástralas desde el inspector y suéltalas aquí." @@ -21215,7 +21283,7 @@ msgid "Starting project..." msgstr "Iniciar proyecto..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Todos los Archivos" @@ -21923,81 +21991,6 @@ msgstr "" "Cuando haya más de uno, sólo uno de ellos estará activo. Cuál no está " "definido." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Este nodo no tiene forma definida, por lo tanto, no puede colisionar o " -"interactuar con otros objetos.\n" -"Considera agregarle un nodo hijo de tipo CollisionShape2D o " -"CollisionPolygon2D para definir su forma." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D solo se utiliza para proporcionar una forma de colisión a " -"un nodo derivado de CollisionObject2D. Úsalo solo como hijo de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc., para darles una forma." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vacío no tiene ningún efecto en las colisiones." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polígono inválido. Se necesitan al menos 3 puntos en modo de construcción " -"'Solids'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polígono inválido. Se necesitan al menos 2 puntos en modo de construcción " -"'Segments'." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"La propiedad de colisión de una sola dirección (One Way Collision) se " -"ignorará cuando el objeto de colisión sea un Area2D." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D solo se utiliza para proporcionar una forma de colisión a " -"un nodo derivado de CollisionObject2D. Por favor, úsalo únicamente como hijo " -"de nodos como Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc., para " -"asignarles una forma de colisión." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Para que funcione CollisionShape2D se debe proporcionar una forma. Por " -"favor, ¡crea un recurso de forma para ello!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Las formas basadas en polígonos no están pensadas para ser usadas ni " -"editadas directamente a través del nodo CollisionShape2D. Por favor, usa el " -"nodo CollisionPolygon2D en su lugar." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22038,26 +22031,6 @@ msgstr "" "Los sub-emisores de partículas no están disponibles cuando se utiliza el " "backend de renderizado de compatibilidad GL." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "El nodo A debe ser un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "El nodo B debe ser un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "La unión no está conectada a dos PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22113,7 +22086,103 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D solo funciona cuando está colocado como hijo de un nodo Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Este nodo no tiene forma definida, por lo tanto, no puede colisionar o " +"interactuar con otros objetos.\n" +"Considera agregarle un nodo hijo de tipo CollisionShape2D o " +"CollisionPolygon2D para definir su forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D solo se utiliza para proporcionar una forma de colisión a " +"un nodo derivado de CollisionObject2D. Úsalo solo como hijo de Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc., para darles una forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vacío no tiene ningún efecto en las colisiones." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polígono inválido. Se necesitan al menos 3 puntos en modo de construcción " +"'Solids'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polígono inválido. Se necesitan al menos 2 puntos en modo de construcción " +"'Segments'." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"La propiedad de colisión de una sola dirección (One Way Collision) se " +"ignorará cuando el objeto de colisión sea un Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D solo se utiliza para proporcionar una forma de colisión a " +"un nodo derivado de CollisionObject2D. Por favor, úsalo únicamente como hijo " +"de nodos como Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc., para " +"asignarles una forma de colisión." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Para que funcione CollisionShape2D se debe proporcionar una forma. Por " +"favor, ¡crea un recurso de forma para ello!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Las formas basadas en polígonos no están pensadas para ser usadas ni " +"editadas directamente a través del nodo CollisionShape2D. Por favor, usa el " +"nodo CollisionPolygon2D en su lugar." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "El nodo A debe ser un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "El nodo B debe ser un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "La unión no está conectada a dos PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22121,7 +22190,7 @@ msgstr "" "¡Un PhysicalBone2D sólo funciona con un Skeleton2D u otro PhysicalBone2D " "como nodo padre!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22129,7 +22198,7 @@ msgstr "" "Se necesita asignar un PhysicalBone2D a un nodo Bone2D para que funcione " "correctamente. Por favor, establece un nodo Bone2D en el inspector." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22138,7 +22207,7 @@ msgstr "" "mantener los huesos conectados. ¡Por favor, agrega un nodo basado en Joint2D " "como hijo de este nodo!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -22148,17 +22217,17 @@ msgstr "" "física durante la ejecución.\n" "Cambia el tamaño en las formas de colisión de los hijos en su lugar." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nodo no puede interactuar con otros objetos a menos que se le asigne " "una Shape2D." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadena Bone2D debería terminar en un nodo Skeleton2D." @@ -22241,110 +22310,6 @@ msgstr "" "El nodo BoneAttachment3D no está unido a ningún hueso. Por favor, seleccione " "un hueso para adjuntar este nodo." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Este nodo no tiene una forma, por lo que no puede colisionar o interactuar " -"con otros objetos.\n" -"Considera agregar un CollisionShape3D o CollisionPolygon3D como hijo para " -"definir su forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Con una escala no uniforme este nodo probablemente no funcionará como se " -"espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambiar el tamaño en las formas de colisión hijos en su lugar." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D solo sirve para proporcionar una forma de colisión a un " -"nodo derivado de CollisionObject3D.\n" -"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darles una forma." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon3D vacío no tiene efecto en la colisión." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " -"funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie los vértices de su polígono en su lugar." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D solo sirve para proporcionar una forma de colisión a un " -"nodo derivado CollisionObject3D.\n" -"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darles una forma." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Se debe proporcionar una forma para que CollisionShape3D funcione. Por " -"favor, crea un recurso de forma para él." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea " -"estático." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Un nodo CollisionShape3D con una escala no uniforme probablemente no " -"funcionará como se espera.\n" -"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " -"cambie el tamaño de su recurso de forma en su lugar." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "No hay nada visible porque no se ha asignado ninguna malla." @@ -22472,26 +22437,6 @@ msgstr "" "Para resolver esto, habilita al menos un bit en la propiedad Máscara de " "Bakeo." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "El nodo A debe ser un PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "El nodo B debe ser un PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "La unión no está conectada a ningún PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "El nodo A y B deben ser PhysicsBody3Ds diferentes" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "La escala de una luz no afecta a su tamaño visual." @@ -22644,7 +22589,131 @@ msgstr "" "ROTATION_ORIENTED de PathFollow3D requiere que el `Up Vector` esté activado " "en el recurso de Curve del nodo Path3D padre." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Este nodo no tiene una forma, por lo que no puede colisionar o interactuar " +"con otros objetos.\n" +"Considera agregar un CollisionShape3D o CollisionPolygon3D como hijo para " +"definir su forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Con una escala no uniforme este nodo probablemente no funcionará como se " +"espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambiar el tamaño en las formas de colisión hijos en su lugar." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D solo sirve para proporcionar una forma de colisión a un " +"nodo derivado de CollisionObject3D.\n" +"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darles una forma." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon3D vacío no tiene efecto en la colisión." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Un nodo CollisionPolygon3D escalado no uniformemente probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie los vértices de su polígono en su lugar." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D solo sirve para proporcionar una forma de colisión a un " +"nodo derivado CollisionObject3D.\n" +"Por favor, úsalo solo como hijo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darles una forma." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Se debe proporcionar una forma para que CollisionShape3D funcione. Por " +"favor, crea un recurso de forma para él." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D no admite RigidBody3D en ningún modo que no sea " +"estático." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Un nodo CollisionShape3D con una escala no uniforme probablemente no " +"funcionará como se espera.\n" +"Por favor, haga su escala uniforme (es decir, la misma en todos los ejes), y " +"cambie el tamaño de su recurso de forma en su lugar." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "El nodo A y B deben ser de tipo PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "El nodo A debe ser un PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "El nodo B debe ser un PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "La unión no está conectada a ningún PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "El nodo A y B deben ser PhysicsBody3Ds diferentes" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22655,6 +22724,29 @@ msgstr "" "Por favor, cambia el tamaño en las formas de colisión de los hijos en su " "lugar." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nodo no puede interactuar con otros objetos a menos que se le asigne un " +"Shape3D." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D no soporta ConcavePolygonShape3Ds. Las colisiones no serán " +"reportadas." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " +"VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22671,21 +22763,6 @@ msgstr "" "La propiedad \"Remote Path\" debe apuntar a un Node3D valido o un Node3D " "derivado para que funcione." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nodo no puede interactuar con otros objetos a menos que se le asigne un " -"Shape3D." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D no soporta ConcavePolygonShape3Ds. Las colisiones no serán " -"reportadas." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Este cuerpo será ignorado hasta que se establezca una malla." @@ -22698,23 +22775,6 @@ msgstr "" "Se debe crear o establecer un recurso SpriteFrames en la propiedad " "\"Frames\" para que AnimatedSprite3D pueda mostrar los fotogramas." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D sirve para proporcionar un sistema de ruedas a un " -"VehicleBody3D. Por favor, úsalo como hijo de un VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Los nodos VisibleOnScreenNotifier3D aún no están soportados cuando se " -"utiliza el backend de Compatibilidad GL. Se añadirá soporte en una futura " -"versión." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22857,66 +22917,14 @@ msgstr "" "ButtonGroup está pensado para ser utilizado únicamente con botones que " "tengan toggle_mode establecido en true." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Nuevo Code Region" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Copia este constructor en un script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Introduce un código hexadecimal (\"#ff0000\") o un color con nombre " -"(\"red\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Color: #%s\n" -"Clic Izq.: Aplicar color\n" -"Clic Der.: Eliminar Predeterminado" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Color: #%s\n" -"Clic Izq.: Aplicar color" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Selecciona un color de la pantalla." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Elige un color en la ventana de la aplicación." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Selecciona una forma de selección." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Elige un modo de selección." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Cambiar entre valores hexadecimales y de código." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Código hexadecimal o nombre del color" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Añadir el color actual como preset." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22949,14 +22957,6 @@ msgstr "" msgid "Alert!" msgstr "¡Alerta!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "No tienes permiso para acceder al contenido de esta carpeta." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Extensión inválida o nombre de archivo vacío." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22967,26 +22967,6 @@ msgstr "" "en una futura versión 4.x que implicará cambios en la API que romperán la " "compatibilidad." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Mostrar/Ocultar cuadrícula." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Act./Desact. Ajuste de cuadrícula." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Cambiar la distancia de ajuste." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Activa el minimapa del Gráfico." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Ordena automáticamente los nodos seleccionados." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23004,98 +22984,6 @@ msgstr "" "La fuente actual no admite la representación de uno o más caracteres " "utilizados en el texto de esta etiqueta." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Igual que la dirección del diseño" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Auto-Detectar Dirección" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Izquierda a Derecha" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Derecha a Izquierda" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca de izquierda a derecha (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca de derecha a izquierda (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Inicio de la incrustación de izquierda a derecha (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Inicio de la incrustación de derecha a izquierda (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Inicio de la anulación de izquierda a derecha (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Inicio de la anulación de derecha a izquierda (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Formato de Dirección de Pila (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Marca de Letras Árabes (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Aislamiento de Izquierda a Derecha (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Aislamiento de Derecha a Izquierda (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Aislamiento Fuerte Inicial (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Fin del Aislamiento de Dirección (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Unión de Anchura Cero (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Sin Unión de Anchura Cero (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Unión de Palabras (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Guion Bajo (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Dirección de Escritura de Texto" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Mostrar Caracteres de Control" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Insertar Caracter de Control" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." @@ -23130,10 +23018,6 @@ msgstr "" "tiene efecto alguno.\n" "Considere dejar la opción inicial `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Otros)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/es_AR.po b/editor/es_AR.po index 5c3d369..ec9c201 100644 --- a/editor/es_AR.po +++ b/editor/es_AR.po @@ -344,7 +344,6 @@ msgstr "Fin" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Cortar" @@ -352,8 +351,6 @@ msgstr "Cortar" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiar" @@ -365,15 +362,14 @@ msgstr "Copiar" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Pegar" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Deshacer" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Rehacer" @@ -496,8 +492,7 @@ msgid "Scroll Down" msgstr "Desplazarse hacia abajo" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Seleccionar Todo" @@ -1847,13 +1842,13 @@ msgstr "Act/Desact. Panel de Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zoom In" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Alejar Zoom" @@ -1869,10 +1864,20 @@ msgstr "Errores" msgid "Warnings" msgstr "Advertencias" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom a 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de línea y columna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Documentación En Línea" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "El método en el nodo objetivo debe ser especificado." @@ -2272,7 +2277,6 @@ msgstr "Iniciar" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Limpiar" @@ -2646,7 +2650,6 @@ msgstr[1] "Abrir Escena" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Abrir" @@ -2770,7 +2773,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "No se pudo crear la carpeta." @@ -2781,7 +2783,6 @@ msgstr "Crear nuevos nodos." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Crear Carpeta" @@ -2798,9 +2799,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Gracias de parte de la comunidad Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Click para copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3262,7 +3270,7 @@ msgstr "Agregar AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Ruta:" @@ -3448,7 +3456,7 @@ msgstr "Nuevo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Guardar" @@ -4421,7 +4429,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nombre:" @@ -5507,10 +5514,6 @@ msgstr "Nodo" msgid "History" msgstr "Siguiente en Historial" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandir Panel Inferior" - #: editor/editor_node.cpp msgid "Output" msgstr "Salida" @@ -5587,7 +5590,8 @@ msgid "Resave" msgstr "Volver a Guardar" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Crear metadatos de control de versiones..." #: editor/editor_node.cpp @@ -5960,6 +5964,17 @@ msgstr "" "Por favor agregá un preset ejecutable en el menú Exportar o definí un preset " "como ejecutable." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Nombre del Remote" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6880,14 +6895,15 @@ msgstr "Exportar Con Depuración" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Guardar y Reiniciar" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6917,8 +6933,9 @@ msgstr "Configurar Ajuste" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7516,6 +7533,16 @@ msgstr "Agregar nueva escena." msgid "Filter Groups" msgstr "Eliminar Grupo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandir Panel Inferior" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7539,11 +7566,11 @@ msgstr "Elegí un Directorio" msgid "Move" msgstr "Mover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Red" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Seleccionar Carpeta Actual" @@ -7555,17 +7582,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Seleccionar Esta Carpeta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Todos Reconocidos" @@ -7573,19 +7600,19 @@ msgstr "Todos Reconocidos" msgid "All Files (*)" msgstr "Todos los Archivos (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Abrir un Archivo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Abrir Archivo(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Abrir un Directorio" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Abrir un Archivo o Directorio" @@ -7638,19 +7665,19 @@ msgstr "Subir Favorito" msgid "Move Favorite Down" msgstr "Bajar Favorito" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ir a la carpeta anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ir a la carpeta siguiente." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ir a la carpeta padre." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Refrescar archivos." @@ -7658,11 +7685,16 @@ msgstr "Refrescar archivos." msgid "(Un)favorite current folder." msgstr "Quitar carpeta actual de favoritos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Mostrar/Ocultar archivos ocultos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Crear nuevos nodos." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Directorios y Archivos:" @@ -7674,7 +7706,7 @@ msgid "Preview:" msgstr "Vista Previa:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Archivo:" @@ -8804,6 +8836,15 @@ msgstr "" msgid "Generate POT" msgstr "General" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Integrado (Built-In):" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10530,15 +10571,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste a Pixeles" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Ajustar al Padre" @@ -10563,6 +10595,15 @@ msgstr "Ajustar a Otros Nodos" msgid "Snap to Guides" msgstr "Ajustar a las Guías" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10825,6 +10866,17 @@ msgstr "Crear Nodo" msgid "Error instantiating scene from %s" msgstr "Error al instanciar escena desde %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instancia" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nueva Escena Heredada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Cambiar Tipo por Defecto" @@ -12591,6 +12643,10 @@ msgstr "Ver Entorno" msgid "View Gizmos" msgstr "Ver Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Ver Grilla" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Ver Información" @@ -12922,10 +12978,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origen" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Ver Grilla" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13131,6 +13183,15 @@ msgstr "Modo Oclusión" msgid "Select occluder bake file:" msgstr "Selecciona un archivo de lightmap bakeado:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Convertir a CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13268,10 +13329,6 @@ msgstr "Ease Out" msgid "Handle Tilt #" msgstr "Inclinación al Azar:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Setear Posición de Punto de Curva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Setear Posición de Salida de Curva" @@ -13312,6 +13369,10 @@ msgstr "Insertar Punto" msgid "Split Segment (in curve)" msgstr "Partir Segmento (en curva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Setear Posición de Punto de Curva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Mover Unión" @@ -13735,11 +13796,6 @@ msgstr "Previo en Historial" msgid "History Next" msgstr "Siguiente en Historial" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar Tema..." @@ -13748,6 +13804,11 @@ msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recargar Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Guardar Tema" @@ -13915,11 +13976,6 @@ msgstr "Seleccionar Color" msgid "Folding" msgstr "Botón Desactivado" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Documentación En Línea" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Mayúsculas" @@ -14380,12 +14436,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: No se pudo cargar el recurso de frames!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "El portapapeles de recursos esta vacío o no es una textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Pegar Frame" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Pegar Frame" +#, fuzzy +msgid "Paste Texture" +msgstr "Pegar Recurso" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14445,7 +14503,7 @@ msgid "Frame Duration:" msgstr "Encuadrar Selección" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Reset de Zoom" @@ -14466,7 +14524,7 @@ msgstr "Seleccionar Frames" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Mover Fotograma" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18724,10 +18782,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Seleccionar una Carpeta para Examinar" @@ -19306,6 +19360,10 @@ msgstr "Reemparentar" msgid "Run Instances" msgstr "Instancia" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19317,7 +19375,11 @@ msgid "Main Feature Tags:" msgstr "Características Principales:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20780,7 +20842,7 @@ msgstr "Aplicación" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21801,7 +21863,7 @@ msgid "Starting project..." msgstr "Exportar Proyecto" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Todos los Archivos (*)" @@ -22526,79 +22588,6 @@ msgstr "" "instanciadas). El primero creado va a funcionar, mientras que el resto van a " "ser ignorados." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Este nodo no tiene forma definida, por lo tanto no puede colisionar o " -"interactuar con otros objetos.\n" -"Considerá agregarle un nodo hijo de tipo CollisionShape2D o " -"CollisionPolygon2D para definir su forma." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolylgon2D solo sirve para proveer de un collision shape a un nodo " -"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vacío no tiene efecto en la colisión." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polígono inválido. Se necesitan al menos 3 puntos en modo de construcción " -"\"Sólidos\"." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polígono inválido. Se necesitan al menos 2 puntos en modo de construcción " -"\"Segmentos\"." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D solo sirve para proveer de un collision shape a un nodo " -"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Se debe proveer un shape para que CollisionShape2D funcione. Creale un " -"recurso shape!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Las formas basadas en polígonos no están pensadas para ser usadas ni " -"editadas directamente a través del nodo CollisionShape2D. Por favor, usá el " -"nodo CollisionPolygon2D en su lugar." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22635,26 +22624,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "El nodo A debe ser un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "El nodo B debe ser un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "La unión no está conectada a dos PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22708,7 +22677,101 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D sólo funciona cuando está seteado como hijo de un nodo Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Este nodo no tiene forma definida, por lo tanto no puede colisionar o " +"interactuar con otros objetos.\n" +"Considerá agregarle un nodo hijo de tipo CollisionShape2D o " +"CollisionPolygon2D para definir su forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolylgon2D solo sirve para proveer de un collision shape a un nodo " +"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vacío no tiene efecto en la colisión." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polígono inválido. Se necesitan al menos 3 puntos en modo de construcción " +"\"Sólidos\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polígono inválido. Se necesitan al menos 2 puntos en modo de construcción " +"\"Segmentos\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D solo sirve para proveer de un collision shape a un nodo " +"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Se debe proveer un shape para que CollisionShape2D funcione. Creale un " +"recurso shape!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Las formas basadas en polígonos no están pensadas para ser usadas ni " +"editadas directamente a través del nodo CollisionShape2D. Por favor, usá el " +"nodo CollisionPolygon2D en su lugar." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "El nodo A debe ser un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "El nodo B debe ser un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "La unión no está conectada a dos PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22716,19 +22779,19 @@ msgid "" msgstr "" "Un Bone2D solo funciona con un Skeleton2D u otro Bone2D como nodo padre." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22739,15 +22802,15 @@ msgstr "" "física al ejecutar.\n" "En su lugar, cambiá el tamaño de los collision shapes hijos." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "La propiedad Path debe apuntar a un nodo Node2D válido para funcionar." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadena Bone2D debería terminar en un nodo Skeleton2D." @@ -22810,101 +22873,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Este nodo no tiene forma definida, por lo tanto no puede colisionar o " -"interactuar con otros objetos.\n" -"Considerá agregarle un nodo hijo de tipo CollisionShape2D o " -"CollisionPolygon2D para definir su forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolylgon2D solo sirve para proveer de un collision shape a un nodo " -"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon2D vacío no tiene efecto en la colisión." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D solo sirve para proveer de un collision shape a un nodo " -"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Se debe proporcionar un shape para que CollisionShape funcione. Por favor, " -"crea un recurso de shape para ello." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape no soporta RigidBody de otro modo que no sea estático." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada visible ya que no se asignó ningún mesh." @@ -23004,31 +22972,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "El nodo A debe ser un PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "El nodo B debe ser un PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "La unión no está conectada a ningún PhysicsBody" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23160,7 +23103,127 @@ msgstr "" "PathFollow's ROTATION_ORIENTED requiere que \"Up Vector\" esté activado en " "el recurso Curve de su Path padre." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Este nodo no tiene forma definida, por lo tanto no puede colisionar o " +"interactuar con otros objetos.\n" +"Considerá agregarle un nodo hijo de tipo CollisionShape2D o " +"CollisionPolygon2D para definir su forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolylgon2D solo sirve para proveer de un collision shape a un nodo " +"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon2D vacío no tiene efecto en la colisión." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D solo sirve para proveer de un collision shape a un nodo " +"derivado de CollisionObject2D. Favor de usarlo solo como un hijo de Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. para darles un shape." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Se debe proporcionar un shape para que CollisionShape funcione. Por favor, " +"crea un recurso de shape para ello." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape no soporta RigidBody de otro modo que no sea estático." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "El nodo A y el nodo B deben ser PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "El nodo A debe ser un PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "El nodo B debe ser un PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "La unión no está conectada a ningún PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "El Nodo A y el Nodo B deben ser diferentes PhysicsBody2D" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -23171,6 +23234,26 @@ msgstr "" "física al ejecutar.\n" "En su lugar, cambiá el tamaño de los collision shapes hijos." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel sirve para proveer un sistema de ruedas a VehicleBody. Por " +"favor usálo como hijo de VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23186,17 +23269,6 @@ msgstr "" "La propiedad \"Remote Path\" debe apuntar a un nodo Spatial o derivado de " "Spatial válido para que funcione." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Este cuerpo será ignorado hasta que se establezca un mesh." @@ -23209,21 +23281,6 @@ msgstr "" "Se debe crear o establecer un recurso SpriteFrames en la propiedad " "\"Frames\" para que AnimatedSprite3D pueda mostrar frames." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel sirve para proveer un sistema de ruedas a VehicleBody. Por " -"favor usálo como hijo de VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23349,73 +23406,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nueva Animación" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "No se encontró la animación: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Color: #%s\n" -"LMB: Configurar color\n" -"RMB: Borrar configuración predeterminada" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Color: #%s\n" -"LMB: Configurar color\n" -"RMB: Borrar configuración predeterminada" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Elegir un color de la ventana del editor." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Elegir un color de la ventana del editor." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Seleccioná una Mesh de Origen:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Seleccionar un Nodo" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Cambiar entre valores hexadecimales y de código." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Agregar color actual como preset." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23446,15 +23445,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Extensión inválida." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23462,30 +23452,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Mostrar/Ocultar archivos ocultos." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Act/Desact. ajuste a grilla." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Activar minimapa de grilla." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Arrastrar: Escalar el nodo seleccionado." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23498,103 +23464,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direcciones" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Superior Derecha" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direcciones" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Caracteres válidos:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Caracteres válidos:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Si \"Exp Edit\" está activado, \"Min Value\" debe ser mayor que 0." @@ -23622,10 +23491,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Otro)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/et.po b/editor/et.po index 4783d5a..6b6548a 100644 --- a/editor/et.po +++ b/editor/et.po @@ -328,7 +328,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Lõika" @@ -336,8 +335,6 @@ msgstr "Lõika" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopeeri" @@ -349,15 +346,14 @@ msgstr "Kopeeri" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Kleebi" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Võta tagasi" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Tee uuesti" @@ -488,8 +484,7 @@ msgid "Scroll Down" msgstr "Skrolli alla" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Vali Kõik" @@ -1843,13 +1838,13 @@ msgstr "Lülita skriptide paneel sisse/välja" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Suurenda" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Vähenda" @@ -1865,10 +1860,19 @@ msgstr "Vead" msgid "Warnings" msgstr "Hoiatused" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Suum 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Rea- ja veerunumbrid." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Treppimine" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Tuleb täpsustada siht-node'i meetod." @@ -2262,7 +2266,6 @@ msgstr "Käivita" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Puhasta" @@ -2622,7 +2625,6 @@ msgstr[1] "Ava Stseenid" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Ava" @@ -2740,7 +2742,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Kaldkriipsude kasutamine kaustanimedes loob alamkaustad rekursiivselt." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Ei saanud luua kausta." @@ -2750,7 +2751,6 @@ msgstr "Loo uus kaust asukohas %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Loo kaust" @@ -2766,9 +2766,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Suur tänu Godot kogukonnalt!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klõpsa, et kopeerida." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3223,7 +3230,7 @@ msgstr "Lisa automaatlaadimine" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Failitee:" @@ -3401,7 +3408,7 @@ msgstr "Uus" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Salvesta" @@ -4360,7 +4367,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nimi:" @@ -5387,10 +5393,6 @@ msgstr "Sõlm" msgid "History" msgstr "Ajalugu" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Laienda alumist paneeli" - #: editor/editor_node.cpp msgid "Output" msgstr "Väljund" @@ -5465,7 +5467,7 @@ msgstr "Salvesta Uuesti" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Loo Verisoonikontrolli Metaandmed" #: editor/editor_node.cpp @@ -5823,6 +5825,17 @@ msgstr "" "Lisage menüüsse Eksport käitatav eelseadistus või määrake olemasolev " "eelseadistus käivitatavaks." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Kaugelt Silumine" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Projekti Käivitamine" @@ -6690,14 +6703,17 @@ msgid "Export With Debug" msgstr "Ekspordi Koos Silujaga" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Keela FBX ja taaskäivitage" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6729,9 +6745,11 @@ msgid "Configure FBX Importer" msgstr "Konfigureerige FBX Importija" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX-failide importimiseks on vajalik FBX2glTF.\n" "Laadige see alla ja sisestage binaarfaili kehtiv tee:" @@ -7290,6 +7308,16 @@ msgstr "Lisa uus stseen." msgid "Filter Groups" msgstr "Filtreeri sõlmed" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Laienda alumist paneeli" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7313,11 +7341,11 @@ msgstr "Valige kaust" msgid "Move" msgstr "Liiguta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Võrk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Valige praegune kaust" @@ -7329,7 +7357,7 @@ msgstr "Tühja Failinimega Faili ei saa salvestada." msgid "Cannot save file with a name starting with a dot." msgstr "Punktiga algava nimega Faili ei saa salvestada." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7337,11 +7365,11 @@ msgstr "" "Fail \"%s\" on juba olemas.\n" "Kas soovite selle üle kirjutada?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Vali see kaust" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Kõik tuvastatud" @@ -7349,19 +7377,19 @@ msgstr "Kõik tuvastatud" msgid "All Files (*)" msgstr "Kõik failid (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Ava fail" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Ava fail(id)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Ava kataloog" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Ava kaust või kataloog" @@ -7413,19 +7441,19 @@ msgstr "Liiguta lemmikud üles" msgid "Move Favorite Down" msgstr "Liiguta lemmikud alla" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Mine eelmisesse kausta." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Mine järmisesse kausta." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Mine vanema kausta." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Värskenda faile." @@ -7433,11 +7461,16 @@ msgstr "Värskenda faile." msgid "(Un)favorite current folder." msgstr "Lisa praegune kaust lemmikute sekka." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Näita peidetud faile." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Looge uued sõlmed." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Kataloogid ja failid:" @@ -7449,7 +7482,7 @@ msgid "Preview:" msgstr "Eelvaade:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fail:" @@ -8541,6 +8574,14 @@ msgstr "Tõlkestringidega failid:" msgid "Generate POT" msgstr "Genereeri POT" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Sea %s %d Sõlmedele" @@ -10225,15 +10266,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10258,6 +10290,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10509,6 +10550,17 @@ msgstr "Loo Sõlm" msgid "Error instantiating scene from %s" msgstr "Viga Stseeni Loomisel Asukohast %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instantseeri" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Uus Päritud Stseen" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Muuda Vaikimisi Tüüpi" @@ -12189,6 +12241,10 @@ msgstr "Kuva Keskkond" msgid "View Gizmos" msgstr "Kuva Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Kuva ruudustik" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Kuva Informatsioon" @@ -12525,10 +12581,6 @@ msgstr "4 Aaateakent" msgid "View Origin" msgstr "Kuva lähtekoht" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Kuva ruudustik" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12725,6 +12777,15 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konverteeri CPUParticles2D'ks" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12862,10 +12923,6 @@ msgstr "Sujuvalt Välja" msgid "Handle Tilt #" msgstr "Juhuslik Kallutamine:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Määra Kõvera Punkti Asukoht" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Seadke Kõver Positsioonist Välja" @@ -12906,6 +12963,10 @@ msgstr "Lisa Punkt" msgid "Split Segment (in curve)" msgstr "Tükelda Segment (Kõveras)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Määra Kõvera Punkti Asukoht" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Liiguta Liigendit" @@ -13323,11 +13384,6 @@ msgstr "Ajalugu Eelmine" msgid "History Next" msgstr "Ajalugu Järgmine" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Teema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Impordi Teema..." @@ -13336,6 +13392,11 @@ msgstr "Impordi Teema..." msgid "Reload Theme" msgstr "Laadi Teema uuesti" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Teema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Salvesta Teema" @@ -13495,10 +13556,6 @@ msgstr "Vali Värv" msgid "Folding" msgstr "Kuva varjutamata" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Treppimine" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Suurtähed" @@ -13937,12 +13994,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "VIGA: Kaadri ressurssi ei saanud laadida!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Ressursi lõikelaud on tühi või pole tekstuur!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Kleebi Kaader" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Kleebi Kaader" +#, fuzzy +msgid "Paste Texture" +msgstr "Kleebi Ressurss" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13997,7 +14056,7 @@ msgid "Frame Duration:" msgstr "Kaadri Kestus:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Lähtesta Suum" @@ -14014,7 +14073,8 @@ msgid "Delete Frame" msgstr "Kustuta Kaader" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Kopeeri Kaader" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17917,10 +17977,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Vali Kaust Mida Skanneerida" @@ -18476,6 +18532,11 @@ msgstr "Muuda Vanemat" msgid "Run Instances" msgstr "Jooksuta %d Eksemplar" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Käivita Mitu Eksemplari" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18487,9 +18548,12 @@ msgid "Main Feature Tags:" msgstr "Põhi funktsioonid:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Käivita Mitu Eksemplari" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -19851,7 +19915,7 @@ msgstr "Rakendus" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20793,7 +20857,7 @@ msgid "Starting project..." msgstr "Impordi profiil(id)" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Kõik failid (*)" @@ -21437,58 +21501,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21519,26 +21531,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21580,40 +21572,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21673,82 +21738,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21842,26 +21831,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21982,13 +21951,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22001,17 +22083,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22022,18 +22093,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22148,62 +22207,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Uus Konfiguratsioon" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Kirjeldus" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Valimisrežiim" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22227,15 +22239,6 @@ msgstr "" msgid "Alert!" msgstr "Tähelepanu!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Vigane nimi." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22243,29 +22246,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Näita peidetud faile." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Lülita see rada sisse/välja." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Drag: Skaleeri Valitud Sõlme." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22278,99 +22258,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Kirjeldus" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Kuva Juhtmärgid" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Sisesta Juhtmärk" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22395,10 +22282,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Muu)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/eu.po b/editor/eu.po index c9ce3be..5dbad6b 100644 --- a/editor/eu.po +++ b/editor/eu.po @@ -321,7 +321,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -329,8 +328,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -342,15 +339,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Desegin" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Berregin" @@ -482,8 +478,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1846,13 +1841,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1868,10 +1863,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Lineako dokumentuak" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2260,7 +2264,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2618,7 +2621,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Ireki" @@ -2740,7 +2742,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2750,7 +2751,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2768,8 +2768,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Eskerrik asko Godot komunitatearen partetik!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3222,7 +3229,7 @@ msgstr "Txertatu gakoa hemen" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3403,7 +3410,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Gorde" @@ -4346,7 +4353,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5342,10 +5348,6 @@ msgstr "Nodoa" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5420,7 +5422,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Ezarri bertsio kontrola" #: editor/editor_node.cpp @@ -5777,6 +5779,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Urruneko FS" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6657,14 +6670,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6693,8 +6707,9 @@ msgstr "Konfiguratu atxikitzea" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7252,6 +7267,16 @@ msgstr "" msgid "Filter Groups" msgstr "Iragazkiak..." +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7275,11 +7300,11 @@ msgstr "Ezin izan da scripta exekutatu:" msgid "Move" msgstr "Mugitu" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Sarea" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Hautatu uneko karpeta" @@ -7291,17 +7316,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Hautatu karpeta hau" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7309,19 +7334,19 @@ msgstr "" msgid "All Files (*)" msgstr "Fitxategi guztiak (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Ireki fitxategi bat" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Ireki fitxategia(k)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Ireki direktorioa" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Ireki fitxategia edo direktorioa" @@ -7373,19 +7398,19 @@ msgstr "Eraman gogokoa gora" msgid "Move Favorite Down" msgstr "Eraman gogoa behera" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Joan aurreko karpetara." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Joan hurrengo karpetara." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Joan guraso karpetara." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Eguneratu fitxategiak." @@ -7393,11 +7418,16 @@ msgstr "Eguneratu fitxategiak." msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Txandakatu ezkutuko fitxategien ikusgaitasuna." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Ezabatu profila" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Direktorioak eta fitxategiak:" @@ -7409,7 +7439,7 @@ msgid "Preview:" msgstr "Aurrebista:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fitxategia:" @@ -8500,6 +8530,14 @@ msgstr "" msgid "Generate POT" msgstr "Mugitu Bezier puntuak" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -10166,15 +10204,6 @@ msgstr "Atxikitze erlatiboa" msgid "Use Pixel Snap" msgstr "Erabili pixel atxikitzea" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Atxikitze adimentsua" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Konfiguratu atxikitzea..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Atxikitu gurasora" @@ -10199,6 +10228,15 @@ msgstr "Atxikitu beste nodoetara" msgid "Snap to Guides" msgstr "Atxikitu gidalerroetara" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Atxikitze adimentsua" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Konfiguratu atxikitzea..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10451,6 +10489,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instalatu" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12097,6 +12145,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12418,10 +12470,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12618,6 +12666,15 @@ msgstr "Blend4 nodoa" msgid "Select occluder bake file:" msgstr "Hautatu txantiloi fitxategia" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Itsatsi animazioa" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12753,10 +12810,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12795,6 +12848,10 @@ msgstr "Berrezarri bolumena" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13204,11 +13261,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Azala" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Inportatu azala..." @@ -13217,6 +13269,11 @@ msgstr "Inportatu azala..." msgid "Reload Theme" msgstr "Birkargatu azala" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Azala" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Gorde azala" @@ -13373,11 +13430,6 @@ msgstr "" msgid "Folding" msgstr "Gaitu iragazkia" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Lineako dokumentuak" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13824,12 +13876,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Ezabatu Giltza(k)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Balioa:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13889,7 +13943,7 @@ msgid "Frame Duration:" msgstr "Enumerazioak" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13909,7 +13963,7 @@ msgstr "Inportatu azala" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Hurrengo karpeta/fitxategia" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17899,10 +17953,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18463,6 +18513,10 @@ msgstr "" msgid "Run Instances" msgstr "Instantzia %d Exekutatu" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18474,7 +18528,11 @@ msgid "Main Feature Tags:" msgstr "Ezaugarriak" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19836,7 +19894,7 @@ msgstr "Bikoiztu animazioa" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20779,7 +20837,7 @@ msgid "Starting project..." msgstr "Inportatu profila(k)" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Fitxategi guztiak (*)" @@ -21431,58 +21489,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21513,26 +21519,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21574,40 +21560,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21667,82 +21726,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21836,26 +21819,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21975,13 +21938,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21994,17 +22070,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22015,18 +22080,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22141,62 +22194,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Bikoiztu animazioa" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Deskripzioa" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Hautatu karpeta hau" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22220,15 +22226,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Animazio izen baliogabea!" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22236,29 +22233,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Txandakatu ezkutuko fitxategien ikusgaitasuna." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Txandakatu saretara atxikitzea." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Gaitu atxikitzea" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22271,101 +22245,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Deskripzioa" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Talka formak ikusgai" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Talka formak ikusgai" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22390,10 +22269,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/fa.po b/editor/fa.po index 97357ae..e53025c 100644 --- a/editor/fa.po +++ b/editor/fa.po @@ -354,7 +354,6 @@ msgstr "پایان" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "برش" @@ -362,8 +361,6 @@ msgstr "برش" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "کپی" @@ -375,15 +372,14 @@ msgstr "کپی" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "چسباندن" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "عقب‌گرد" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "جلوگرد" @@ -506,8 +502,7 @@ msgid "Scroll Down" msgstr "اسکرول به پایین" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "انتخاب همه" @@ -1810,13 +1805,13 @@ msgstr "تغییر پنل اسکریپت ها" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "بزرگنمایی" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "کوچکنمایی" @@ -1832,10 +1827,20 @@ msgstr "خطا‌ها" msgid "Warnings" msgstr "هشدارها" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "کوچکنمایی" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "شماره های خط و ستون." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "شمارش ها" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "تابع در گره مقصد باید مشخص شده باشد." @@ -2219,7 +2224,6 @@ msgstr "شروع" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "پاک کردن" @@ -2578,7 +2582,6 @@ msgstr[1] "باز کردن صحنه ها" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "باز کن" @@ -2695,7 +2698,6 @@ msgstr "" "استفاده از خط مورب در نام پوشه‌ها، زیرپوشه‌ها را به صورت بازگشتی ایجاد می‌کند." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "ناتوان در ساختن پوشه." @@ -2705,7 +2707,6 @@ msgstr "ساخت پوشه جدید در %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "ساخت پوشه" @@ -2721,9 +2722,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "با تشکر از سوی جامعهٔ گودوت!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "برای کپی کردن کلیک کنید." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "ناشناخته" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3165,7 +3174,7 @@ msgstr "افزودن بارگیری خودکار" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "مسیر:" @@ -3348,7 +3357,7 @@ msgstr "جدید" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "ذخیره" @@ -4333,7 +4342,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "نام:" @@ -5376,10 +5384,6 @@ msgstr "گره" msgid "History" msgstr "تاریخچه" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "خروجی" @@ -5457,7 +5461,7 @@ msgstr "ذخیره مجدد" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "ساخت فراداده کنترل نسخه" #: editor/editor_node.cpp @@ -5819,6 +5823,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "برداشتن" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "اجرای پروژه" @@ -6704,14 +6719,15 @@ msgstr "صدور با اشکال زدا" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "ذخیره و خروج" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6739,8 +6755,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7311,6 +7328,16 @@ msgstr "افزودن صحنه جدید." msgid "Filter Groups" msgstr "فیلتر بر اساس گروه" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7334,11 +7361,11 @@ msgstr "یک فهرست انتخاب کنید" msgid "Move" msgstr "حرکت" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "شبکه" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "انتخاب پوشه کنونی" @@ -7350,17 +7377,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "برگزیدن این پوشه" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "همه ی موارد شناخته شده اند" @@ -7368,19 +7395,19 @@ msgstr "همه ی موارد شناخته شده اند" msgid "All Files (*)" msgstr "همهٔ پرونده‌ها (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "یک پرونده را باز کن" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "پرونده(ها) را باز کن" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "یک دیکشنری را باز کن" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "یک پرونده یا پوشه را باز کن" @@ -7433,19 +7460,19 @@ msgstr "انتقال موارد دلخواه به بالا" msgid "Move Favorite Down" msgstr "انتقال موارد دلخواه به پایین" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "برو به پوشه پیشین." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "برو به پوشه بعد." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "برو به پوشه والد." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "نوسازی پرونده‌ها." @@ -7453,11 +7480,16 @@ msgstr "نوسازی پرونده‌ها." msgid "(Un)favorite current folder." msgstr "پوشه موجود (غیر)محبوب." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "تغییر پدیدار بودن فایل‌های مخفی شده." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "ساخت گره‌های جدید." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "پوشه‌ها و پرونده‌ها:" @@ -7469,7 +7501,7 @@ msgid "Preview:" msgstr "پیش‌نمایش:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "پرونده:" @@ -8563,6 +8595,15 @@ msgstr "" msgid "Generate POT" msgstr "عمومی" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "باز کردن و اجرای یک اسکریپت" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10296,15 +10337,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10332,6 +10364,15 @@ msgstr "مسیر به سمت گره:" msgid "Snap to Guides" msgstr "انتخاب حالت" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10597,6 +10638,17 @@ msgstr "ساخت گره" msgid "Error instantiating scene from %s" msgstr "خطای بارگذاری قلم." +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "نصب کردن" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "وارث جدید" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12296,6 +12348,10 @@ msgstr "مشاهده محیط" msgid "View Gizmos" msgstr "مشاهده گیزمو‌ها" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "مشاهده اطلاعات" @@ -12622,10 +12678,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12820,6 +12872,15 @@ msgstr "ویرایش سیگنال" msgid "Select occluder bake file:" msgstr "انتخاب پرونده قالب" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "اتصال به گره:" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12957,11 +13018,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "شیب تصادفی:" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr "برداشتن موج" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13004,6 +13060,11 @@ msgstr "حذف نقطه" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr "برداشتن موج" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "حرکت مفصل" @@ -13427,11 +13488,6 @@ msgstr "زبانه قبلی" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "زمینه" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "وارد کردن زمینه..." @@ -13440,6 +13496,11 @@ msgstr "وارد کردن زمینه..." msgid "Reload Theme" msgstr "بارگذاری دوباره زمینه" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "زمینه" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "ذخیره زمینه" @@ -13600,11 +13661,6 @@ msgstr "انتخاب رنگ" msgid "Folding" msgstr "غیرفعال شده" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "شمارش ها" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "حروف بزرگ" @@ -14071,12 +14127,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "اخطار: منبع فریم بارگذاری نشد!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "کلیپ‌بورد منبع خالی است یا یک تکسچر نیست!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "چسباندن فریم" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "چسباندن فریم" +#, fuzzy +msgid "Paste Texture" +msgstr "چسباندن منبع" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14131,7 +14189,7 @@ msgid "Frame Duration:" msgstr "مدت زمان فریم:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "‪‮تنظیم مجدد بزرگنمایی" @@ -14148,7 +14206,8 @@ msgid "Delete Frame" msgstr "حذف فریم" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "کپی فریم" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18262,10 +18321,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "انتخاب یک پوشه برای پویش" @@ -18852,6 +18907,11 @@ msgstr "" msgid "Run Instances" msgstr "نصب کردن" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "اجرای چند نمونه" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18863,9 +18923,12 @@ msgid "Main Feature Tags:" msgstr "ویژگی‌های اصلی:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "اجرای چند نمونه" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20290,7 +20353,7 @@ msgstr "اپلیکیشن" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21251,7 +21314,7 @@ msgid "Starting project..." msgstr "شروع پروژه..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "همهٔ پرونده‌ها (*)" @@ -21929,70 +21992,6 @@ msgstr "" "نمونه‌گذاری شده) مجاز است. اولین مورد ایجاد شده کار خواهد کرد، در حالیکه از " "بقیه صرفنظر می‌شود." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " -"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " -"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " -"یک شکل بدهید." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "یک CollisionPolygon2D خالی جلوه بر برخورد ندارد." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " -"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " -"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " -"یک شکل بدهید." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"یک شکل باید برای CollisionShape2D فراهم شده باشد تا عمل کند. لطفا یک شکل " -"منبع برای آن ایجاد کنید!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22023,26 +22022,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "گره الف و گره ب باید PhysicsBody2D باشند" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "گره الف باید یک PhysicsBody2D باشد" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "گره ب باید یک PhysicsBody2D باشد" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "گره الف و گره ب باید PhysicsBody2Dهای جداگانه باشند" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22092,40 +22071,125 @@ msgstr "" "PathFollow2D تنها در زمانی که به عنوان یک فرزند یک گره Path2D تنظیم شود کار " "می‌کند." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " +"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " +"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " +"یک شکل بدهید." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "یک CollisionPolygon2D خالی جلوه بر برخورد ندارد." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " +"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " +"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " +"یک شکل بدهید." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"یک شکل باید برای CollisionShape2D فراهم شده باشد تا عمل کند. لطفا یک شکل " +"منبع برای آن ایجاد کنید!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "گره الف و گره ب باید PhysicsBody2D باشند" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "گره الف باید یک PhysicsBody2D باشد" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "گره ب باید یک PhysicsBody2D باشد" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "گره الف و گره ب باید PhysicsBody2Dهای جداگانه باشند" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "دارایی Path باید به یک گره Node2D معتبر اشاره کند تا کار کند." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "دارایی Path باید به یک گره Node2D معتبر اشاره کند تا کار کند." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22185,96 +22249,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " -"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " -"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " -"یک شکل بدهید." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "یک CollisionPolygon2D خالی جلوه بر برخورد ندارد." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " -"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " -"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " -"یک شکل بدهید." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"باید یک شکل برای CollisionShape فراهم شده باشد تا عمل کند. لطفا یک منبع شکل " -"برای آن ایجاد کنید!" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22368,26 +22342,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "گره الف و گره ب باید PhysicsBody3D باشند" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "گره الف باید یک PhysicsBody3D باشد" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "گره ب باید یک PhysicsBody3D باشد" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "گره الف و گره ب باید PhysicsBody3Dهای متفاوت باشند" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22510,13 +22464,140 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " +"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " +"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " +"یک شکل بدهید." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "یک CollisionPolygon2D خالی جلوه بر برخورد ندارد." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D تنها برای فراهم کردن یک شکل برخورد برای یک گره مشتق‌شده‌ی " +"CollisionObject2D بکار می‌رود. لطفا از آن تنها به عنوان یک فرزند Area2D و " +"StaticBody2D و RigidBody2D و KinematicBody2D و غیره استفاده کنید تا به آن‌ها " +"یک شکل بدهید." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"باید یک شکل برای CollisionShape فراهم شده باشد تا عمل کند. لطفا یک منبع شکل " +"برای آن ایجاد کنید!" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "گره الف و گره ب باید PhysicsBody3D باشند" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "گره الف باید یک PhysicsBody3D باشد" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "گره ب باید یک PhysicsBody3D باشد" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "گره الف و گره ب باید PhysicsBody3Dهای متفاوت باشند" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22530,17 +22611,6 @@ msgid "" "node to work." msgstr "دارایی Path باید به یک گره Particles2D معتبر اشاره کند تا کار کند." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22554,18 +22624,6 @@ msgstr "" "یک منبع SpriteFrames باید در دارایی Frames ایجاد شده باشد تا " "AnimatedSprite3D فریم‌ها را نمایش دهد." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22688,64 +22746,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "تغییر نام انیمیشن" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "طول انیمیشن (به ثانیه)." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "یک رنگ از پنجره ویرایشگر بردارید" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "یک رنگ از پنجره ویرایشگر بردارید" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "انتخاب یک گره" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22769,15 +22778,6 @@ msgstr "" msgid "Alert!" msgstr "هشدار!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "باید از یک پسوند معتبر استفاده شود." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22785,30 +22785,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "تغییر پدیدار بودن فایل‌های مخفی شده." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "یک Breakpoint درج کن" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "فعال سازی شبکه نقشه کوچک." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "آیا پرونده‌های انتخاب شده حذف شود؟" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22821,102 +22797,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "توضیح" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "چپ به راست" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "راست به چپ" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "توضیح" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "کاراکترهای معتبر:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "کاراکترهای معتبر:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "اگر \"Exp ویرایش\" فعال است, \"حداقل داده\" باید بزرگتر از 0 باشد." @@ -22941,10 +22821,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(دیگر)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/fi.po b/editor/fi.po index 3a8a927..b1b16b7 100644 --- a/editor/fi.po +++ b/editor/fi.po @@ -331,7 +331,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Leikkaa" @@ -339,8 +338,6 @@ msgstr "Leikkaa" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopioi" @@ -352,15 +349,14 @@ msgstr "Kopioi" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Liitä" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Peru" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Tee uudelleen" @@ -483,8 +479,7 @@ msgid "Scroll Down" msgstr "Rullaa alas" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Valitse kaikki" @@ -1799,13 +1794,13 @@ msgstr "Näytä/piilota skriptipaneeli" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Lähennä" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Loitonna" @@ -1821,10 +1816,19 @@ msgstr "Virheet" msgid "Warnings" msgstr "Varoitukset" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Aseta lähennystasoksi 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Rivi- ja sarakenumerot." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Sisennys" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Kohdesolmun metodi täytyy määrittää." @@ -2207,7 +2211,6 @@ msgstr "Aloita" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Tyhjennä" @@ -2567,7 +2570,6 @@ msgstr[1] "Avoimet kohtaukset" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Avaa" @@ -2686,7 +2688,6 @@ msgstr "" "rekursiivisesti." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Kansiota ei voitu luoda." @@ -2696,7 +2697,6 @@ msgstr "Luo uusi kansio kohteeseen: %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Luo kansio" @@ -2712,9 +2712,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Kiitos Godot-yhteisöltä!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Napsauta kopioidaksesi." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Tuntematon" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3161,7 +3169,7 @@ msgstr "Lisää Automaattisesti Ladattava" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Polku:" @@ -3340,7 +3348,7 @@ msgstr "Uusi" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Tallenna" @@ -4306,7 +4314,6 @@ msgstr "_ alkavat nimet ovat varattu vain editorin metadatalle." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nimi:" @@ -5344,10 +5351,6 @@ msgstr "Solmu" msgid "History" msgstr "Historia" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Laajenna alapaneeli" - #: editor/editor_node.cpp msgid "Output" msgstr "Tuloste" @@ -5421,7 +5424,8 @@ msgid "Resave" msgstr "Tallenna uudelleen" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Luo Versionhallintajärjestelmän Metadata..." #: editor/editor_node.cpp @@ -5776,6 +5780,17 @@ msgstr "" "Ole hyvä ja lisää ajettava esiasetus Vienti-valikosta tai määrittele " "olemassa oleva esiasetus ajettavaksi." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Etä-Debuggaus" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Aja Projekti" @@ -6644,14 +6659,15 @@ msgstr "Vie debugaten" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Tallenna & käynnistä uudelleen" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6680,9 +6696,11 @@ msgid "Configure FBX Importer" msgstr "Määrittele tarttuminen" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF vaaditaan FBX-tiedostojen viemiseen.\n" "Lataa se internetistä ja syötä binääritiedoston polku:" @@ -7238,6 +7256,16 @@ msgstr "Lisää uusi kohtaus." msgid "Filter Groups" msgstr "Poista ryhmä" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Laajenna alapaneeli" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7261,11 +7289,11 @@ msgstr "Valitse Hakemisto" msgid "Move" msgstr "Siirrä" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Verkko" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Valitse nykyinen kansio" @@ -7277,7 +7305,7 @@ msgstr "Ei voida tallentaa tiedostoa tyhjällä tiedostonimellä." msgid "Cannot save file with a name starting with a dot." msgstr "Ei voida tallentaa tiedostoa jonka nimi alkaa pisteellä." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7285,11 +7313,11 @@ msgstr "" "Tiedosto \"%s\" on jo olemassa.\n" "Haluatko ylikirjoittaa sen?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Valitse tämä kansio" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Kaikki tunnistetut" @@ -7297,19 +7325,19 @@ msgstr "Kaikki tunnistetut" msgid "All Files (*)" msgstr "Kaikki tiedostot (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Avaa tiedosto" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Avaa tiedosto(t)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Avaa Hakemisto" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Avaa Tiedosto tai Hakemisto" @@ -7361,19 +7389,19 @@ msgstr "Siirrä suosikkia ylös" msgid "Move Favorite Down" msgstr "Siirrä suosikkia alas" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Siirry edelliseen kansioon." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Siirry seuraavaan kansioon." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Siirry yläkansioon." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Lataa uudelleen tiedostot." @@ -7381,11 +7409,16 @@ msgstr "Lataa uudelleen tiedostot." msgid "(Un)favorite current folder." msgstr "Kansio suosikkeihin." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Aseta piilotiedostojen näyttäminen." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Luo uusia solmuja." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Hakemistot ja Tiedostot:" @@ -7397,7 +7430,7 @@ msgid "Preview:" msgstr "Esikatselu:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Tiedosto:" @@ -8472,6 +8505,15 @@ msgstr "" msgid "Generate POT" msgstr "Generoi POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Sisäänrakennettu skripti:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Aseta %s %d solmuun" @@ -10145,15 +10187,6 @@ msgstr "Suhteellinen tarttuminen" msgid "Use Pixel Snap" msgstr "Tartu pikseleihin" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Älykäs tarttuminen" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Määrittele tarttuminen..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Tartu isäntään" @@ -10178,6 +10211,15 @@ msgstr "Tartu muihin solmuihin" msgid "Snap to Guides" msgstr "Tartu apuviivoihin" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Älykäs tarttuminen" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Määrittele tarttuminen..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10434,6 +10476,17 @@ msgstr "Luo solmu" msgid "Error instantiating scene from %s" msgstr "Virhe luodessa ilmentymää kohteesta %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Luo ilmentymä" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Uusi peritty kohtaus" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Muuta oletustyyppiä" @@ -12152,6 +12205,10 @@ msgstr "Näytä ympäristö" msgid "View Gizmos" msgstr "Näytä vempaimet" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Näytä ruudukko" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Näytä tiedot" @@ -12481,10 +12538,6 @@ msgstr "4 Näyttöruutua" msgid "View Origin" msgstr "Näytä origo" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Näytä ruudukko" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12677,6 +12730,15 @@ msgstr "Peittotila" msgid "Select occluder bake file:" msgstr "Valitse lightmapin kehitystiedosto:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Muunna CPUParticles2D solmuksi" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12814,10 +12876,6 @@ msgstr "Hidasta lopussa" msgid "Handle Tilt #" msgstr "Satunnainen kallistus:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Aseta käyräpisteen sijainti" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Aseta käyrän lopetussijainti" @@ -12858,6 +12916,10 @@ msgstr "Lisää piste" msgid "Split Segment (in curve)" msgstr "Puolita osa (käyrässä)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Aseta käyräpisteen sijainti" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Siirrä liitosta" @@ -13279,11 +13341,6 @@ msgstr "Edellinen historiassa" msgid "History Next" msgstr "Seuraava historiassa" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Teema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Tuo teema..." @@ -13292,6 +13349,11 @@ msgstr "Tuo teema..." msgid "Reload Theme" msgstr "Lataa teema uudelleen" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Teema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Tallenna teema" @@ -13457,10 +13519,6 @@ msgstr "Poimi väri" msgid "Folding" msgstr "Taittaminen" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Sisennys" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Isot kirjaimet" @@ -13914,12 +13972,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "VIRHE: Ei voitu ladata ruudun resurssia!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Resurssileikepöytä on tyhjä tai ei sisällä tekstuuria!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Liitä ruutu" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Liitä ruutu" +#, fuzzy +msgid "Paste Texture" +msgstr "Liitä resurssi" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13977,7 +14037,7 @@ msgid "Frame Duration:" msgstr "Rajaa valintaan" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Palauta oletuslähennystaso" @@ -13994,7 +14054,8 @@ msgid "Delete Frame" msgstr "Poista Ruutu" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Kopioi Ruutu" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18183,10 +18244,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Valitse tutkittava kansio" @@ -18751,6 +18808,11 @@ msgstr "Uusi isäntä" msgid "Run Instances" msgstr "Aja %d instanssi" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Suorita Useampi Instanssi" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18762,9 +18824,12 @@ msgid "Main Feature Tags:" msgstr "Pääominaisuudet:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Suorita Useampi Instanssi" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20199,7 +20264,7 @@ msgstr "Toiminto" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21206,7 +21271,7 @@ msgid "Starting project..." msgstr "Vie projekti..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Kaikki tiedostot (*)" @@ -21927,79 +21992,6 @@ msgstr "" "Kun niitä on useampi kuin yksi, vain yksi on aktiivinen. Mikä näistä on " "aktiivinen ei ole määritelty." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Tämän solmulla ei ole muotoa, joten se ei voi törmätä tai olla " -"vuorovaikutuksessa muiden objektien kanssa.\n" -"Harkitse CollisionShape2D tai CollisionPolygon2D solmun lisäämistä " -"alisolmuksi muodon määrittämiseksi." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D toimii törmäysmuotona ainoastaan CollisionObject2D " -"solmusta perityille solmuille. Käytä sitä ainoastaan Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, jne. alla antaaksesi niille muodon." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Tyhjällä CollisionPolygon2D solmulla ei ole vaikutusta törmäyksessä." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Virheellinen polygoni. 'Solids' luontitilassa tarvitaan ainakin kolme " -"pistettä." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Virheellinen polygoni. 'Segments' luontitilassa tarvitaan ainakin kaksi " -"pistettä." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D toimii törmäysmuotona ainoastaan CollisionObject2D solmusta " -"perityille solmuille. Käytä sitä ainoastaan Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, jne. alla antaaksesi niille muodon." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"CollisionShape2D solmulla täytyy olla muoto, jotta se toimisi. Ole hyvä ja " -"luo sille muotoresurssi!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Polygonipohjaisia muotoja ei ole tarkoitus käyttää tai muokata suoraan " -"CollisionShape2D solmun kautta. Ole hyvä ja käytä sen sijaan " -"CollisionPolygon2D solmua." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22036,26 +22028,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Solmujen A ja B tulee olla PhysicsBody2D tyyppisiä" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Solmun A tulee olla PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Solmun B tulee olla PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Liitos ei ole yhdistetty kahteen PhysicsBody2D solmuun" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Solmujen A ja B tulee olla eri PhysicsBody2D solmut" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22108,7 +22080,101 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D toimii ainoastaan ollessaan asetettuna Path2D solmun alle." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Tämän solmulla ei ole muotoa, joten se ei voi törmätä tai olla " +"vuorovaikutuksessa muiden objektien kanssa.\n" +"Harkitse CollisionShape2D tai CollisionPolygon2D solmun lisäämistä " +"alisolmuksi muodon määrittämiseksi." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D toimii törmäysmuotona ainoastaan CollisionObject2D " +"solmusta perityille solmuille. Käytä sitä ainoastaan Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, jne. alla antaaksesi niille muodon." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Tyhjällä CollisionPolygon2D solmulla ei ole vaikutusta törmäyksessä." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Virheellinen polygoni. 'Solids' luontitilassa tarvitaan ainakin kolme " +"pistettä." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Virheellinen polygoni. 'Segments' luontitilassa tarvitaan ainakin kaksi " +"pistettä." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D toimii törmäysmuotona ainoastaan CollisionObject2D solmusta " +"perityille solmuille. Käytä sitä ainoastaan Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, jne. alla antaaksesi niille muodon." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"CollisionShape2D solmulla täytyy olla muoto, jotta se toimisi. Ole hyvä ja " +"luo sille muotoresurssi!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Polygonipohjaisia muotoja ei ole tarkoitus käyttää tai muokata suoraan " +"CollisionShape2D solmun kautta. Ole hyvä ja käytä sen sijaan " +"CollisionPolygon2D solmua." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Solmujen A ja B tulee olla PhysicsBody2D tyyppisiä" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Solmun A tulee olla PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Solmun B tulee olla PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Liitos ei ole yhdistetty kahteen PhysicsBody2D solmuun" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Solmujen A ja B tulee olla eri PhysicsBody2D solmut" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22116,19 +22182,19 @@ msgstr "" "PhysicalBone2D solmu toimii vain, jos sen yläsolmu on Skeleton2D tai toinen " "PhysicalBone2D!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22138,16 +22204,16 @@ msgstr "" "Fysiikkamoottori ylikirjoittaa SoftBody kokomuutokset ajon aikana.\n" "Muuta kokoa sen sijaan alisolmujen törmäysmuodoissa." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Polkuominaisuuden täytyy osoittaa kelvolliseen Node2D solmuun toimiakseen." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Tämän Bone2D ketjun pitäisi päättyä Skeleton2D solmuun." @@ -22210,101 +22276,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Tämän solmulla ei ole muotoa, joten se ei voi törmätä tai olla " -"vuorovaikutuksessa muiden objektien kanssa.\n" -"Harkitse CollisionShape2D tai CollisionPolygon2D solmun lisäämistä " -"alisolmuksi muodon määrittämiseksi." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D toimii törmäysmuotona ainoastaan CollisionObject3D " -"solmusta perityille solmuille.\n" -"Käytä sitä ainoastaan Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, " -"jne. alla antaaksesi niille muodon." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Tyhjällä CollisionPolygon2D solmulla ei ole vaikutusta törmäyksessä." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D toimii törmäysmuotona ainoastaan CollisionObject3D solmusta " -"perityille solmuille.\n" -"Käytä sitä ainoastaan Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, " -"jne. alla antaaksesi niille muodon." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"CollisionShape solmulle täytyy antaa muoto, jotta se toimisi. Ole hyvä ja " -"luo sille muotoresurssi." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape ei tue RigidBody solmua muussa kuin staattisessa tilassa." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Mitään ei näy, koska meshiä ei ole asetettu." @@ -22406,31 +22377,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Solmujen A ja B tulee olla PhysicsBody2D tyyppisiä" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Solmun A tulee olla PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Solmun B tulee olla PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Liitos ei ole yhdistetty mihinkään PhysicsBody solmuun" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Solmujen A ja B tulee olla eri PhysicsBody2D solmut" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22563,7 +22509,127 @@ msgstr "" "PathFollow ROTATION_ORIENTED edellyttää, että sen Path isäntäsolmun Curve " "resurssin \"Up Vector\" on asetettu päälle." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Tämän solmulla ei ole muotoa, joten se ei voi törmätä tai olla " +"vuorovaikutuksessa muiden objektien kanssa.\n" +"Harkitse CollisionShape2D tai CollisionPolygon2D solmun lisäämistä " +"alisolmuksi muodon määrittämiseksi." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D toimii törmäysmuotona ainoastaan CollisionObject3D " +"solmusta perityille solmuille.\n" +"Käytä sitä ainoastaan Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, " +"jne. alla antaaksesi niille muodon." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Tyhjällä CollisionPolygon2D solmulla ei ole vaikutusta törmäyksessä." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D toimii törmäysmuotona ainoastaan CollisionObject3D solmusta " +"perityille solmuille.\n" +"Käytä sitä ainoastaan Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, " +"jne. alla antaaksesi niille muodon." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape solmulle täytyy antaa muoto, jotta se toimisi. Ole hyvä ja " +"luo sille muotoresurssi." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape ei tue RigidBody solmua muussa kuin staattisessa tilassa." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Solmujen A ja B tulee olla PhysicsBody2D tyyppisiä" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Solmun A tulee olla PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Solmun B tulee olla PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Liitos ei ole yhdistetty mihinkään PhysicsBody solmuun" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Solmujen A ja B tulee olla eri PhysicsBody2D solmut" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22573,6 +22639,26 @@ msgstr "" "Fysiikkamoottori ylikirjoittaa SoftBody kokomuutokset ajon aikana.\n" "Muuta kokoa sen sijaan alisolmujen törmäysmuodoissa." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel solmu tarjoaa rengasjärjestelmän VehicleBody solmulle. Ole hyvä " +"ja käytä sitä VehicleBody solmun alla." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22588,17 +22674,6 @@ msgstr "" "\"Remote Path\" etäpolkuominaisuuden täytyy osoittaa kelvolliseen Spatial " "tai Spatial-perittyyn solmuun toimiakseen." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Tämä kappale sivuutetaan, kunnes asetat meshin." @@ -22611,21 +22686,6 @@ msgstr "" "AnimatedSprite3D solmulle täytyy luoda tai asettaa \"Frames\" ominaisuudeksi " "SpriteFrames resurssi ruutujen näyttämiseksi." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel solmu tarjoaa rengasjärjestelmän VehicleBody solmulle. Ole hyvä " -"ja käytä sitä VehicleBody solmun alla." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22751,70 +22811,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Uusi animaatio" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animaatio ei löytynyt: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Syötä hex koodi (\"#ff0000\") tai nimetty väri (\"red\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Väri: #%s\n" -"Vasen hiirenkorva: Aseta väri\n" -"Oikea hiirenkorva: Poista esiasetus" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Väri: #%s\n" -"Vasen hiiren painike: Aseta väri" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Valitse väri editori-ikkunasta." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Valitse väri editori-ikkunasta." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Valitse lähdemesh:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Valitse solmu" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Vaihda heksadesimaali- ja koodiarvojen välillä." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Hex koodi tai nimetty väri" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Lisää nykyinen väri esiasetukseksi." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22845,15 +22850,6 @@ msgstr "" msgid "Alert!" msgstr "Huomio!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Sinulla ei ole oikeuksia tämän kansio sisältöön." - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Virheellinen tiedostopääte." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22861,30 +22857,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Aseta piilotiedostojen näyttäminen." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Aseta ruudukkoon tarttuminen." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Käytä ruudukon pienoiskarttaa." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Vedä: Skaalaa valittua solmua." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22897,103 +22869,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Suunnat" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Yläoikea" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Oikealta-Vasemmalle" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Suunnat" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Kelvolliset merkit:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Kelvolliset merkit:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Jos \"Exp Edit\" on päällä, \"Min Value\" täytyy olla suurempi kuin 0." @@ -23021,10 +22896,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Muu)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/fil.po b/editor/fil.po index 89c3dd2..db9e3a6 100644 --- a/editor/fil.po +++ b/editor/fil.po @@ -323,7 +323,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "I-cut" @@ -331,8 +330,6 @@ msgstr "I-cut" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopyahin" @@ -344,15 +341,14 @@ msgstr "Kopyahin" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "I-paste" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "I-undo" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "I-redo" @@ -476,8 +472,7 @@ msgid "Scroll Down" msgstr "Ilipat Ang Mga Bezier Points" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Piliin lahat" @@ -1823,13 +1818,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1845,10 +1840,19 @@ msgstr "" msgid "Warnings" msgstr "Mga Babala" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Pagulit ng Animation" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2237,7 +2241,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2594,7 +2597,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "I-buksan" @@ -2704,7 +2706,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2714,7 +2715,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2731,8 +2731,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3176,7 +3183,7 @@ msgstr "Idagdag Ang Bezier Point" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3358,7 +3365,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4277,7 +4284,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5258,10 +5264,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5335,7 +5337,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Version Control" #: editor/editor_node.cpp @@ -5683,6 +5685,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Remote FS" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6537,14 +6550,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6571,8 +6585,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7119,6 +7134,16 @@ msgstr "" msgid "Filter Groups" msgstr "Ilipat Ang Mga Bezier Points" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7141,11 +7166,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Network" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7157,17 +7182,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7175,19 +7200,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7239,19 +7264,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7259,11 +7284,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Lumikha" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7275,7 +7305,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8344,6 +8374,14 @@ msgstr "" msgid "Generate POT" msgstr "Pangkalahatan" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9989,15 +10027,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10022,6 +10051,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10272,6 +10310,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Mag-insert ng Key dito" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11897,6 +11945,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12216,10 +12268,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12414,6 +12462,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12549,10 +12605,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12590,6 +12642,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -12998,11 +13054,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13011,6 +13062,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13165,11 +13221,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Pagulit ng Animation" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13608,12 +13659,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Burahin ang (mga) key" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Halaga:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13673,7 +13726,7 @@ msgid "Frame Duration:" msgstr "Pagulit ng Animation" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13693,7 +13746,7 @@ msgstr "Burahin ang (mga) Napiling Key" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Kopya" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17611,10 +17664,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18165,6 +18214,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18175,7 +18228,11 @@ msgid "Main Feature Tags:" msgstr "Mga Babala" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19510,7 +19567,7 @@ msgstr "Application" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20413,7 +20470,7 @@ msgid "Starting project..." msgstr "3D Transform Track" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Kumpleto ang pag-Download." @@ -21046,58 +21103,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21128,26 +21133,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21189,40 +21174,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21282,82 +21340,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21451,26 +21433,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21589,13 +21551,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21608,17 +21683,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21629,18 +21693,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21754,61 +21806,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Pagulit ng Animation" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Paglalarawan" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21832,15 +21838,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Pagbago ng Haba ng Animation" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21848,27 +21845,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Buksan/isara ang track na ito." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21881,99 +21857,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Paglalarawan" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21998,10 +21881,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/fr.po b/editor/fr.po index 3745fc8..e7b33de 100644 --- a/editor/fr.po +++ b/editor/fr.po @@ -474,7 +474,6 @@ msgstr "Fin" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Couper" @@ -482,8 +481,6 @@ msgstr "Couper" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copier" @@ -495,15 +492,14 @@ msgstr "Copier" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Coller" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Annuler" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refaire" @@ -626,8 +622,7 @@ msgid "Scroll Down" msgstr "Défilement vers le bas" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Tout sélectionner" @@ -1918,13 +1913,13 @@ msgstr "Afficher/Cacher le panneau des scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zoomer" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Dézoomer" @@ -1940,10 +1935,19 @@ msgstr "Erreurs" msgid "Warnings" msgstr "Avertissements" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoomer à 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Numéros de ligne et de colonne." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Indentation" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "La méthode du nœud cible doit être spécifiée." @@ -2330,7 +2334,6 @@ msgstr "Démarrer" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Vider" @@ -2689,7 +2692,6 @@ msgstr[1] "Ouvrir des scènes" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Ouvrir" @@ -2810,7 +2812,6 @@ msgstr "" "sous-dossiers de manière récursive." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Impossible de créer le dossier." @@ -2820,7 +2821,6 @@ msgstr "Créer un nouveau fichier dans %s :" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Créer un dossier" @@ -2836,9 +2836,17 @@ msgstr "Double cliquer pour ouvrir le navigateur." msgid "Thanks from the Godot community!" msgstr "La communauté Godot vous dit merci !" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Cliquez pour copier." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Inconnu" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3292,7 +3300,7 @@ msgstr "Ajouter le Chargement Automatique" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Chemin :" @@ -3487,7 +3495,7 @@ msgstr "Nouveau" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Enregistrer" @@ -3977,7 +3985,8 @@ msgstr "Classe :" #: editor/editor_help.cpp msgid "This class may be changed or removed in future versions." -msgstr "Cette classe peut être modifiée ou supprimée dans les versions futures." +msgstr "" +"Cette classe peut être modifiée ou supprimée dans les versions futures." #: editor/editor_help.cpp editor/gui/scene_tree_editor.cpp #: editor/script_create_dialog.cpp @@ -4067,7 +4076,8 @@ msgstr "Styles" #: editor/editor_help.cpp msgid "There is currently no description for this theme property." -msgstr "Il n'y a actuellement pas de description pour cette propriété du thème." +msgstr "" +"Il n'y a actuellement pas de description pour cette propriété du thème." #: editor/editor_help.cpp msgid "" @@ -4434,7 +4444,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nom :" @@ -5494,10 +5503,6 @@ msgstr "Nœud" msgid "History" msgstr "Historique" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Développer le panneau inférieur" - #: editor/editor_node.cpp msgid "Output" msgstr "Sortie" @@ -5573,7 +5578,8 @@ msgid "Resave" msgstr "Réenregistrer" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Créer les métadonnées de contrôle de version." #: editor/editor_node.cpp @@ -5939,6 +5945,17 @@ msgstr "" "Aucun préréglage d'exportation exécutable trouvé pour cette plate-forme. \n" "Ajoutez un préréglage exécutable dans le menu d'exportation." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Débogage distant" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Exécution du projet" @@ -6819,14 +6836,17 @@ msgid "Export With Debug" msgstr "Exporter avec debug" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Désactiver les FBX et redémarrer" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6859,9 +6879,11 @@ msgid "Configure FBX Importer" msgstr "Configurer l'importeur FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF est nécessaire pour l'import des fichiers FBX.\n" "Veuillez le télécharger et fournir un chemin d'accès valide au binaire :" @@ -7408,6 +7430,16 @@ msgstr "Ajouter un nouveau groupe." msgid "Filter Groups" msgstr "Filtrer les groupes" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Développer le panneau inférieur" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7428,11 +7460,11 @@ msgstr "Choisir un répertoire destination :" msgid "Move" msgstr "Déplacer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Réseau" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Sélectionner le dossier courant" @@ -7445,7 +7477,7 @@ msgid "Cannot save file with a name starting with a dot." msgstr "" "Impossible d'enregistrer un fichier avec un nom commençant par un point." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7453,11 +7485,11 @@ msgstr "" "Le fichier \"%s\" existe déjà.\n" "Voulez-vous l'écraser ?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Sélectionner ce dossier" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Tous les types de fichiers reconnus" @@ -7465,19 +7497,19 @@ msgstr "Tous les types de fichiers reconnus" msgid "All Files (*)" msgstr "Tous les fichiers (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Ouvrir un fichier" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Ouvrir un ou plusieurs fichiers" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Ouvrir un répertoire" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Ouvrir un fichier ou un répertoire" @@ -7529,19 +7561,19 @@ msgstr "Déplacer le favori vers le haut" msgid "Move Favorite Down" msgstr "Déplacer le favori vers le bas" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Aller au dossier précédent." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Aller au dossier suivant." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Aller au dossier parent." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Rafraîchir les fichiers." @@ -7549,11 +7581,16 @@ msgstr "Rafraîchir les fichiers." msgid "(Un)favorite current folder." msgstr "Ajouter ou supprimer aux favoris le dossier courant." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Activer / désactiver la visibilité des fichiers cachés." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Créer de nouveaux nœuds." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Répertoires et fichiers :" @@ -7565,7 +7602,7 @@ msgid "Preview:" msgstr "Aperçu :" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fichier :" @@ -8711,6 +8748,15 @@ msgstr "Fichiers avec des chaînes de caractères de traduction :" msgid "Generate POT" msgstr "Générer POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script intégré :" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Définir %s sur les nœuds %d" @@ -9391,7 +9437,8 @@ msgstr "Coller l'animation dans la bibliothèque à partir du presse-papiers." #: editor/plugins/animation_library_editor.cpp msgid "Save animation library to resource on disk." -msgstr "Sauvegarder la bibliothèque d'animations dans une ressource sur disque." +msgstr "" +"Sauvegarder la bibliothèque d'animations dans une ressource sur disque." #: editor/plugins/animation_library_editor.cpp msgid "Remove animation library." @@ -10381,15 +10428,6 @@ msgstr "Alignement relatif" msgid "Use Pixel Snap" msgstr "Aligner au pixel près" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Aimantation intelligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurer l'aimantation…" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Aimanter au parent" @@ -10414,6 +10452,15 @@ msgstr "Aimanter aux autres nœuds" msgid "Snap to Guides" msgstr "Aimanter aux guides" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Aimantation intelligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurer l'aimantation…" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10680,6 +10727,17 @@ msgstr "Créer un nœud" msgid "Error instantiating scene from %s" msgstr "Erreur d'instanciation de la scène depuis %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instancier" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nouvelle scène héritée" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Changer le type par défaut" @@ -12374,6 +12432,10 @@ msgstr "Voir environnement" msgid "View Gizmos" msgstr "Voir les gadgets" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Afficher la grille" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Voir information" @@ -12714,10 +12776,6 @@ msgstr "4 vues" msgid "View Origin" msgstr "Afficher l'origine" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Afficher la grille" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12918,6 +12976,15 @@ msgstr "Précalculer les occlusions" msgid "Select occluder bake file:" msgstr "Sélectionnez le fichier de précalcul des occlusions :" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Convertir en GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13057,10 +13124,6 @@ msgstr "Ease out" msgid "Handle Tilt #" msgstr "Gérer l'inclinaison #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Définir la position du point de la courbe" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Définir la position de sortie de la courbe" @@ -13097,6 +13160,10 @@ msgstr "Réinitialiser le point d'inclinaison" msgid "Split Segment (in curve)" msgstr "Diviser le segment (en courbe)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Définir la position du point de la courbe" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Déplacer la jointure" @@ -13516,11 +13583,6 @@ msgstr "Précédent dans l'historique" msgid "History Next" msgstr "Suivant dans l'historique" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Thème" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importer un thème..." @@ -13529,6 +13591,11 @@ msgstr "Importer un thème..." msgid "Reload Theme" msgstr "Recharger le thème" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Thème" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Enregistrer le thème" @@ -13692,10 +13759,6 @@ msgstr "Prélever une couleur" msgid "Folding" msgstr "Permettre de replier le code" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Indentation" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Tout en majuscule" @@ -14133,12 +14196,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERREUR : Impossible de charger la resource de type trame !" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Le presse-papiers des ressources est vide ou n'est pas une texture !" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Coller une image" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Coller une image" +#, fuzzy +msgid "Paste Texture" +msgstr "Coller la ressource" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14193,7 +14258,7 @@ msgid "Frame Duration:" msgstr "Durée de la Trame :" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Réinitialiser le zoom" @@ -14210,7 +14275,8 @@ msgid "Delete Frame" msgstr "Supprimer l'image" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Copier l'image" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -15871,8 +15937,8 @@ msgid "" "strictly necessary)." msgstr "" "Taille de chaque tuile de l'atlas en pixels. Dans la plupart des cas, cela " -"doit correspondre à la taille des tuiles définie dans la propriété TileMap (" -"bien que cela ne soit pas strictement nécessaire)." +"doit correspondre à la taille des tuiles définie dans la propriété TileMap " +"(bien que cela ne soit pas strictement nécessaire)." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" @@ -16009,8 +16075,8 @@ msgid "" "The index of the terrain set this tile belongs to. [code]-1[/code] means it " "will not be used in terrains." msgstr "" -"Index de l'ensemble de terrain auquel appartient cette tuile. [code]-1[/code]" -" signifie qu'il ne sera pas utilisé dans les terrains." +"Index de l'ensemble de terrain auquel appartient cette tuile. [code]-1[/" +"code] signifie qu'il ne sera pas utilisé dans les terrains." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" @@ -18443,10 +18509,6 @@ msgstr "" "Bibliothèque d'actifs non disponible (en raison de l'utilisation de " "l'éditeur Web ou de la désactivation de la prise en charge SSL)." -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Sélectionnez un dossier à scanner" @@ -19020,6 +19082,10 @@ msgstr "Re-parenter" msgid "Run Instances" msgstr "Exécuter des instances" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "Activation de plusieurs instances" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "Arguments principaux d'exécution :" @@ -19029,8 +19095,12 @@ msgid "Main Feature Tags:" msgstr "Balises des fonctionnalités principales :" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" -msgstr "Activation de plusieurs instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" @@ -19871,9 +19941,9 @@ msgstr "" "précédente de Godot. Le moteur a besoin de mettre à jour le format pour " "utiliser ces maillages. Veuillez utiliser l'outil \"Mise à jour des surfaces " "de maillage\" depuis le menu 'Projet > Outils'. Vous pouvez ignorer ce " -"message et continuer d'utiliser des maillages dépassés, mais gardez à l’" -"esprit que cela va augmenter les temps de chargement à chaque fois que vous " -"chargerez le projet." +"message et continuer d'utiliser des maillages dépassés, mais gardez à " +"l’esprit que cela va augmenter les temps de chargement à chaque fois que " +"vous chargerez le projet." #: editor/surface_upgrade_tool.cpp msgid "" @@ -20431,9 +20501,10 @@ msgid "Replicate" msgstr "Repliquer" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Ajoutez des propriétés en utilisant les options ci-dessus ou\n" "glissez-les depuis l'inspecteur et placez-les ici." @@ -21451,7 +21522,7 @@ msgid "Starting project..." msgstr "Démarrage du projet..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Tous les fichiers (*)" @@ -22198,82 +22269,6 @@ msgstr "" "Seulement un CanvasModulate visible est autorisé par canevas.\n" "Quand ils sont plusieurs, un seul sera actif. Celui qui le sera est indéfini." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " -"interagir avec d'autres objets.\n" -"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " -"qu'enfant pour définir sa forme." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"Un CollisionPolygon2D n'est utile que lorsqu'il est enfant d'un nœud dérivé " -"de CollisionObject2D, comme Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D, etc." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polygone non valide. Il doit avoir au moins trois points en mode de " -"construction 'Solide'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polygone non valide. Il doit y avoir au moins 2 points en mode de " -"construction 'Segments'." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"La propriété Collision à sens unique est ignorée lorsque le parent est un " -"Area2D." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"Un CollisionShape2D n'est utile que lorsqu'il est enfant d'un nœud dérivé de " -"CollisionObject2D, comme Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, " -"etc." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Une forme doit être créée afin qu'une CollisionShape2D fonctionne. Veuillez " -"créer une ressource de forme !" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Les formes à base de polygones ne sont pas prévues pour être utilisées ou " -"éditées via le nœud CollisionShape2D. Veuillez utiliser le nœud " -"CollisionPolygon2D à la place." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22314,26 +22309,6 @@ msgstr "" "Les sous-émetteurs de particules ne sont pas disponibles lors de " "l'utilisation du moteur de rendu GL Compatibilité." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A doit être un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B doit être un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Le Joint n'est pas connecté à deux PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D différents" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22391,7 +22366,104 @@ msgstr "" "Le nœud PathFollow2D ne fonctionne que s'il est défini en tant qu'enfant " "d'un nœud de type Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " +"interagir avec d'autres objets.\n" +"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " +"qu'enfant pour définir sa forme." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"Un CollisionPolygon2D n'est utile que lorsqu'il est enfant d'un nœud dérivé " +"de CollisionObject2D, comme Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D, etc." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polygone non valide. Il doit avoir au moins trois points en mode de " +"construction 'Solide'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polygone non valide. Il doit y avoir au moins 2 points en mode de " +"construction 'Segments'." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"La propriété Collision à sens unique est ignorée lorsque le parent est un " +"Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"Un CollisionShape2D n'est utile que lorsqu'il est enfant d'un nœud dérivé de " +"CollisionObject2D, comme Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, " +"etc." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Une forme doit être créée afin qu'une CollisionShape2D fonctionne. Veuillez " +"créer une ressource de forme !" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Les formes à base de polygones ne sont pas prévues pour être utilisées ou " +"éditées via le nœud CollisionShape2D. Veuillez utiliser le nœud " +"CollisionPolygon2D à la place." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A doit être un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B doit être un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Le Joint n'est pas connecté à deux PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D différents" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22399,7 +22471,7 @@ msgstr "" "Un nœud de type PhysicalBone2D ne fonctionne qu'avec un Skeleton2D ou un " "autre PhysicalBone2D en tant que nœud parent !" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22407,7 +22479,7 @@ msgstr "" "Un PhysicalBone2D doit être attribué à un noeud Bone2D pour fonctionner ! " "Veuillez définir un noeud Bone2D dans l'inspecteur." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22416,7 +22488,7 @@ msgstr "" "garder les os connectés ! Veuillez ajouter un noeud basé sur Joint2D comme " "enfant à ce noeud !" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22427,19 +22499,19 @@ msgstr "" "physique lors de l'exécution.\n" "Modifiez les tailles dans les formes de collision enfants à la place." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"La propriété Path doit pointer vers un nœud de type Node2D valide pour " -"fonctionner." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Ce noeud ne peut pas interagir avec les autres objets à moins qu'un Shape2D " "ne lui soit attribué." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"La propriété Path doit pointer vers un nœud de type Node2D valide pour " +"fonctionner." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Cette chaîne Bone2D doit se terminer sur un nœud Skeleton2D." @@ -22523,113 +22595,6 @@ msgstr "" "Le nœud BoneAttachment3D n'est lié à aucun os ! Sélectionnez un os auquel " "attacher ce nœud." -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " -"interagir avec d'autres objets.\n" -"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " -"qu'enfant pour définir sa forme." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Avec une échelle non uniforme, ce noeud ne fonctionnera probablement pas " -"comme prévu. \n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " -"sur tous les axes), et modifier la taille des formes de collision à la place." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D sert uniquement à fournir une forme de collision à un " -"nœud dérivé de CollisionObject3D.\n" -"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " -"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Un noeud CollisionPolygon3D non uniformément échelonné ne fonctionnera " -"probablement pas comme prévu. \n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " -"sur tous les axes), et changer ses sommets de polygones à la place." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D sert uniquement à fournir une forme de collision à un nœud " -"dérivé de CollisionObject3D.\n" -"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " -"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Une CollisionShape nécessite une forme pour fonctionner. Veuillez créer une " -"ressource de forme pour cette CollisionShape." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D ne supporte pas RigidBody3D dans un autre mode que le " -"mode statique." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Un nœud CollisionShape3D non uniformément échelonné ne fonctionnera " -"probablement pas comme prévu.\n" -"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " -"sur tous les axes), et changer la taille de sa ressource de forme à la place." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Rien n'est visible car aucun maillage n'a été assigné." @@ -22761,31 +22726,6 @@ msgstr "" "Pour résoudre ce problème, activer au moins un bit dans la propriété du " "masque de précalcul." -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A doit être un PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B doit être un PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Le joint n'est connecté à aucun PhysicsBody" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A et Node B doivent être des PhysicsBody2D différents" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "L'échelle d'un feu n'affecte pas la taille visuelle du feu." @@ -22945,7 +22885,139 @@ msgstr "" "L'option ROTATION_ORIENTED de PathFollow nécessite l'activation de « Up " "Vector » dans la ressource Curve de son parent Path." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Ce nœud n'a pas de forme, il ne peut donc pas entrer en collision ou " +"interagir avec d'autres objets.\n" +"Envisagez d'ajouter un CollisionShape2D ou CollisionPolygon2D en tant " +"qu'enfant pour définir sa forme." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Avec une échelle non uniforme, ce noeud ne fonctionnera probablement pas " +"comme prévu. \n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " +"sur tous les axes), et modifier la taille des formes de collision à la place." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D sert uniquement à fournir une forme de collision à un " +"nœud dérivé de CollisionObject3D.\n" +"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " +"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon2D vide n'a pas d'effet sur les collisions." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Un noeud CollisionPolygon3D non uniformément échelonné ne fonctionnera " +"probablement pas comme prévu. \n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " +"sur tous les axes), et changer ses sommets de polygones à la place." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D sert uniquement à fournir une forme de collision à un nœud " +"dérivé de CollisionObject3D.\n" +"Veuillez l'utiliser uniquement comme enfant d'Area3D, StaticBody3D, " +"RigidBody3D, CharacterBody3D, etc. pour leur donner une forme." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Une CollisionShape nécessite une forme pour fonctionner. Veuillez créer une " +"ressource de forme pour cette CollisionShape." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D ne supporte pas RigidBody3D dans un autre mode que le " +"mode statique." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Un nœud CollisionShape3D non uniformément échelonné ne fonctionnera " +"probablement pas comme prévu.\n" +"Veuillez modifier l'échelle pour la rendre uniforme (c'est-à-dire la même " +"sur tous les axes), et changer la taille de sa ressource de forme à la place." + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A doit être un PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B doit être un PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Le joint n'est connecté à aucun PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A et Node B doivent être des PhysicsBody2D différents" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22956,6 +23028,30 @@ msgstr "" "physique lors de l'exécution.\n" "Modifiez les tailles dans les formes de collision enfants à la place." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Ce nœud ne peut pas interagir avec d'autres objets, sauf si une Shape3D est " +"assignée." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D ne supporte pas les ConcavePolygonShape3D. Les collisions ne " +"seront pas reportées." + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel permet de fournir un système de roue à un VehicleBody. Merci de " +"l'utiliser comme enfant d'un VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22974,21 +23070,6 @@ msgstr "" "La propriété \"Remote Path\" doit pointer vers un nœud valide Spatial ou " "dérivé de Spatial pour fonctionner." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Ce nœud ne peut pas interagir avec d'autres objets, sauf si une Shape3D est " -"assignée." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D ne supporte pas les ConcavePolygonShape3D. Les collisions ne " -"seront pas reportées." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Ce corps sera ignoré jusqu'à ce que vous définissiez un maillage." @@ -23001,24 +23082,6 @@ msgstr "" "Une ressource de type SpriteFrames doit être créée ou définie dans la " "propriété « Frames » afin qu'une AnimatedSprite3D fonctionne." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel permet de fournir un système de roue à un VehicleBody. Merci de " -"l'utiliser comme enfant d'un VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Les nœuds VisibleOnScreenNotifier3D ne sont pas pris en charge lors de " -"l'utilisation du backend GL Compatibility. La prise en charge sera ajoutée " -"dans une version future." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23150,68 +23213,14 @@ msgstr "" "Le ButtonGroup est destiné à être utilisé seulement avec des boutons ayant " "la valeur de toggle_mode définie sur true." -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nouvelle configuration" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Copier ce constructeur dans un script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Entrez un code hexadécimal («#ff0000») ou le nom d'une couleur («red»)." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur\n" -"Clic droit : Supprimer le préréglage" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Couleur : #%s\n" -"Clic gauche : Appliquer la couleur" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Échantillonner une couleur depuis la fenêtre de l'éditeur." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Échantillonner une couleur depuis la fenêtre de l'éditeur." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Sélectionnez une forme de sélection." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Sélectionnez un mode de sélection." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Alterner entre les valeurs hexadécimales ou brutes." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Code hexadécimal ou nom de couleur" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Ajouter la couleur courante comme préréglage." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23244,15 +23253,6 @@ msgstr "" msgid "Alert!" msgstr "Alerte !" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Vous n'avez pas l'autorisation d'accéder au contenu de ce dossier." - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Extension invalide." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23260,30 +23260,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Activer / désactiver la visibilité des fichiers cachés." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Activer/Désactiver l'aimantation à la grille." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Change la distance d'aimantation." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Activer l'alignement." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt + Glisser : Redimensionner le nœud sélectionné." - #: scene/gui/label.cpp #, fuzzy msgid "" @@ -23301,103 +23277,6 @@ msgstr "" "La police actuelle ne prend pas en charge un ou plusieurs caractères " "utilisés dans le texte de ce Label." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Même direction que la Disposition" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direction d'expansion" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Gauche à droite" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "De droite à gauche" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Marque gauche-à-droite (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Marque droite-à-gauche (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Enchâssement gauche-à-droite (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Enchâssement droite-à-gauche (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Forçage gauche-à-droite (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Forçage droite-à-gauche (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Dépilement de formatage directionnel (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Marque de lettre arabe (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolat gauche-à-droite (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolat droite-à-gauche (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Isolat à direction du premier fort (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Dépilement d'isolat directionnel (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Liant sans chasse (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Antiliant sans chasse (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Gluon de mots (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Trait d'union conditionnel (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direction d'expansion" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Caractères visibles" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Caractère secret" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23434,10 +23313,6 @@ msgstr "" "Le curseur de la souris par défaut de SubViewportContainer n'a aucun effet.\n" "Il est préférable de laisser la valeur initiale de 'CURSOR_ARROW'." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Autre)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/ga.po b/editor/ga.po index 0964966..05a1b4a 100644 --- a/editor/ga.po +++ b/editor/ga.po @@ -318,7 +318,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -326,8 +325,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -339,15 +336,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -475,8 +471,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1810,13 +1805,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1832,10 +1827,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "CrannBeochan" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2222,7 +2226,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2579,7 +2582,6 @@ msgstr[4] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Oscailte" @@ -2692,7 +2694,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2703,7 +2704,6 @@ msgstr "Cruthaigh" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2720,8 +2720,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3168,7 +3175,7 @@ msgstr "Méid:" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3349,7 +3356,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4261,7 +4268,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5244,10 +5250,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5319,7 +5321,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5665,6 +5667,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Cosán" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6513,14 +6526,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6547,8 +6561,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7083,6 +7098,16 @@ msgstr "" msgid "Filter Groups" msgstr "Scrios ionchur" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7107,11 +7132,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7123,17 +7148,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7141,19 +7166,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7205,19 +7230,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7225,11 +7250,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Cruthaigh" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7241,7 +7271,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8307,6 +8337,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9952,15 +9990,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9985,6 +10014,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10229,6 +10267,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Scagairí..." + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11845,6 +11893,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12162,10 +12214,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12356,6 +12404,14 @@ msgstr "Nód Cumaisc2" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12489,10 +12545,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12530,6 +12582,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12937,11 +12993,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12950,6 +13001,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13104,11 +13160,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "CrannBeochan" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13544,12 +13595,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Scagairí..." #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Scrios ionchur" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13609,7 +13662,7 @@ msgid "Frame Duration:" msgstr "Cuntas:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13628,8 +13681,9 @@ msgid "Delete Frame" msgstr "Scrios ionchur" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" -msgstr "" +#, fuzzy +msgid "Copy Frame(s)" +msgstr "Amharc ar Chomhaid" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before Selected)" @@ -17524,10 +17578,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18072,6 +18122,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18081,7 +18135,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19405,7 +19463,7 @@ msgstr "CrannBeochan" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20303,7 +20361,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Scagairí..." @@ -20932,58 +20990,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21014,26 +21020,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21075,40 +21061,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21168,82 +21227,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21337,26 +21320,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21475,13 +21438,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21494,17 +21570,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21515,18 +21580,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21640,61 +21693,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "CrannBeochan" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Cuntas:" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21718,15 +21725,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nód Beochana" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21734,26 +21732,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21766,99 +21744,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Cuntas:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21883,10 +21768,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/gl.po b/editor/gl.po index 0dbfe2d..d4522ea 100644 --- a/editor/gl.po +++ b/editor/gl.po @@ -321,7 +321,6 @@ msgstr "Fin" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Cortar" @@ -329,8 +328,6 @@ msgstr "Cortar" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiar" @@ -342,15 +339,14 @@ msgstr "Copiar" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Pegar" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Desfacer" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refacer" @@ -473,8 +469,7 @@ msgid "Scroll Down" msgstr "Desprazamento cara abaixo" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Seleccionar Todo" @@ -1772,13 +1767,13 @@ msgstr "Act./Desact. Panel de Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Aumentar Zoom" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Diminuír Zoom" @@ -1794,10 +1789,20 @@ msgstr "Erros" msgid "Warnings" msgstr "Avisos" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Diminuír Zoom" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de liña e columna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Documentación En Liña" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Debe especificarse o método no nodo receptor." @@ -2178,7 +2183,6 @@ msgstr "Iniciar" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Limpar" @@ -2531,7 +2535,6 @@ msgstr[1] "Abrir Escenas" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Abrir" @@ -2647,7 +2650,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Non se puido crear cartafol." @@ -2657,7 +2659,6 @@ msgstr "Crear un novo cartafol en %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Crear Cartafol" @@ -2673,9 +2674,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Moitas grazas de parte da comunidade de Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Clic para copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3122,7 +3130,7 @@ msgstr "Engadir Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Ruta:" @@ -3299,7 +3307,7 @@ msgstr "Novo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Gardar" @@ -4247,7 +4255,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nome:" @@ -5328,10 +5335,6 @@ msgstr "Nodo" msgid "History" msgstr "Historial" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Estender Panel Inferior" - #: editor/editor_node.cpp msgid "Output" msgstr "Saída" @@ -5410,7 +5413,7 @@ msgstr "Volver a Gardar" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Configurar Control de Versións" #: editor/editor_node.cpp @@ -5782,6 +5785,17 @@ msgstr "" "Engade uns axustes de exportación executables, ou define algún xa existente " "como executable." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Remoto " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6687,14 +6701,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Gardar e Reinicar" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6723,8 +6738,9 @@ msgstr "Configurar Axuste de Cuadrícula" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7304,6 +7320,16 @@ msgstr "Engadir unha nova escena." msgid "Filter Groups" msgstr "Eliminar Grupo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Estender Panel Inferior" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7327,12 +7353,12 @@ msgstr "Elixir un Directorio" msgid "Move" msgstr "Mover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Analítica de Rendemento de Rede" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Seleccionar Cartafol Actual" @@ -7344,17 +7370,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Seleccionar Este Cartafol" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Todos Recoñecidos" @@ -7362,19 +7388,19 @@ msgstr "Todos Recoñecidos" msgid "All Files (*)" msgstr "Todos os Arquivos (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Abrir un Arquivo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Abrir Arquivo(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Abrir un Directorio" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Abrir un Arquivo ou Directorio" @@ -7427,19 +7453,19 @@ msgstr "Subir Favorito" msgid "Move Favorite Down" msgstr "Baixar Favorito" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ir ao cartafol anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ir ao cartafol seguinte." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ir ao cartafol padre." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Actualizar Arquivos." @@ -7447,11 +7473,16 @@ msgstr "Actualizar Arquivos." msgid "(Un)favorite current folder." msgstr "Quitar cartafol actual de favoritos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Amosar/Ocultar arquivos ocultos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Crear novos nodos." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Directorios e Arquivos:" @@ -7463,7 +7494,7 @@ msgid "Preview:" msgstr "Vista Previa:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Arquivo:" @@ -8569,6 +8600,15 @@ msgstr "" msgid "Generate POT" msgstr "Xeral" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Integrado:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Establecer %s en %d nodos" @@ -10277,15 +10317,6 @@ msgstr "Axuste Relativo" msgid "Use Pixel Snap" msgstr "Empregar Axuste aos Píxeles" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Axuste Intelixente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Axuste de Cuadrícula..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Axustar ao Pai" @@ -10310,6 +10341,15 @@ msgstr "Axustar a Outros Nodos" msgid "Snap to Guides" msgstr "Axustar as Guías" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Axuste Intelixente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Axuste de Cuadrícula..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10571,6 +10611,17 @@ msgstr "Crear Nodo" msgid "Error instantiating scene from %s" msgstr "Erro instanciado escena desde %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanciar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nova Escena Herdada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Cambiar Tipo por Defecto" @@ -12287,6 +12338,10 @@ msgstr "Amosar Entorno" msgid "View Gizmos" msgstr "Amosar Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Amosar Cuadrícula" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Amosar Información" @@ -12619,10 +12674,6 @@ msgstr "4 Ventás" msgid "View Origin" msgstr "Amosar Orixe" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Amosar Cuadrícula" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12822,6 +12873,15 @@ msgstr "Offset:" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Converter a CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12957,10 +13017,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12999,6 +13055,10 @@ msgstr "Inserir Punto" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13415,11 +13475,6 @@ msgstr "Historial Anterior" msgid "History Next" msgstr "Historial Seguinte" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar Tema..." @@ -13428,6 +13483,11 @@ msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Volver a Cargar Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Gardar Tema" @@ -13586,11 +13646,6 @@ msgstr "Elexir Cor" msgid "Folding" msgstr "Cartafol:" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Documentación En Liña" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Maiúscula" @@ -14050,12 +14105,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Eliminar Chave(s)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Pegar Recurso" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14114,7 +14171,7 @@ msgid "Frame Duration:" msgstr "Encadrar Selección" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Restablecer Zoom" @@ -14134,7 +14191,7 @@ msgstr "Elixir" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Fotograma %" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18301,10 +18358,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Seleccionar un Cartafol para Escanear" @@ -18874,6 +18927,10 @@ msgstr "Remparentar" msgid "Run Instances" msgstr "Ejecutar %d Instancia" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18885,7 +18942,11 @@ msgid "Main Feature Tags:" msgstr "Características principais:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20281,7 +20342,7 @@ msgstr "Acción" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21251,7 +21312,7 @@ msgid "Starting project..." msgstr "Exportar Proxecto" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Todos os Arquivos (*)" @@ -21918,73 +21979,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Este nodo non ten unha forma física definida, polo que non pode colisionar " -"ou interactuar con outros obxectos.\n" -"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para " -"definir a sua forma." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"O nodo CollisionPolygon2D só serve para darlle unha forma física a nodos " -"derivados de CollisionObject2D. É decir, do tipo Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, etc." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"O nodo CollisionShape2D só serve para darlle unha forma física a nodos " -"derivados de CollisionObject2D. É decir, do tipo Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, etc." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"As formas físicas baseadas en polígonos non están pensadas para editarse " -"directamente mediante o nodo CollisionShape2D. Por favor, usa o nodo " -"CollisionPolygon2D no seu lugar." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22015,26 +22009,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Os nodo A e B teñen que ser do tipo PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "O nodo A ten que ser un nodo PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "O nodo B ten que ser un nodo PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "A articulación non está conectada a dous nodos PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Os nodos A e B teñen que ser nodos PhysicsBody2D distintos" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22078,25 +22052,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Este nodo non ten unha forma física definida, polo que non pode colisionar " +"ou interactuar con outros obxectos.\n" +"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para " +"definir a sua forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"O nodo CollisionPolygon2D só serve para darlle unha forma física a nodos " +"derivados de CollisionObject2D. É decir, do tipo Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, etc." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"O nodo CollisionShape2D só serve para darlle unha forma física a nodos " +"derivados de CollisionObject2D. É decir, do tipo Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, etc." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"As formas físicas baseadas en polígonos non están pensadas para editarse " +"directamente mediante o nodo CollisionShape2D. Por favor, usa o nodo " +"CollisionPolygon2D no seu lugar." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Os nodo A e B teñen que ser do tipo PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "O nodo A ten que ser un nodo PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "O nodo B ten que ser un nodo PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "A articulación non está conectada a dous nodos PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Os nodos A e B teñen que ser nodos PhysicsBody2D distintos" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22108,15 +22170,15 @@ msgstr "" "Cambia o tamaño dos nodos fillos (CollisionShape e CollisionPolygon) no seu " "lugar." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22176,98 +22238,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Este nodo non ten unha forma física definida, polo que non pode colisionar " -"ou interactuar con outros obxectos.\n" -"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para " -"definir a sua forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D só serve para proporcionar unha forma de colisión a un " -"nodo derivado de CollisionObject3D.\n" -"Utilízao só como fillo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darlles forma." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D só serve para proporcionar unha forma de colisión a un nodo " -"derivado de CollisionObject3D.\n" -"Utilízao só como fillo de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para darlles forma." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"A forma física ConcavePolygonShape non está soportada en nodos RigidBody en " -"ningún outro modo que non sexa o estático." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22361,31 +22331,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Os nodo A e B teñen que ser do tipo PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "O nodo A ten que ser un nodo PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "O nodo B ten que ser un nodo PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "A articulación non está conectada a dous nodos PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Os nodos A e B teñen que ser nodos PhysicsBody2D distintos" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22506,7 +22451,124 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Este nodo non ten unha forma física definida, polo que non pode colisionar " +"ou interactuar con outros obxectos.\n" +"Engade un nodo CollisionShape2D ou CollisionPolygon2D como fillo para " +"definir a sua forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D só serve para proporcionar unha forma de colisión a un " +"nodo derivado de CollisionObject3D.\n" +"Utilízao só como fillo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darlles forma." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D só serve para proporcionar unha forma de colisión a un nodo " +"derivado de CollisionObject3D.\n" +"Utilízao só como fillo de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para darlles forma." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"A forma física ConcavePolygonShape non está soportada en nodos RigidBody en " +"ningún outro modo que non sexa o estático." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Os nodo A e B teñen que ser do tipo PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "O nodo A ten que ser un nodo PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "O nodo B ten que ser un nodo PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "A articulación non está conectada a dous nodos PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Os nodos A e B teñen que ser nodos PhysicsBody2D distintos" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22518,6 +22580,26 @@ msgstr "" "Cambia o tamaño dos nodos fillos (CollisionShape e CollisionPolygon) no seu " "lugar." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"O nodo VehicleWheel (Roda de Vehículo) serve para proporcionar un sistema de " +"rodas a un nodo VehicleBody. Por favor; úsao como fillo dun nodo VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22530,17 +22612,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado ata que se lle sea asignado unha malla." @@ -22551,21 +22622,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"O nodo VehicleWheel (Roda de Vehículo) serve para proporcionar un sistema de " -"rodas a un nodo VehicleBody. Por favor; úsao como fillo dun nodo VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22681,62 +22737,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Amosar Información" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Descrición" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Seleccione un Nodo" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22764,15 +22773,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Extensión inválida." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22780,30 +22780,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Amosar/Ocultar arquivos ocultos." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Act./Desact. axuste de cuadrícula." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Act./Desact. axuste de cuadrícula." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Arrastrar: Mover" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22816,103 +22792,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direccións" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Arriba á Dereita" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direccións" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Caracteres válidos:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Caracteres válidos:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22937,10 +22816,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Outros)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/he.po b/editor/he.po index 706ac83..c0bfe95 100644 --- a/editor/he.po +++ b/editor/he.po @@ -360,7 +360,6 @@ msgstr "סוף" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "גזירה" @@ -368,8 +367,6 @@ msgstr "גזירה" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "העתקה" @@ -381,15 +378,14 @@ msgstr "העתקה" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "הדבקה" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "ביטול" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "ביצוע חוזר" @@ -531,8 +527,7 @@ msgid "Scroll Down" msgstr "גלול" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "לבחור הכול" @@ -1911,13 +1906,13 @@ msgstr "החלפת תצוגת חלונית סקריפטים" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "התקרבות" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "התרחקות" @@ -1933,10 +1928,20 @@ msgstr "שגיאות" msgid "Warnings" msgstr "אזהרות" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "התרחקות" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "מספרי שורה ועמודה." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "פתיחת התיעוד" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "מתודה במפרק המטרה חייבת להיות מוגדרת." @@ -2327,7 +2332,6 @@ msgstr "התחלה" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "ניקוי" @@ -2698,7 +2702,6 @@ msgstr[3] "פתיחת סצנה" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "פתיחה" @@ -2819,7 +2822,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "לא ניתן ליצור תיקייה." @@ -2829,7 +2831,6 @@ msgstr "יצירת תיקייה חדשה ב-%s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "יצירת תיקייה" @@ -2846,9 +2847,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "תודה רבה מקהילת Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "לחץ להעתקה." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3307,7 +3315,7 @@ msgstr "הוספת טעינה אוטומטית" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "נתיב:" @@ -3490,7 +3498,7 @@ msgstr "חדש" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "שמירה" @@ -4452,7 +4460,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "שם:" @@ -5515,10 +5522,6 @@ msgstr "מפרק" msgid "History" msgstr "הבא בהיסטוריה" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "הרחבת הפאנל התחתון" - #: editor/editor_node.cpp msgid "Output" msgstr "פלט" @@ -5597,7 +5600,7 @@ msgstr "שמירה מחדש" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "קביעת בקרת גירסאות" #: editor/editor_node.cpp @@ -5963,6 +5966,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "מרוחק " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6860,14 +6874,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "שמירה והפעלה מחדש" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6896,8 +6911,9 @@ msgstr "הגדרת הצמדה" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7482,6 +7498,16 @@ msgstr "הוספת סצנה חדשה." msgid "Filter Groups" msgstr "מחיקת שורה" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "הרחבת הפאנל התחתון" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7507,11 +7533,11 @@ msgstr "נא לבחור תיקייה" msgid "Move" msgstr "העברה" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "רשת" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "נא לבחור את התיקייה הנוכחית" @@ -7523,18 +7549,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "בחירת התיקייה" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "כל המוכרים" @@ -7542,19 +7568,19 @@ msgstr "כל המוכרים" msgid "All Files (*)" msgstr "כל הקבצים (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "פתיחת קובץ" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "פתיחת קבצים" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "פתיחת תיקייה" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "פתיחת קובץ או תיקייה" @@ -7607,19 +7633,19 @@ msgstr "העברת המועדף מעלה" msgid "Move Favorite Down" msgstr "העברת המועדף מטה" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "מעבר לתיקיה הקודמת." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "מעבר לתיקיה הבאה." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "מעבר לתיקיית העל." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "ריענון קבצים." @@ -7627,11 +7653,16 @@ msgstr "ריענון קבצים." msgid "(Un)favorite current folder." msgstr "(בטל) העדפת תיקייה נוכחית." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "הצג/הסתר קבצים מוסתרים." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "יצירת מפרקים חדשים." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "תיקיות וקבצים:" @@ -7643,7 +7674,7 @@ msgid "Preview:" msgstr "תצוגה מקדימה:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "קובץ:" @@ -8770,6 +8801,15 @@ msgstr "" msgid "Generate POT" msgstr "כללי" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "סקריפט מובנה:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10520,15 +10560,6 @@ msgstr "Snap יחסי" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "הגדרת הצמדה…" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10556,6 +10587,15 @@ msgstr "הדבקת מפרקים" msgid "Snap to Guides" msgstr "מצב הצמדה (%s)" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "הגדרת הצמדה…" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10817,6 +10857,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "שגיאה בטעינת סצינה מ-%s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "עותק" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "סצנה חדשה יורשת" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12549,6 +12600,10 @@ msgstr "צפייה בסביבה" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "הצגת מידע" @@ -12878,10 +12933,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13087,6 +13138,15 @@ msgstr "עריכת מצולע" msgid "Select occluder bake file:" msgstr "בחירת קובץ תבנית" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "המרה לאותיות גדולות" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13222,10 +13282,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13264,6 +13320,10 @@ msgstr "הוספת נקודה" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13697,11 +13757,6 @@ msgstr "הקודם בהיסטוריה" msgid "History Next" msgstr "הבא בהיסטוריה" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13711,6 +13766,11 @@ msgstr "ייבוא ערכת עיצוב" msgid "Reload Theme" msgstr "רענון ערכת העיצוב" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "שמירת ערכת העיצוב" @@ -13878,11 +13938,6 @@ msgstr "בחירת צבע" msgid "Folding" msgstr "כפתור אמצעי" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "פתיחת התיעוד" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "אותיות גדולות" @@ -14367,12 +14422,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "מחיקת מפתח(ות)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "הדבקת משאב" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14435,7 +14492,7 @@ msgid "Frame Duration:" msgstr "מונים:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "איפוס התקריב" @@ -14455,7 +14512,7 @@ msgstr "בחירה" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "מצב הזזה (W)" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18604,10 +18661,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "נא לבחור תיקייה לסריקה" @@ -19183,6 +19236,10 @@ msgstr "" msgid "Run Instances" msgstr "עותק" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19194,7 +19251,11 @@ msgid "Main Feature Tags:" msgstr "תכונות מרכזיות:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20610,7 +20671,7 @@ msgstr "אפליקציה" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21601,7 +21662,7 @@ msgid "Starting project..." msgstr "ייצוא מיזם" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "כל הקבצים (*)" @@ -22280,71 +22341,6 @@ msgstr "" "מותר רק CanvasModulate גלוי אחד לכל סצנה (או סט מופעי סצינות). הראשון שנוצר " "יעבוד, ואילו השאר לא." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " -"אחרים.\n" -"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D משמש רק להספקת צורת התנגשות למפרק היורש " -"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D וכו'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D משמש רק להספקת צורת התנגשות למפרק היורש " -"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D וכו'." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "יש לספק צורה כדי ש-CollisionShape2D יתפקד. יש ליצור משאב צורה עבורו!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"צורות מבוססות מצולע אינן מיועדות לשימוש או לעריכה ישירות דרך מפרק " -"CollisionShape2D. במקום זאת יש להשתמש במפרק מסוג CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22379,26 +22375,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22444,26 +22420,112 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D עובד רק כאשר הוא מוגדר כצאצא של מפרק Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " +"אחרים.\n" +"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D משמש רק להספקת צורת התנגשות למפרק היורש " +"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D וכו'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D משמש רק להספקת צורת התנגשות למפרק היורש " +"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D וכו'." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "יש לספק צורה כדי ש-CollisionShape2D יתפקד. יש ליצור משאב צורה עבורו!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"צורות מבוססות מצולע אינן מיועדות לשימוש או לעריכה ישירות דרך מפרק " +"CollisionShape2D. במקום זאת יש להשתמש במפרק מסוג CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "Bone2D עובד רק עם Skeleton2D או Bone2D אחר כמפרק ההורה." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22473,15 +22535,15 @@ msgstr "" "שינויים בגודל ל-SoftBody יבוטלו על ידי מנוע הפיזיקה בזמן ריצה.\n" "במקום זאת יש לשנות את גודל צורות ההתנגשות של הצאצאים." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "מאפיין הנתיב חייב להצביע על מפרק Node2D חוקי כדי לעבוד." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "מאפיין הנתיב חייב להצביע על מפרק Node2D חוקי כדי לעבוד." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "שרשרת Bone2D זו אמורה להסתיים במפרק Skeleton2D." @@ -22541,97 +22603,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " -"אחרים.\n" -"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D משמש רק להספקת צורת התנגשות למפרק היורש " -"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D וכו'." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D משמש רק להספקת צורת התנגשות למפרק היורש " -"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D וכו'." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "יש לספק צורה כדי ש-CollisionShape יתפקד. יש ליצור משאב צורה עבורו." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape לא תומך ב- RigidBody במצב שאינו סטטי." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "שום דבר לא נראה כי לא הוקצאה רשת." @@ -22731,26 +22702,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22878,7 +22829,118 @@ msgstr "" "ROTATION_ORIENTED של PathFollow דורש הפעלה של \"Up Vector\" במשאב העקומה של " "Path בהורה שלו." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"למפרק זה אין צורה ולכן הוא לא יכול להתנגש או לקיים אינטראקציה עם אובייקטים " +"אחרים.\n" +"הוספת CollisionShape2D או CollisionPolygon2D כילד תגדיר את צורתו." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D משמש רק להספקת צורת התנגשות למפרק היורש " +"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D וכו'." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "ל־CollisionPolygon2D ריק אין השפעה על התנגשות." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D משמש רק להספקת צורת התנגשות למפרק היורש " +"מ-CollisionObject2D. השימוש בו הוא רק כילד של Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D וכו'." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "יש לספק צורה כדי ש-CollisionShape יתפקד. יש ליצור משאב צורה עבורו." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "ConcavePolygonShape לא תומך ב- RigidBody במצב שאינו סטטי." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22888,6 +22950,26 @@ msgstr "" "שינויים בגודל ל-SoftBody יבוטלו על ידי מנוע הפיזיקה בזמן ריצה.\n" "במקום זאת יש לשנות את גודל צורות ההתנגשות של הצאצאים." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel משמש להספקת מערכת גלגלים ל-VehicleBody. יש להשתמש בו כצאצא של " +"VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22903,17 +22985,6 @@ msgstr "" "המאפיין \"Remote Path\" חייב להפנות למפרק חוקי מסוג Spatial או יורש ממנו כדי " "לעבוד." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "תהיה התעלמות מגוף זה עד שתקבע רשת." @@ -22926,21 +22997,6 @@ msgstr "" "יש ליצור או להגדיר משאב SpriteFrames במאפיין \"Frames\" כדי " "ש-AnimatedSprite3D יציג תמוניות." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel משמש להספקת מערכת גלגלים ל-VehicleBody. יש להשתמש בו כצאצא של " -"VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23064,72 +23120,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "שם הנפשה חדשה:" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "הנפשה לא נמצאה: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"צבע: #%s\n" -"לחצן עכבר שמאלי: קביעת צבע\n" -"לחצן עכבר ימני: הסרת צבע שמור" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"צבע: #%s\n" -"לחצן עכבר שמאלי: קביעת צבע\n" -"לחצן עכבר ימני: הסרת צבע שמור" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "בחירת צבע מחלון העורך." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "בחירת צבע מחלון העורך." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "בחר מפרק" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "מעבר בין ערכים הקסדצימלים לערכי קוד." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "הוספת הצבע הנוכחי לערכת הצבעים." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23157,15 +23156,6 @@ msgstr "" msgid "Alert!" msgstr "אזהרה!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "סיומת לא חוקית." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23173,30 +23163,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "הצג/הסתר קבצים מוסתרים." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "החלפת מצב נקודת עצירה" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "הפעלת הצמדה" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "מחיקת המרובע שנבחר." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23209,103 +23175,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "כיוונים" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "ימין" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "כיוונים" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "תווים תקפים:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "תווים תקפים:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "אם \"Exp Edit\" מאופשר, \"Min Value\" חייב להיות גדול מ-0." @@ -23333,10 +23202,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(אחר)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/hi.po b/editor/hi.po index b3beee9..4cdd13f 100644 --- a/editor/hi.po +++ b/editor/hi.po @@ -343,7 +343,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -351,8 +350,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp #, fuzzy msgid "Copy" msgstr "नकल करें" @@ -365,16 +362,15 @@ msgstr "नकल करें" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp #, fuzzy msgid "Paste" msgstr "चिपकाएँ" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "पीछे जाएं" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "दोहराएँ" @@ -511,8 +507,7 @@ msgid "Scroll Down" msgstr "फ़ोल्डर का नाम बदल रहे है:" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1895,13 +1890,13 @@ msgstr "टॉगल स्क्रिप्ट पैनल" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "बड़ा करो" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "छोटा करो" @@ -1917,10 +1912,20 @@ msgstr "" msgid "Warnings" msgstr "चेतावनियाँ" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "छोटा करो" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "पंक्ति और क़तार क्र.।" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "ऑनलाइन डॉक्स" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Method को target node में निर्दिष्ट कीजिए." @@ -2315,7 +2320,6 @@ msgstr "शुरू कीजिये" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "साफ़" @@ -2687,7 +2691,6 @@ msgstr[1] "खुला दृश्य" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "खोलो इसे" @@ -2810,7 +2813,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "फ़ोल्डर नही बना सकते." @@ -2821,7 +2823,6 @@ msgstr "नए नोड्स बनाएं।" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "फ़ोल्डर बनाइये" @@ -2838,8 +2839,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "गोडोट समुदाय से आपको धन्यवाद!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3303,7 +3311,7 @@ msgstr "औटोलोड ऐड कीजिए" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "पाथ:" @@ -3490,7 +3498,7 @@ msgstr "नई" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "सेव कीजिये" @@ -4455,7 +4463,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "नाम:" @@ -5505,10 +5512,6 @@ msgstr "नोड" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "बॉटम पैनल का विस्तार करें" - #: editor/editor_node.cpp msgid "Output" msgstr "आउटपुट" @@ -5586,7 +5589,7 @@ msgstr "पुन: सहेज" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "वर्जन नियंत्रण स्थापित करें" #: editor/editor_node.cpp @@ -5959,6 +5962,17 @@ msgstr "" "कृपया निर्यात मेनू में एक निष्पादन योग्य प्रीसेट जोड़ें, या मौजूदा प्रीसेट को निष्पादन योग्य के " "रूप में सेट करें।" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "नोड का नाम:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6859,14 +6873,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "सहेजें और पुनः आरंभ करें" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6894,8 +6909,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7476,6 +7492,16 @@ msgstr "एक नया दृश्य जोड़ें।" msgid "Filter Groups" msgstr "ग्रुप डिलीट करें" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "बॉटम पैनल का विस्तार करें" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7499,11 +7525,11 @@ msgstr "डायरेक्टरी चुनें" msgid "Move" msgstr "हिलाइये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "संजाल" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "वर्तमान फ़ोल्डर सिलेक्ट कीजिये" @@ -7515,17 +7541,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "यह फ़ोल्डर सिलेक्ट कीजिये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "सभी स्वीकृत" @@ -7533,19 +7559,19 @@ msgstr "सभी स्वीकृत" msgid "All Files (*)" msgstr "सभी फ़ाइल (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "फ़ाइल खोलिये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "फ़ाइल(s) खोलिये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "डायरेक्टरी खोलिये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "फ़ाइल या डायरेक्टरी खोलिये" @@ -7598,19 +7624,19 @@ msgstr "फ़ेवरेट उपर लीजिये" msgid "Move Favorite Down" msgstr "फ़ेवरेट नीचे लीजिये" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "पिछले फ़ोल्डर पे जाय." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "अगले फ़ोल्डर पे जाय." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "मूल फ़ोल्डर पे जाय." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "रिफ़्रेश फ़ाइल." @@ -7618,11 +7644,16 @@ msgstr "रिफ़्रेश फ़ाइल." msgid "(Un)favorite current folder." msgstr "फ़ेवरेट मे से वर्तमान फ़ोल्डर निकाले." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "छिपी फ़ाइलों की दृश्य टॉगल कीजिये." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "नए नोड्स बनाएं।" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "डायरेक्टरिज & फ़ाइले:" @@ -7634,7 +7665,7 @@ msgid "Preview:" msgstr "पूर्व दर्शन:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "फ़ाइल:" @@ -8740,6 +8771,15 @@ msgstr "" msgid "Generate POT" msgstr "सामान्य" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "निर्भरता संपादक" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10427,15 +10467,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10460,6 +10491,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10713,6 +10753,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "त्रुटि बचत टाइलसेट!" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "इनस्टन्स" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "नई उत्तराधिकार प्राप्त सीन" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12412,6 +12463,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12734,10 +12789,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12936,6 +12987,15 @@ msgstr "सदस्यता बनाएं" msgid "Select occluder bake file:" msgstr "टेम्पलेट फ़ाइल का चयन करें" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "सदस्यता बनाएं" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13072,10 +13132,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13114,6 +13170,10 @@ msgstr "प्रायिक लोड कीजिये" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13534,11 +13594,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13547,6 +13602,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13708,11 +13768,6 @@ msgstr "" msgid "Folding" msgstr "बंद कर दिया गया है" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "ऑनलाइन डॉक्स" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14178,12 +14233,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "कुंजी को हटाएं" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "मूल्य :" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14244,7 +14301,7 @@ msgid "Frame Duration:" msgstr "संस्करण:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "ज़ूम रीसेट" @@ -14264,7 +14321,7 @@ msgstr "चुनें" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "फ़्रेम%" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18344,10 +18401,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18913,6 +18966,10 @@ msgstr "" msgid "Run Instances" msgstr "इनस्टन्स" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18924,7 +18981,11 @@ msgid "Main Feature Tags:" msgstr "सुविधाऐं" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20321,7 +20382,7 @@ msgstr "अनुप्रयोग" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21282,7 +21343,7 @@ msgid "Starting project..." msgstr "इंपोर्ट डॉक" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "सभी फ़ाइल (*)" @@ -21949,58 +22010,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22031,26 +22040,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22092,40 +22081,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22185,82 +22247,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22354,26 +22340,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22495,13 +22461,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22514,17 +22593,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22535,18 +22603,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22662,62 +22718,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "एनिमेशन लूप" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "विवरण" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "यह फ़ोल्डर सिलेक्ट कीजिये" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22741,15 +22750,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "गलत फॉण्ट का आकार |" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22757,29 +22757,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "छिपी फ़ाइलों की दृश्य टॉगल कीजिये." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "इस ट्रैक को ऑन/ऑफ पर टॉगल करें ।" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "चयनित फ़ाइलें हटाएं?" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22792,102 +22769,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "निर्देशों" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "निर्देशों" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "मान्य अक्षर:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "मान्य अक्षर:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22912,10 +22793,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/hr.po b/editor/hr.po index bbe1459..504d2d3 100644 --- a/editor/hr.po +++ b/editor/hr.po @@ -323,7 +323,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -331,8 +330,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopiraj" @@ -344,15 +341,14 @@ msgstr "Kopiraj" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -486,8 +482,7 @@ msgid "Scroll Down" msgstr "Makni Vodoravne Upute" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1847,13 +1842,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zumiraj" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Odzumiraj" @@ -1869,10 +1864,20 @@ msgstr "" msgid "Warnings" msgstr "Upozorenja" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Odzumiraj" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Brojevi linija i stupaca." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Optimiraj animaciju" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metoda u ciljnom čvoru mora biti određena." @@ -2263,7 +2268,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2627,7 +2631,6 @@ msgstr[2] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Otvori" @@ -2748,7 +2751,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2759,7 +2761,6 @@ msgstr "Napravi novi %s" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2776,8 +2777,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Hvala od Godot zajednice!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3232,7 +3240,7 @@ msgstr "Dodaj Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3416,7 +3424,7 @@ msgstr "Novo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Spremi" @@ -4345,7 +4353,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5334,10 +5341,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5410,7 +5413,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5764,6 +5767,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Naziv Čvora(node):" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6627,14 +6641,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6662,8 +6677,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7221,6 +7237,16 @@ msgstr "" msgid "Filter Groups" msgstr "Filtriraj signale" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7245,11 +7271,11 @@ msgstr "Trenutni Profil:" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7261,17 +7287,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7279,19 +7305,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Otvori datoteku" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Otvori datoteke" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Otvori direktorij" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Otvori datoteku ili direktorij" @@ -7343,19 +7369,19 @@ msgstr "Pomakni favorita gore" msgid "Move Favorite Down" msgstr "Pomakni favorita dolje" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Idi u prethodni direktorij." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Idi u sljedeći direktorij." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Idi u roditeljski direktorij." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Osvježi datoteke." @@ -7363,11 +7389,16 @@ msgstr "Osvježi datoteke." msgid "(Un)favorite current folder." msgstr "(Od)favoriziraj trenutni folder." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Napravi novi %s" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Direktoriji i datoteke:" @@ -7379,7 +7410,7 @@ msgid "Preview:" msgstr "Pregled:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Datoteka:" @@ -8463,6 +8494,15 @@ msgstr "" msgid "Generate POT" msgstr "Općenito" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Spoji sa skriptom:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10126,15 +10166,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10159,6 +10190,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10410,6 +10450,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Pogreška prilikom spremanja datoteke: %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instaliraj" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12058,6 +12108,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12379,10 +12433,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12578,6 +12628,15 @@ msgstr "Premjesti čvor(node)" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Spoji '%s' na '%s'" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12713,10 +12772,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12755,6 +12810,10 @@ msgstr "Učitaj Zadano" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Pomakni Bezier Točke" @@ -13164,11 +13223,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13177,6 +13231,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13333,11 +13392,6 @@ msgstr "" msgid "Folding" msgstr "Otvori datoteku" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Optimiraj animaciju" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13788,12 +13842,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Obriši ključ(eve)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Vrijednost:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13853,7 +13909,7 @@ msgid "Frame Duration:" msgstr "Opis:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13873,7 +13929,7 @@ msgstr "Brisati odabrani ključ/odabrane ključeve" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Premjesti Okvir" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17867,10 +17923,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18430,6 +18482,10 @@ msgstr "" msgid "Run Instances" msgstr "Instaliraj" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18441,7 +18497,11 @@ msgid "Main Feature Tags:" msgstr "Omogućene Značajke:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19797,7 +19857,7 @@ msgstr "Animacija" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20725,7 +20785,7 @@ msgid "Starting project..." msgstr "Uvoz Profila" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Datoteka:" @@ -21380,58 +21440,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21462,26 +21470,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21523,40 +21511,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21616,82 +21677,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21785,26 +21770,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21924,13 +21889,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21943,17 +22021,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21964,18 +22031,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22090,61 +22145,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Dupliciraj Animaciju" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Opis" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22168,15 +22177,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nevažeće ime." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22184,27 +22184,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Upali/ugasi ovu stazu." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22217,102 +22196,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direkcije" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direkcije" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Važeći znakovi:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Važeći znakovi:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22337,10 +22220,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ht.po b/editor/ht.po index dc9cdca..b914077 100644 --- a/editor/ht.po +++ b/editor/ht.po @@ -315,7 +315,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -323,8 +322,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -336,15 +333,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -467,8 +463,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1717,13 +1712,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1739,10 +1734,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2119,7 +2122,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2467,7 +2469,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2576,7 +2577,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2586,7 +2586,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2602,8 +2601,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3042,7 +3048,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3219,7 +3225,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4105,7 +4111,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5061,10 +5066,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5136,7 +5137,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5475,6 +5476,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6308,14 +6319,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6342,8 +6354,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6863,6 +6876,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6883,11 +6906,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6899,17 +6922,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6917,19 +6940,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6981,19 +7004,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7001,11 +7024,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7017,7 +7044,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8042,6 +8069,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9642,15 +9677,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9675,6 +9701,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9916,6 +9951,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11496,6 +11540,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11811,10 +11859,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11998,6 +12042,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12129,10 +12181,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12169,6 +12217,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12574,11 +12626,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12587,6 +12634,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12741,10 +12793,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13170,11 +13218,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13230,7 +13278,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13247,7 +13295,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17020,10 +17068,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17557,6 +17601,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17566,7 +17614,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18849,7 +18901,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19725,7 +19777,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20345,58 +20397,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20427,26 +20427,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20488,40 +20468,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20581,82 +20634,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20750,26 +20727,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20887,13 +20844,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20906,17 +20976,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20927,18 +20986,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21051,59 +21098,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21127,14 +21129,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21142,26 +21136,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21174,98 +21148,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21290,10 +21172,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/hu.po b/editor/hu.po index ffcbc79..9425f83 100644 --- a/editor/hu.po +++ b/editor/hu.po @@ -347,7 +347,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Kivágás" @@ -355,8 +354,6 @@ msgstr "Kivágás" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Másolás" @@ -368,15 +365,14 @@ msgstr "Másolás" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Beillesztés" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Visszavonás" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Újra" @@ -501,8 +497,7 @@ msgid "Scroll Down" msgstr "Görgő Le" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Összes Kijelölése" @@ -1866,13 +1861,13 @@ msgstr "Szkript panel váltása" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Nagyítás" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Kicsinyítés" @@ -1888,10 +1883,20 @@ msgstr "" msgid "Warnings" msgstr "Figyelmeztetések" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Kicsinyítés" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Sor és oszlopszámok." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Dokumentáció megnyitása" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Nevezze el a metódust a cél node-ban." @@ -2288,7 +2293,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Töröl" @@ -2655,7 +2659,6 @@ msgstr[1] "Jelenetek megnyitása" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Megnyitás" @@ -2778,7 +2781,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Nem sikerült létrehozni a mappát." @@ -2789,7 +2791,6 @@ msgstr "Új node-ok létrehozása." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Mappa Létrehozása" @@ -2806,9 +2807,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Köszönet a Godot közösségétől!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Kattints a másoláshoz." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3270,7 +3278,7 @@ msgstr "AutoLoad Hozzáadása" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Útvonal:" @@ -3456,7 +3464,7 @@ msgstr "Új" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Mentés" @@ -4426,7 +4434,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Név:" @@ -5513,10 +5520,6 @@ msgstr "Node" msgid "History" msgstr "Következő Előzmény" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Alsó panel kinyitása" - #: editor/editor_node.cpp msgid "Output" msgstr "Kimenet" @@ -5595,7 +5598,7 @@ msgstr "Újramentés" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Verziókezelés beállítása" #: editor/editor_node.cpp @@ -5961,6 +5964,17 @@ msgstr "" "Nem található futtatható exportállomány ehhez a platformhoz.\n" "Kérem adjon hozzá egy futtatható exportállományt az export menüben." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Node neve:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6869,14 +6883,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Mentés és újraindítás" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6905,8 +6920,9 @@ msgstr "Illesztés Beállítása" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7480,6 +7496,16 @@ msgstr "Hozzáad egy új jelenetet." msgid "Filter Groups" msgstr "Csoport törlése" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Alsó panel kinyitása" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7503,12 +7529,12 @@ msgstr "Válasszon egy Könyvtárat" msgid "Move" msgstr "Áthelyezés" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Hálózati profilkészítő" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Aktuális Mappa Kiválasztása" @@ -7520,17 +7546,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Válassza ezt a mappát" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Minden Felismert" @@ -7538,19 +7564,19 @@ msgstr "Minden Felismert" msgid "All Files (*)" msgstr "Minden Fájl (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Fálj Megnyitása" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Fájl(ok) Megnyitása" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Könyvtár Megnyitása" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Fájl vagy Könyvtár Megnyitása" @@ -7603,19 +7629,19 @@ msgstr "Kedvenc fentebb helyezése" msgid "Move Favorite Down" msgstr "Kedvenc lentebb helyezése" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ugrás az előző mappára." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ugrás a következő mappára." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Lépjen a szülőmappába." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Fájlok frissítése." @@ -7623,11 +7649,16 @@ msgstr "Fájlok frissítése." msgid "(Un)favorite current folder." msgstr "Jelenlegi mappa kedvenccé tétele/eltávolítása a kedvencek közül." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "A rejtett fájlok láthatóságának ki- és bekapcsolása." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Új node-ok létrehozása." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Könyvtárak és Fájlok:" @@ -7639,7 +7670,7 @@ msgid "Preview:" msgstr "Előnézet:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fájl:" @@ -8757,6 +8788,15 @@ msgstr "" msgid "Generate POT" msgstr "Általános" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Beépített szkript:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -10478,15 +10518,6 @@ msgstr "Relatív Illesztés" msgid "Use Pixel Snap" msgstr "Pixelhez Illesztés" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Intelligens illesztés" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Illesztés Beállítása..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Illesztés szülőhöz" @@ -10511,6 +10542,15 @@ msgstr "Illesztés más node-okhoz" msgid "Snap to Guides" msgstr "Illesztés segédvonalakhoz" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Intelligens illesztés" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Illesztés Beállítása..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10768,6 +10808,17 @@ msgstr "Node létrehozás" msgid "Error instantiating scene from %s" msgstr "Hiba történt a Scene példányosításkor %s-ből" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Példány" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Új örökölt Jelenet" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Alapértelmezett típus módosítása" @@ -12511,6 +12562,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12834,10 +12889,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13043,6 +13094,15 @@ msgstr "Árnyékoló Sokszög Létrehozása" msgid "Select occluder bake file:" msgstr "Válasszon fénytérkép sablonfájlt:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konvertálás CPUParticles2D-re" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13179,10 +13239,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "Véletlenszerű Billentés:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Görbe Pont Pozíció Beállítása" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Ki-Görbe Pozíció Beállítása" @@ -13223,6 +13279,10 @@ msgstr "Pont Beszúrása" msgid "Split Segment (in curve)" msgstr "Szakasz Felosztása (görbén)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Görbe Pont Pozíció Beállítása" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13636,11 +13696,6 @@ msgstr "Előző előzmény" msgid "History Next" msgstr "Következő Előzmény" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Téma importálása..." @@ -13649,6 +13704,11 @@ msgstr "Téma importálása..." msgid "Reload Theme" msgstr "Téma Újratöltése" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Téma Mentése" @@ -13810,11 +13870,6 @@ msgstr "Szín Választása" msgid "Folding" msgstr "Letiltott gomb" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Dokumentáció megnyitása" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Mind Nagybetű" @@ -14273,12 +14328,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Kulcs(ok) Törlése" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Erőforrás Beillesztése" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14338,7 +14395,7 @@ msgid "Frame Duration:" msgstr "Kijelölés Keretezése" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Nagyítás visszaállítása" @@ -14358,7 +14415,7 @@ msgstr "Kiválasztás" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Keret mozgatása" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18477,10 +18534,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Válassza ki a mappát a kereséshez" @@ -19043,6 +19096,10 @@ msgstr "Új szülő hozzárendelése" msgid "Run Instances" msgstr "Példány" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19054,7 +19111,11 @@ msgid "Main Feature Tags:" msgstr "Funkciók" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20450,7 +20511,7 @@ msgstr "Művelet" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21413,7 +21474,7 @@ msgid "Starting project..." msgstr "Projekt Exportálása" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Minden Fájl (*)" @@ -22081,58 +22142,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22163,26 +22172,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22224,40 +22213,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22317,82 +22379,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22486,26 +22472,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22628,13 +22594,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22647,17 +22726,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22668,18 +22736,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22794,63 +22850,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Új animáció" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Az animáció nem található: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Válasszon Ki Egy Forrás Mesh-t:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Kiválasztó Mód" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22874,15 +22882,6 @@ msgstr "" msgid "Alert!" msgstr "Figyelem!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Érvénytelen kiterjesztés." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22890,29 +22889,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "A rejtett fájlok láthatóságának ki- és bekapcsolása." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Rács kistérkép engedélyezése." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt + Húzás: Mozgatás" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22925,103 +22901,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Irányok" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Jobb felső" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Irányok" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Érvényes karakterek:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Érvényes karakterek:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23046,10 +22925,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Más)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/id.po b/editor/id.po index c379f32..deeddbb 100644 --- a/editor/id.po +++ b/editor/id.po @@ -369,7 +369,6 @@ msgstr "Akhir" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Potong" @@ -377,8 +376,6 @@ msgstr "Potong" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Salin" @@ -390,15 +387,14 @@ msgstr "Salin" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Tempel" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Batal" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ulangi" @@ -521,8 +517,7 @@ msgid "Scroll Down" msgstr "Gulir ke Bawah" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Pilih Semua" @@ -1826,13 +1821,13 @@ msgstr "Jungkitkan Panel Skrip" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Perbesar Pandangan" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Perkecil Pandangan" @@ -1848,10 +1843,19 @@ msgstr "Error" msgid "Warnings" msgstr "Peringatan" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Perbesar 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Nomor baris dan kolom." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Indentasi" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Method dalam node target harus ditentukan." @@ -2235,7 +2239,6 @@ msgstr "Mulai" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Bersihkan" @@ -2593,7 +2596,6 @@ msgstr[0] "Buka Skena" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Buka" @@ -2712,7 +2714,6 @@ msgstr "" "rekursif." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Tidak dapat membuat folder." @@ -2722,7 +2723,6 @@ msgstr "Buat berkas baru di %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Buat berkas" @@ -2738,9 +2738,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Terimakasih dari komunitas Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klik untuk salin." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3185,7 +3192,7 @@ msgstr "Tambahkan Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Jalur:" @@ -3377,7 +3384,7 @@ msgstr "Baru" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Simpan" @@ -4345,7 +4352,6 @@ msgstr "Nama yang dimulai dengan _ dicadangkan untuk metadata khusus editor." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nama:" @@ -5369,10 +5375,6 @@ msgstr "Node" msgid "History" msgstr "Riwayat" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Perluas Panel Bawah" - #: editor/editor_node.cpp msgid "Output" msgstr "Luaran" @@ -5446,7 +5448,8 @@ msgid "Resave" msgstr "Simpan Ulang" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Membuat Metadata Kontrol Versi..." #: editor/editor_node.cpp @@ -5806,6 +5809,17 @@ msgstr "" "Tidak ada preset ekspor yang bisa digunakan untuk platform ini.\n" "Mohon tambahkan preset yang bisa digunakan di menu ekspor." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Debug Remote" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Jalankan Proyek" @@ -6676,14 +6690,17 @@ msgid "Export With Debug" msgstr "Ekspor dengan Awakutu" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Nonaktifkan FBX & Mulai Ulang" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6715,9 +6732,11 @@ msgid "Configure FBX Importer" msgstr "Konfigurasikan Importir FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF diperlukan untuk mengimpor file FBX.\n" "Silakan unduh dan berikan path yang valid ke biner:" @@ -7282,6 +7301,16 @@ msgstr "Tambah skena baru." msgid "Filter Groups" msgstr "Hapus Grup" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Perluas Panel Bawah" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7304,11 +7333,11 @@ msgstr "Pilih sebuah Direktori" msgid "Move" msgstr "Pindahkan" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Jaringan" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Pilih Folder Saat Ini" @@ -7320,7 +7349,7 @@ msgstr "Tidak dapat menyimpan file dengan nama file kosong." msgid "Cannot save file with a name starting with a dot." msgstr "Tidak dapat menyimpan file dengan nama yang dimulai dengan titik." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7328,11 +7357,11 @@ msgstr "" "File \"%s\" sudah ada.\n" "Apakah Anda ingin menimpanya?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Pilih Folder Ini" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Semua diakui" @@ -7340,19 +7369,19 @@ msgstr "Semua diakui" msgid "All Files (*)" msgstr "Semua File-file (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Buka sebuah File" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Buka File (File-file)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Buka sebuah Direktori" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Buka sebuah File atau Direktori" @@ -7404,19 +7433,19 @@ msgstr "Pindahkan Favorit Keatas" msgid "Move Favorite Down" msgstr "Pindahkan Favorit Kebawah" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Pergi ke direktori sebelumnya." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Pergi ke direktori selanjutnya." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Pergi ke direktori atasnya." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Segarkan berkas." @@ -7424,11 +7453,16 @@ msgstr "Segarkan berkas." msgid "(Un)favorite current folder." msgstr "Hapus favorit direktori saat ini." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Beralih visibilitas berkas yang tersembunyi." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Buat node baru." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Direktori-direktori & File-file:" @@ -7440,7 +7474,7 @@ msgid "Preview:" msgstr "Pratinjau:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "File:" @@ -8565,6 +8599,15 @@ msgstr "File dengan string terjemahan:" msgid "Generate POT" msgstr "Hasilkan POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Skrip Internal:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Tetapkan%s pada%d node" @@ -10229,15 +10272,6 @@ msgstr "Snap Relatif" msgid "Use Pixel Snap" msgstr "Gunakan Snap Piksel" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Pengancingan Pintar" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Atur Snap..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Kancingkan ke Orangtuanya" @@ -10262,6 +10296,15 @@ msgstr "Kancing ke Node Lain" msgid "Snap to Guides" msgstr "Kancing ke Panduan" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Pengancingan Pintar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Atur Snap..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10524,6 +10567,17 @@ msgstr "Buat Node" msgid "Error instantiating scene from %s" msgstr "Kesalahan menginstansiasi adegan dari %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instansiasi" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Skena Warisan Baru" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Ubah Tipe Baku" @@ -12204,6 +12258,10 @@ msgstr "Tampilkan Lingkungan" msgid "View Gizmos" msgstr "Tampilkan Gizmo" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Tampilkan Kisi" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Tampilkan Informasi" @@ -12543,10 +12601,6 @@ msgstr "4 Penampil" msgid "View Origin" msgstr "Tampilkan Titik Asal" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Tampilkan Kisi" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12744,6 +12798,15 @@ msgstr "Bake Oklusi" msgid "Select occluder bake file:" msgstr "Pilih berkas bake okluder:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konversikan menjadi CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12881,10 +12944,6 @@ msgstr "Perlahan Keluar" msgid "Handle Tilt #" msgstr "Kemiringan Acak:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Atur Posisi Titik Kurva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Atur Posisi Kurva Luar" @@ -12925,6 +12984,10 @@ msgstr "Tambah Titik" msgid "Split Segment (in curve)" msgstr "Pisahkan Segmen (dalam kurva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Atur Posisi Titik Kurva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Geser Persendian" @@ -13342,11 +13405,6 @@ msgstr "Riwayat Sebelumnya" msgid "History Next" msgstr "Riwayat Selanjutnya" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Impor Tema..." @@ -13355,6 +13413,11 @@ msgstr "Impor Tema..." msgid "Reload Theme" msgstr "Muat Ulang Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Simpan Tema" @@ -13518,10 +13581,6 @@ msgstr "Pilih Warna" msgid "Folding" msgstr "Melipat" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Indentasi" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Huruf Besar" @@ -13961,12 +14020,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "GALAT: Tidak dapat memuat resource frame!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Papan klip resource kosong atau memang bukan tekstur!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Rekat Frame" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Rekat Frame" +#, fuzzy +msgid "Paste Texture" +msgstr "Tempel Resource" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14021,7 +14082,7 @@ msgid "Frame Duration:" msgstr "Durasi Bingkai:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Reset Perbesaran" @@ -14038,7 +14099,8 @@ msgid "Delete Frame" msgstr "Hapus Bingkai" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Salin Bingkai" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18296,10 +18358,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Pilih Berkas untuk Dipindai" @@ -18884,6 +18942,11 @@ msgstr "Pengindukan Ulang" msgid "Run Instances" msgstr "Jalankan %d Instance" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Jalankan Beberapa Instance" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18895,9 +18958,12 @@ msgid "Main Feature Tags:" msgstr "Fitur Utama:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Jalankan Beberapa Instance" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20348,7 +20414,7 @@ msgstr "Aplikasi" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21337,7 +21403,7 @@ msgid "Starting project..." msgstr "Ekspor Projek" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Semua File-file (*)" @@ -22052,82 +22118,6 @@ msgstr "" "yang di-instance). Yang pertama dibuat akan bekerja, sedangkan sisanya akan " "diabaikan." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau " -"berinteraksi dengan objek lain.\n" -"Pertimbangkan untuk menambahkan CollisionShape2D atau CollisionPolygon2D " -"sebagai anak untuk mendefinisikan bentuknya." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D hanya berfungsi untuk menyediakan sebuah bentuk collision " -"pada sebuah CollisionObject2D node asal. Mohon hanya gunakan itu sebagai " -"sebuah child dari Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, dll. " -"untuk memberikan mereka sebuah bentuk." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" -"Sebuah CollisionPolygon2D yang kosong tidak memiliki efek pada collision." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Poligon tidak valid. Minimal 3 titik dibutuhkan untuk mode pembangunan " -"'Solid'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Poligon tidak valid. Minimal 2 titik dibutuhkan untuk mode pembangunan " -"'Segmen\"." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D hanya berfungsi untuk menyediakan sebuah bentuk collision " -"pada sebuah CollisionObject2D node asal. Mohon hanya gunakan itu sebagai " -"sebuah child dari Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, dll. " -"untuk memberikan mereka sebuah bentuk." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Sebuah shape harus disediakan untuk CollisionShape2D supaya berfungsi. Mohon " -"ciptakan resource shape untuknya!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Bentuk Polygon-based tidak dimaksudkan untuk digunakan atau diedit langsung " -"melalui node CollisionShape2D. Gunakan node CollisionPolygon2D sebagai " -"gantinya." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22164,26 +22154,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A dan Node B harus berupa PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A harus PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B harus PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Persendian tidak terkoneksi dengan 2 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A dan Node B harus PhysicsBody2D yang berbeda" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22237,7 +22207,104 @@ msgstr "" "PathFollow2D hanya bekerja ketika diatur sebagai sebuah child dari sebuah " "node Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau " +"berinteraksi dengan objek lain.\n" +"Pertimbangkan untuk menambahkan CollisionShape2D atau CollisionPolygon2D " +"sebagai anak untuk mendefinisikan bentuknya." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D hanya berfungsi untuk menyediakan sebuah bentuk collision " +"pada sebuah CollisionObject2D node asal. Mohon hanya gunakan itu sebagai " +"sebuah child dari Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, dll. " +"untuk memberikan mereka sebuah bentuk." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" +"Sebuah CollisionPolygon2D yang kosong tidak memiliki efek pada collision." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Poligon tidak valid. Minimal 3 titik dibutuhkan untuk mode pembangunan " +"'Solid'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Poligon tidak valid. Minimal 2 titik dibutuhkan untuk mode pembangunan " +"'Segmen\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D hanya berfungsi untuk menyediakan sebuah bentuk collision " +"pada sebuah CollisionObject2D node asal. Mohon hanya gunakan itu sebagai " +"sebuah child dari Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, dll. " +"untuk memberikan mereka sebuah bentuk." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Sebuah shape harus disediakan untuk CollisionShape2D supaya berfungsi. Mohon " +"ciptakan resource shape untuknya!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Bentuk Polygon-based tidak dimaksudkan untuk digunakan atau diedit langsung " +"melalui node CollisionShape2D. Gunakan node CollisionPolygon2D sebagai " +"gantinya." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A dan Node B harus berupa PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A harus PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B harus PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Persendian tidak terkoneksi dengan 2 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A dan Node B harus PhysicsBody2D yang berbeda" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22245,19 +22312,19 @@ msgid "" msgstr "" "Bone2D hanya bekerja dengan Skeleton2D atau Bone2D lain sebagai node induk." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22267,16 +22334,16 @@ msgstr "" "Perubahan ukuran SoftBody akan ditimpa oleh mesin fisika ketika dijalankan.\n" "Ubah ukurannya melalui \"collision shape\"-anaknya saja." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Properti path harus menunjuk pada sebuah node Node2D yang sah untuk bekerja." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Ikatan Bone2D ini harus diakhiri dengan node Skeleton2D." @@ -22339,102 +22406,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau " -"berinteraksi dengan objek lain.\n" -"Pertimbangkan untuk menambahkan CollisionShape2D atau CollisionPolygon2D " -"sebagai anak untuk mendefinisikan bentuknya." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D hanya berfungsi untuk memberikan bentuk tabrakan pada " -"simpul turunan CollisionObject3D.\n" -"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, dll. untuk memberikan bentuk." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" -"Sebuah CollisionPolygon2D yang kosong tidak memiliki efek pada collision." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D hanya berfungsi untuk memberikan bentuk tabrakan pada " -"simpul turunan CollisionObject3D.\n" -"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, dll. untuk memberikan bentuk." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Sebuah shape harus disediakan untuk CollisionShape supaya berfungsi. Silakan " -"buat shape untuknya." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape tidak mendukung RigidBody dengan mode selain statis." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Tidak ada yang tampil karena tidak ada mesh yang ditetapkan." @@ -22536,31 +22507,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A dan Node B harus berupa PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A harus PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B harus PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Persendian tidak terkoneksi dengan PhysicsBody" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A dan Node B harus PhysicsBody2D yang berbeda" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22692,7 +22638,128 @@ msgstr "" "ROTATION_ORIENTED PathFollow membutuhkan \"Up Vector\" yang diaktifkan dalam " "resource Curve Path induknya." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Node ini tidak punya shape, jadi dia tidak bisa bertabrakan atau " +"berinteraksi dengan objek lain.\n" +"Pertimbangkan untuk menambahkan CollisionShape2D atau CollisionPolygon2D " +"sebagai anak untuk mendefinisikan bentuknya." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D hanya berfungsi untuk memberikan bentuk tabrakan pada " +"simpul turunan CollisionObject3D.\n" +"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, dll. untuk memberikan bentuk." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" +"Sebuah CollisionPolygon2D yang kosong tidak memiliki efek pada collision." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D hanya berfungsi untuk memberikan bentuk tabrakan pada " +"simpul turunan CollisionObject3D.\n" +"Harap gunakan hanya sebagai anak dari Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, dll. untuk memberikan bentuk." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Sebuah shape harus disediakan untuk CollisionShape supaya berfungsi. Silakan " +"buat shape untuknya." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape tidak mendukung RigidBody dengan mode selain statis." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A dan Node B harus berupa PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A harus PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B harus PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Persendian tidak terkoneksi dengan PhysicsBody" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A dan Node B harus PhysicsBody2D yang berbeda" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22702,6 +22769,26 @@ msgstr "" "Perubahan ukuran SoftBody akan ditimpa oleh mesin fisika ketika dijalankan.\n" "Ubah ukurannya melalui \"collision shape\"-anaknya saja." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel berfungsi menyediakan sistem roda ke VehicleBody. Gunakan itu " +"sebagai anak dari VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22717,17 +22804,6 @@ msgstr "" "Properti \"Remote Path\" harus menunjuk ke Spatial atau turunannya yang " "valid agar bekerja." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Body ini akan diabaikan hingga Anda mengatur mesh-nya." @@ -22740,21 +22816,6 @@ msgstr "" "Sebuah resource SpriteFrames harus diciptakan atau diatur di dalam properti " "'Frames' agar AnimatedSprite3D menampilkan frame-frame." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel berfungsi menyediakan sistem roda ke VehicleBody. Gunakan itu " -"sebagai anak dari VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22880,71 +22941,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Konfigurasi Baru" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animasi tidak ditemukan: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Warna:#%s\n" -"LMB: Atur warna\n" -"RMB: Cabut preset" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Warna: #%s\n" -"LMB: Terapkan warna" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Ambil warna dari layar editor." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Ambil warna dari layar editor." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Pilih Mesh Sumber:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Pilih Node" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Beralih antara nilai heksadesimal dan kode." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Tambahkan warna yang sekarang sebagai preset." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22975,15 +22980,6 @@ msgstr "" msgid "Alert!" msgstr "Peringatan!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Ekstensi tidak valid." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22991,30 +22987,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Beralih visibilitas berkas yang tersembunyi." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Jungkitkan pengancingan kisi." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Aktifkan peta mini grid." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Seret: Menskala simpul yang dipilih." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23027,103 +22999,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Arah" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Kiri Ke Kanan" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Arah" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Karakter sah:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Karakter sah:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23153,10 +23028,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Yang Lain)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ig.po b/editor/ig.po index b813702..9e7b113 100644 --- a/editor/ig.po +++ b/editor/ig.po @@ -315,7 +315,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -323,8 +322,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -336,15 +333,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -467,8 +463,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1731,13 +1726,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1753,10 +1748,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Usoro ihuenyo" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2133,7 +2137,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2481,7 +2484,6 @@ msgstr[0] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2590,7 +2592,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2600,7 +2601,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2616,8 +2616,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3055,7 +3062,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3232,7 +3239,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4121,7 +4128,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5077,10 +5083,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5152,7 +5154,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5492,6 +5494,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "FS dịpụrụ adịpụ" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6329,14 +6342,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6363,8 +6377,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6889,6 +6904,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6908,11 +6933,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Netwọk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6924,17 +6949,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6942,19 +6967,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7006,19 +7031,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7026,11 +7051,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7042,7 +7071,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8069,6 +8098,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9672,15 +9709,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9705,6 +9733,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9947,6 +9984,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11537,6 +11583,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11852,10 +11902,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12040,6 +12086,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12173,10 +12227,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12214,6 +12264,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12619,11 +12673,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12632,6 +12681,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12786,11 +12840,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Usoro ihuenyo" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13216,11 +13265,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13276,7 +13325,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13293,7 +13342,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17073,10 +17122,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17614,6 +17659,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17623,7 +17672,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18912,7 +18965,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19790,7 +19843,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20410,58 +20463,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20492,26 +20493,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20553,40 +20534,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20646,82 +20700,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20815,26 +20793,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20952,13 +20910,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20971,17 +21042,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20992,18 +21052,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21116,60 +21164,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Ntuziaka nchịkọta akụkọ" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21193,14 +21195,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21208,26 +21202,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21240,98 +21214,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21356,10 +21238,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/it.po b/editor/it.po index 8fa7c65..6c79798 100644 --- a/editor/it.po +++ b/editor/it.po @@ -409,7 +409,6 @@ msgstr "Fine" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Taglia" @@ -417,8 +416,6 @@ msgstr "Taglia" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copia" @@ -430,15 +427,14 @@ msgstr "Copia" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Incolla" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Annulla" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Rifai" @@ -561,8 +557,7 @@ msgid "Scroll Down" msgstr "Scorri giù" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Seleziona tutto" @@ -1867,13 +1862,13 @@ msgstr "Commuta il pannello degli script" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Ingrandisci" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Rimpicciolisci" @@ -1889,10 +1884,19 @@ msgstr "Errori" msgid "Warnings" msgstr "Avvisi" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom a 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Numeri di riga e di colonna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Indentazione" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Il metodo del nodo selezionato deve essere specificato." @@ -2276,7 +2280,6 @@ msgstr "Inizia" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Rimuovi tutto" @@ -2636,7 +2639,6 @@ msgstr[1] "Apri scene" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Apri" @@ -2756,7 +2758,6 @@ msgstr "" "ricorsivamente." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Impossibile creare la cartella." @@ -2766,7 +2767,6 @@ msgstr "Crea una nuova cartella in %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Crea una cartella" @@ -2782,9 +2782,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Grazie dalla comunità di Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Clicca per copiare." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Sconosciuto" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3240,7 +3248,7 @@ msgstr "Aggiungi un Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Percorso:" @@ -3434,7 +3442,7 @@ msgstr "Nuovo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Salva" @@ -4405,7 +4413,6 @@ msgstr "I nomi che iniziano con _ sono riservati ai metadati dell'editor." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nome:" @@ -5461,10 +5468,6 @@ msgstr "Nodo" msgid "History" msgstr "Cronologia" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Espandi il pannello inferiore" - #: editor/editor_node.cpp msgid "Output" msgstr "Output" @@ -5541,7 +5544,7 @@ msgstr "Risalva" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Crea i metadati di controllo della versione" #: editor/editor_node.cpp @@ -5906,6 +5909,17 @@ msgstr "" "Per favore, aggiungerne una nel menù di esportazione o impostarne una già " "esistente come eseguibile." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Debug remoto" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Esegui Progetto" @@ -6787,14 +6801,17 @@ msgid "Export With Debug" msgstr "Esporta Con Debug" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Disabilita FBX e Ricomincia" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6827,9 +6844,11 @@ msgid "Configure FBX Importer" msgstr "Configura l'importatore FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF è richiesto per importare i file FBX.\n" "Per favore, scaricarlo e offrire un percorso valido al binario:" @@ -7396,6 +7415,16 @@ msgstr "Aggiungi una nuova scena." msgid "Filter Groups" msgstr "Filtra per gruppo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Espandi il pannello inferiore" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7419,11 +7448,11 @@ msgstr "Scegli una cartella" msgid "Move" msgstr "Sposta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Reti" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Seleziona la cartella attuale" @@ -7435,7 +7464,7 @@ msgstr "Impossibile salvare file con il nome vuoto." msgid "Cannot save file with a name starting with a dot." msgstr "Impossibile salvare file il cui nome inizia con un punto." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7443,11 +7472,11 @@ msgstr "" "Il file \"%s\" esiste già.\n" "Si desidera sovrascriverlo?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Seleziona questa cartella" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Tutti i formati riconosciuti" @@ -7455,19 +7484,19 @@ msgstr "Tutti i formati riconosciuti" msgid "All Files (*)" msgstr "Tutti i file (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Apri un file" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Apri i file" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Apri una cartella" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Apri un file o una cartella" @@ -7519,19 +7548,19 @@ msgstr "Sposta il preferito su" msgid "Move Favorite Down" msgstr "Sposta il preferito giù" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Vai alla cartella precedente." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Vai alla cartella successiva." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Vai alla cartella superiore." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Ricarica i file." @@ -7539,11 +7568,16 @@ msgstr "Ricarica i file." msgid "(Un)favorite current folder." msgstr "Aggiungi/rimuovi la cartella attuale dai preferiti." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Commuta la visibilità dei file nascosti." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Crea nuovi nodi." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "File e cartelle:" @@ -7555,7 +7589,7 @@ msgid "Preview:" msgstr "Anteprima:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "File:" @@ -8688,6 +8722,15 @@ msgstr "Flie con stringhe di traduzione:" msgid "Generate POT" msgstr "Genera il POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Integrato:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Imposta %s su %d nodi" @@ -10388,15 +10431,6 @@ msgstr "Scatto relativo" msgid "Use Pixel Snap" msgstr "Scatta sui pixel" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Scatto intelligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configura l'agganciamento..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Aggancia sul Genitore" @@ -10421,6 +10455,15 @@ msgstr "Aggancia agli Altri Nodi" msgid "Snap to Guides" msgstr "Aggancia alle Guide" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Scatto intelligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configura l'agganciamento..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10685,6 +10728,17 @@ msgstr "Crea Nodo" msgid "Error instantiating scene from %s" msgstr "Errore durante l'istanziazione della scena da %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Istanzia" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nuova Scena Ereditata" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Cambia Tipo Predefinito" @@ -12408,6 +12462,10 @@ msgstr "Visualizza ambiente" msgid "View Gizmos" msgstr "Visualizza Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Visualizza la griglia" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Visualizza Informazioni" @@ -12749,10 +12807,6 @@ msgstr "4 Viste" msgid "View Origin" msgstr "Visualizza l'origine" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Visualizza la griglia" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12952,6 +13006,15 @@ msgstr "Cuoci gli occlusori" msgid "Select occluder bake file:" msgstr "Selezionare il filei di cottura degli occlusori:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Converti in CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13090,10 +13153,6 @@ msgstr "Ease Out" msgid "Handle Tilt #" msgstr "Inclinazione Casuale:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Imposta Posizione Punto Curva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Imposta posizione curva esterna" @@ -13134,6 +13193,10 @@ msgstr "Inserisci Punto" msgid "Split Segment (in curve)" msgstr "Dividere Segmento (in curva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Imposta Posizione Punto Curva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Sposta Articolazione" @@ -13565,11 +13628,6 @@ msgstr "Cronologia Precedente" msgid "History Next" msgstr "Cronologia successiva" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importa tema..." @@ -13578,6 +13636,11 @@ msgstr "Importa tema..." msgid "Reload Theme" msgstr "Ricarica Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Salva tema" @@ -13749,10 +13812,6 @@ msgstr "Scegli un colore" msgid "Folding" msgstr "Raggruppamento" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Indentazione" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Maiuscolo" @@ -14200,12 +14259,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERRORE: Impossibile caricare la risorsa frame!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Gli appunti delle risorse sono vuoti o non una texture!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Incolla Frame" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Incolla Frame" +#, fuzzy +msgid "Paste Texture" +msgstr "Incolla Risorsa" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14260,7 +14321,7 @@ msgid "Frame Duration:" msgstr "Durata del fotogramma:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Ripristina Zoom" @@ -14277,7 +14338,8 @@ msgid "Delete Frame" msgstr "Cancella un fotogramma" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Copia un fotogramma" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18486,10 +18548,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Scegli una Cartella da Scansionare" @@ -19073,6 +19131,11 @@ msgstr "Riaccoppiare" msgid "Run Instances" msgstr "Esegui %d istanza" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Esegui istanze multiple" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19084,9 +19147,12 @@ msgid "Main Feature Tags:" msgstr "Funzionalità Principali:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Esegui istanze multiple" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20482,7 +20548,7 @@ msgstr "Replicazione" #, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Aggiungere delle proprietà tramite i pulsanti sopra o\n" "trascinarli dall'ispettore e rilasciarli qui." @@ -21494,7 +21560,7 @@ msgid "Starting project..." msgstr "Avviando il progetto..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Tutti i file" @@ -22202,81 +22268,6 @@ msgstr "" "Quando ne è presente più di uno, solo uno sarà attivo. Quale di essi non è " "definito." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " -"altri oggetti.\n" -"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per " -"definire la sua forma." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D serve a fornire una forma di collisione a un nodo " -"derivato da CollisionObject2D. Si prega di utilizzarlo solamente come figlio " -"di Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. in modo da " -"dargli una forma." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Poligono non valido. Sono necessari almeno 3 punti nella modalità di " -"costruzione \"Solidi\"." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Poligono non valido. Sono necessari almeno 2 punti nella modalità di " -"costruzione \"Segmenti\"." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D serve solo a fornire una forma di collisione a un nodo " -"derivato da CollisionObject2D. Si prega di utilizzarlo solamente come figlio " -"di Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. in modo da " -"dargli una forma." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Perché CollisionShape2D funzioni deve essere fornita una forma. Si prega di " -"creare una risorsa forma (shape)!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Le forme basate sui poligoni non sono dovrebbero essere usate né modificate " -"direttamente tramite il nodo CollisionShape2D. Si prega di usare invece il " -"nodo CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22313,26 +22304,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Nodo A e Nodo B devono essere PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Nodo A deve essere un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Nodo B deve essere un PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Il giunto non è collegato a due PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Nodo A e Nodo B devono essere PhysicsBody2D diversi" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22390,7 +22361,103 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D funziona solamente se impostato come figlio di un nodo Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " +"altri oggetti.\n" +"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per " +"definire la sua forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D serve a fornire una forma di collisione a un nodo " +"derivato da CollisionObject2D. Si prega di utilizzarlo solamente come figlio " +"di Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. in modo da " +"dargli una forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Poligono non valido. Sono necessari almeno 3 punti nella modalità di " +"costruzione \"Solidi\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Poligono non valido. Sono necessari almeno 2 punti nella modalità di " +"costruzione \"Segmenti\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D serve solo a fornire una forma di collisione a un nodo " +"derivato da CollisionObject2D. Si prega di utilizzarlo solamente come figlio " +"di Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. in modo da " +"dargli una forma." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Perché CollisionShape2D funzioni deve essere fornita una forma. Si prega di " +"creare una risorsa forma (shape)!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Le forme basate sui poligoni non sono dovrebbero essere usate né modificate " +"direttamente tramite il nodo CollisionShape2D. Si prega di usare invece il " +"nodo CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Nodo A e Nodo B devono essere PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Nodo A deve essere un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Nodo B deve essere un PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Il giunto non è collegato a due PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Nodo A e Nodo B devono essere PhysicsBody2D diversi" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22399,19 +22466,19 @@ msgstr "" "Un PhysicalBone2D funziona solo con uno Skeleton2D o un altro PhysicalBone2D " "come nodo padre!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22422,17 +22489,17 @@ msgstr "" "fisico durante l'esecuzione.\n" "Modifica invece la dimensione nelle forme di collisione figlie." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "La proprietà path deve puntare a un nodo Node2D valido per funzionare." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Questo nodo non può interagire con altri oggetti a meno che non venga " "assegnato un Shape2D." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "La proprietà path deve puntare a un nodo Node2D valido per funzionare." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Questa catena di Bone2D deve terminare con un nodo Skeleton2D." @@ -22496,102 +22563,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " -"altri oggetti.\n" -"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per " -"definire la sua forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D serve solo a fornire una forma di collisione a un nodo " -"derivato da CollisionObject3D.\n" -"Si prega di usarlo solo come figlio di Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, ecc. per dare loro una forma." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D serve solo a fornire una forma di collisione a un nodo " -"derivato da CollisionObject3D.\n" -"Si prega di usarlo solo come child di Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, ecc. per dare loro una forma." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"È necessario fornire una forma al CollisionShape per farlo funzionare. " -"Perciò, si prega di creare una risorsa forma (shape)." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape non supporta RigidBody in modalità diverse da static." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Niente è visibile perché non è stata assegnata alcuna mesh." @@ -22698,26 +22669,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Il nodo A e il nodo B devono essere PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Il nodo A deve essere un PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Il nodo B deve essere un PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Il giunto non è collegato ad alcun PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Il nodo A e il nodo B devono essere due PhysicsBody3D diversi" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "La scala di una luce non altera la sua dimensione visiva." @@ -22847,7 +22798,123 @@ msgstr "" "Il flag ROTATION_ORIENTED di PathFollow richiede che \"Up Vector\" sia " "abilitato nella risorsa Curve del genitore Path." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Questo nodo non ha una forma, non può quindi collidere o interagire con gli " +"altri oggetti.\n" +"Aggiungi come figlio un CollisionShape2D o un CollisionPolygon2D per " +"definire la sua forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D serve solo a fornire una forma di collisione a un nodo " +"derivato da CollisionObject3D.\n" +"Si prega di usarlo solo come figlio di Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, ecc. per dare loro una forma." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Un CollisionPolygon2D vuoto non ha effetti sulla collisione." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D serve solo a fornire una forma di collisione a un nodo " +"derivato da CollisionObject3D.\n" +"Si prega di usarlo solo come child di Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, ecc. per dare loro una forma." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"È necessario fornire una forma al CollisionShape per farlo funzionare. " +"Perciò, si prega di creare una risorsa forma (shape)." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape non supporta RigidBody in modalità diverse da static." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Il nodo A e il nodo B devono essere PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Il nodo A deve essere un PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Il nodo B deve essere un PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Il giunto non è collegato ad alcun PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Il nodo A e il nodo B devono essere due PhysicsBody3D diversi" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22858,6 +22925,29 @@ msgstr "" "fisico durante l'esecuzione.\n" "Modifica invece la dimensione nelle forme di collisione figlie." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Questo nodo non può interagire con altri oggetti a meno che non gli venga " +"assegnato uno Shape3D." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D non supporta i ConcavePolygonShape3D. Le collisioni non verranno " +"segnalate." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve a fornire un sistema di ruote a un VehicleBody3D. Per " +"favore, usarlo come figlio di un VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22872,21 +22962,6 @@ msgstr "" "La proprietà \"Remote Path\" deve puntare a un Node3D o a un nodo derivato " "da Node3D per funzionare." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Questo nodo non può interagire con altri oggetti a meno che non gli venga " -"assegnato uno Shape3D." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D non supporta i ConcavePolygonShape3D. Le collisioni non verranno " -"segnalate." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Questo corpo verrà ignorato finché non imposterai una mesh." @@ -22899,20 +22974,6 @@ msgstr "" "Una risorsa SpriteFrames deve essere creata o impostata nella proprietà " "\"Frames\" per permettere a AnimatedSprite3D di visualizzare i frame." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve a fornire un sistema di ruote a un VehicleBody3D. Per " -"favore, usarlo come figlio di un VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23039,68 +23100,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nuova configurazione" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Copia questo costruttore in uno script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Colore: #%s\n" -"LMB: Imposta il colore\n" -"RMB: Rimuovi la preimpostazione" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Colore: #%s\n" -"LMB: Imposta il colore" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Seleziona un colore dalla finestra applicativa." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Seleziona un colore dalla finestra applicativa." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Seleziona una Mesh Sorgente:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Scegli un Nodo" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Cambia tra valori esadecimali e valori di codice." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Aggiungi il colore corrente come preset." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23132,14 +23139,6 @@ msgstr "" msgid "Alert!" msgstr "Attenzione!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Estensione non valida o nome del file vuoto." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23147,30 +23146,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Commuta la visibilità dei file nascosti." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Commuta la griglia magnetica." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Abilita mini-mappa griglia." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Trascinamento: Ridimensiona il nodo selezionato." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23183,98 +23158,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Auto-rileva la direzione" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Sinistra a destra" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Destra a sinistra" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Segna da Sinistra-a-Destra (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isola da Sinistra-a-Destra (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Direzione di scrittura del testo" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Mostra i caratteri di controllo" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Inserisci un carattere di controllo" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" è abilitato, \"Min Value\" deve essere maggiore di 0." @@ -23307,10 +23190,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Altro)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/ja.po b/editor/ja.po index 168423e..f38a290 100644 --- a/editor/ja.po +++ b/editor/ja.po @@ -375,7 +375,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "切り取り" @@ -383,8 +382,6 @@ msgstr "切り取り" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "コピー" @@ -396,15 +393,14 @@ msgstr "コピー" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "貼り付け" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "元に戻す" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "やり直し" @@ -527,8 +523,7 @@ msgid "Scroll Down" msgstr "下スクロール" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "すべて選択" @@ -1837,13 +1832,13 @@ msgstr "スクリプトパネルを切り替え" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "ズームイン" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "ズームアウト" @@ -1859,10 +1854,19 @@ msgstr "エラー" msgid "Warnings" msgstr "警告" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "25%にズーム" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行番号と列番号。" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "インデント" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "対象ノードのメソッドを指定してください。" @@ -2244,7 +2248,6 @@ msgstr "開始" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "クリア" @@ -2602,7 +2605,6 @@ msgstr[0] "シーンを開く" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "開く" @@ -2719,7 +2721,6 @@ msgstr "" "フォルダ名にスラッシュを使用すると、サブフォルダが再帰的に作成されます。" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "フォルダーを作成できませんでした。" @@ -2729,7 +2730,6 @@ msgstr "%sに新規フォルダを作成。" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "フォルダーを作成" @@ -2745,9 +2745,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Godot コミュニティより感謝を!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "クリックしてコピーします。" +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "不明" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3193,7 +3201,7 @@ msgstr "自動読み込みを追加" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "パス:" @@ -3385,7 +3393,7 @@ msgstr "新規" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "保存" @@ -4346,7 +4354,6 @@ msgstr "_ で始まる名前は、エディター専用のメタデータ用に #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "名前:" @@ -5378,10 +5385,6 @@ msgstr "ノード" msgid "History" msgstr "履歴" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "下パネルを展開" - #: editor/editor_node.cpp msgid "Output" msgstr "出力" @@ -5457,7 +5460,8 @@ msgid "Resave" msgstr "再保存" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "バージョン管理用メタデータの作成..." #: editor/editor_node.cpp @@ -5814,6 +5818,17 @@ msgstr "" "エクスポートメニューに実行可能なプリセットを追加するか、既存のプリセットを実" "行可能にしてください。" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "リモートデバッグ" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "プロジェクトの実行" @@ -6685,14 +6700,17 @@ msgid "Export With Debug" msgstr "デバッグ付きエクスポート" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "FBXを無効にして再起動" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6726,9 +6744,11 @@ msgid "Configure FBX Importer" msgstr "FBXインポーターの設定" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBXファイルをインポートするにはFBX2glTFが必要です。\n" "ダウンロードし、バイナリへの有効なパスを指定してください。" @@ -7286,6 +7306,16 @@ msgstr "新規シーンを追加する。" msgid "Filter Groups" msgstr "グループで絞り込む" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "下パネルを展開" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7308,11 +7338,11 @@ msgstr "ディレクトリを選択" msgid "Move" msgstr "移動" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "ネットワーク" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "現在のフォルダーを選択" @@ -7324,7 +7354,7 @@ msgstr "空のファイル名でファイルを保存することはできませ msgid "Cannot save file with a name starting with a dot." msgstr "ドットで始まる名前のファイルは保存できません。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7332,11 +7362,11 @@ msgstr "" "ファイル \"%s\" はすでに存在します。\n" "上書きしますか?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "このフォルダーを選択" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "承認済みすべて" @@ -7344,19 +7374,19 @@ msgstr "承認済みすべて" msgid "All Files (*)" msgstr "すべてのファイル (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "ファイルを開く" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "ファイルを開く" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "ディレクトリを開く" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "ファイルまたはディレクトリを開く" @@ -7409,19 +7439,19 @@ msgstr "お気に入りを上へ" msgid "Move Favorite Down" msgstr "お気に入りを下へ" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "前のフォルダーへ移動する。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "次のフォルダーへ移動する。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "親フォルダーへ移動する。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "ファイルの一覧をリフレッシュする。" @@ -7429,11 +7459,16 @@ msgstr "ファイルの一覧をリフレッシュする。" msgid "(Un)favorite current folder." msgstr "現在のフォルダーをお気に入りにする / しない。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "隠しファイルの表示 / 非表示を切り替えます。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "新規ノードを作成。" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "ディレクトリとファイル:" @@ -7445,7 +7480,7 @@ msgid "Preview:" msgstr "プレビュー:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "ファイル:" @@ -8558,6 +8593,15 @@ msgstr "翻訳文字列を含むファイル:" msgid "Generate POT" msgstr "POTを生成" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "組み込みスクリプト:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%d ノードに %s を設定" @@ -10227,15 +10271,6 @@ msgstr "相対スナップ" msgid "Use Pixel Snap" msgstr "ピクセルスナップを使用" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "スマートスナップ" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "スナップの設定..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "親にスナップ" @@ -10260,6 +10295,15 @@ msgstr "他のノードにスナップ" msgid "Snap to Guides" msgstr "ガイドにスナップ" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "スマートスナップ" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "スナップの設定..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10512,6 +10556,17 @@ msgstr "ノードを生成" msgid "Error instantiating scene from %s" msgstr "%sからシーンをインスタンス化処理中にエラーが発生しました" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "インスタンス化" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "新しい継承シーン" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "デフォルトの型を変更" @@ -12176,6 +12231,10 @@ msgstr "環境を表示" msgid "View Gizmos" msgstr "ギズモを表示" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "グリッドを表示" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "情報を表示" @@ -12513,10 +12572,6 @@ msgstr "4 ビューポート" msgid "View Origin" msgstr "原点を表示" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "グリッドを表示" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12715,6 +12770,15 @@ msgstr "オクルーダーをベイク" msgid "Select occluder bake file:" msgstr "オクルーダーのベイクファイルを選択:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "GPUParticles2Dに変換" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12850,10 +12914,6 @@ msgstr "ハンドルOut #" msgid "Handle Tilt #" msgstr "ハンドルTilt #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "カーブポイントの位置を設定" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "曲線のOut-Controlの位置を指定" @@ -12890,6 +12950,10 @@ msgstr "ポイントTiltをリセット" msgid "Split Segment (in curve)" msgstr "セグメントを分割する(曲線内)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "カーブポイントの位置を設定" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "ジョイントを移動" @@ -13306,11 +13370,6 @@ msgstr "前の履歴" msgid "History Next" msgstr "次の履歴" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "テーマ" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "テーマのインポート..." @@ -13319,6 +13378,11 @@ msgstr "テーマのインポート..." msgid "Reload Theme" msgstr "テーマを再読み込み" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "テーマ" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "テーマを保存" @@ -13482,10 +13546,6 @@ msgstr "色を取得" msgid "Folding" msgstr "折りたたみ" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "インデント" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大文字" @@ -13920,12 +13980,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "エラー:フレームリソースを読み込めませんでした!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "リソースクリップボードは空か、テクスチャ以外のものです!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "フレームを貼り付け" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "フレームを貼り付け" +#, fuzzy +msgid "Paste Texture" +msgstr "リソースの貼り付け" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13980,7 +14042,7 @@ msgid "Frame Duration:" msgstr "フレーム持続時間:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "ズームをリセット" @@ -13997,7 +14059,8 @@ msgid "Delete Frame" msgstr "フレームを削除" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "フレームをコピー" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17991,10 +18054,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "スキャンするフォルダーを選択" @@ -18567,6 +18626,11 @@ msgstr "親を変更" msgid "Run Instances" msgstr "インスタンス %d個" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "実行インスタンス数" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18578,9 +18642,12 @@ msgid "Main Feature Tags:" msgstr "主要機能:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "実行インスタンス数" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -19977,9 +20044,10 @@ msgid "Replicate" msgstr "複製" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "上記オプションを使ってプロパティを追加するか\n" "インスペクタからドラッグしてここにドロップする。" @@ -20952,7 +21020,7 @@ msgid "Starting project..." msgstr "プロジェクトを起動中..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "すべてのファイル" @@ -21636,77 +21704,6 @@ msgstr "" "複数ある場合は、そのうちの1つだけがアクティブになります。どれになるかは未定義" "です。" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" -"とはできません。\n" -"CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す" -"ることを検討してください。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D は、CollisionObject2D 派生ノードに衝突シェイプを提供する役" -"割のみを果たします。Area2D、StaticBody2D、RigidBody2D、CharacterBody2Dなどの" -"形状を与えるための子としてのみ使用してください。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"無効なポリゴンです。'Solids' ビルドモードでは最低3つのポイントが必要です。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"無効なポリゴンです。'Segments' ビルドモードでは最低2つのポイントが必要です。" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"衝突オブジェクトが Area2D の場合、One Way Collision プロパティは無視されま" -"す。" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D は、CollisionObject2D 派生ノードに衝突シェイプを提供する役割" -"のみを果たします。Area2D、StaticBody2D、RigidBody2D、CharacterBody2Dなどの形" -"状を与えるための子としてのみ使用してください。" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"CollisionShape2D が機能するにはシェイプを指定する必要があります。そのための" -"シェイプリソースを作成してください!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したり" -"するには適しません。代わりにCollisionPolygon2Dノードを使用してください。" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21747,26 +21744,6 @@ msgstr "" "GL 互換性レンダリングバックエンドを使用している場合、パーティクル サブエミッ" "ターは使用できません。" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node AとNode Bは PhysicsBody2D でなければなりません" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A は PhysicsBody2D でなければなりません" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B は PhysicsBody2D でなければなりません" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Joint が2つの PhysicsBody2D に接続されてません" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A と Node B は異なる PhysicsBody2D でなければなりません" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21819,7 +21796,99 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"このノードにはシェイプがないため、他のオブジェクトと衝突または相互作用するこ" +"とはできません。\n" +"CollisionShape2DまたはCollisionPolygon2Dを子として追加して、シェイプを定義す" +"ることを検討してください。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D は、CollisionObject2D 派生ノードに衝突シェイプを提供する役" +"割のみを果たします。Area2D、StaticBody2D、RigidBody2D、CharacterBody2Dなどの" +"形状を与えるための子としてのみ使用してください。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "空の CollisionPolygon2D は、衝突判定を持ちません。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"無効なポリゴンです。'Solids' ビルドモードでは最低3つのポイントが必要です。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"無効なポリゴンです。'Segments' ビルドモードでは最低2つのポイントが必要です。" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"衝突オブジェクトが Area2D の場合、One Way Collision プロパティは無視されま" +"す。" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D は、CollisionObject2D 派生ノードに衝突シェイプを提供する役割" +"のみを果たします。Area2D、StaticBody2D、RigidBody2D、CharacterBody2Dなどの形" +"状を与えるための子としてのみ使用してください。" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"CollisionShape2D が機能するにはシェイプを指定する必要があります。そのための" +"シェイプリソースを作成してください!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"ポリゴンベースのシェイプは、CollisionShape2Dノードで使用したり直接編集したり" +"するには適しません。代わりにCollisionPolygon2Dノードを使用してください。" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node AとNode Bは PhysicsBody2D でなければなりません" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A は PhysicsBody2D でなければなりません" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B は PhysicsBody2D でなければなりません" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Joint が2つの PhysicsBody2D に接続されてません" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A と Node B は異なる PhysicsBody2D でなければなりません" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21827,7 +21896,7 @@ msgstr "" "PhysicalBone2D は、親ノードとして Skeleton2D または別の PhysicalBone2D でのみ" "機能します。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21835,7 +21904,7 @@ msgstr "" "PhysicalBone2D が機能するには、Bone2D ノードに割り当てる必要があります。イン" "スペクターにBone2Dノードを設定してください。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21844,7 +21913,7 @@ msgstr "" "ノードが必要です! Joint2D ベースのノードをこのノードの子として追加してくださ" "い!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21854,18 +21923,18 @@ msgstr "" "ドされます。\n" "代わりに、子の衝突シェイプのサイズを変更してください。" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "このノードは、Shape2D が割り当てられていない限り、他のオブジェクトとインタラ" "クトできません。" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Path プロパティは、動作するように有効な Node2D ノードを示す必要があります。" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "このBone2DチェインはSkeleton2Dノードで終了する必要があります。" @@ -21948,109 +22017,6 @@ msgstr "" "BoneAttachment3D ノードはどのボーンにもバインドされていません!このノードに接" "続するボーンを選択してください。" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"このノードにはシェイプがないため、他のオブジェクトと衝突したり相互作用したり" -"することはできません。\n" -"CollisionShape3D または CollisionPolygon3D を子として追加して、そのシェイプを" -"定義することを検討してください。" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"スケールが均一でない場合、このノードは期待どおりに機能しない可能性がありま" -"す。\n" -"スケールを均一(つまり、すべての軸で同じ)にして、代わりに子のコリジョンシェイ" -"プのサイズを変更してください。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供す" -"るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" -"RigidBody2D、KinematicBody2Dなどの子として使用してください。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空の CollisionPolygon3D は衝突判定に影響を与えません。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"不均一にスケーリングされた CollisionPolygon3D ノードは、期待どおりに機能しな" -"い可能性があります。\n" -"スケールを均一(つまり、すべての軸で同じ)にし、代わりにポリゴンの頂点を変更し" -"てください。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3Dは、CollisionObject3D派生ノードにコリジョン形状を提供するため" -"だけのものです。\n" -"Area3D、StaticBody3D、RigidBody3D、CharacterBody3Dなどの子ノードとして、形状" -"を与えるためだけに使用してください。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"CollisionShape3D が機能するには、シェイプを提供する必要があります。シェイプリ" -"ソースを作成してください。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていませ" -"ん。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"不均一にスケーリングされた CollisionShape3D ノードは、期待どおりに機能しない" -"可能性があります。\n" -"スケールを均一 (つまり、すべての軸で同じ) にして、代わりにシェイプ リソースの" -"サイズを変更してください。" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "メッシュが割り当てられていないため、何も表示されません。" @@ -22176,26 +22142,6 @@ msgstr "" "の GPUParticlesCollisionSDF3D に衝突が発生しないことを意味します。\n" "これを解決するには、Bake Mask プロパティで少なくとも1ビットを有効にします。" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "ノード A とノード B は PhysicsBody3D である必要があります" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "ノード A は PhysicsBody3D である必要があります" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "ノード B は PhysicsBody3D である必要があります" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "ジョイントはどの PhysicsBody3D にも接続されていません" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "ノード A とノード B は異なる PhysicsBody3D である必要があります" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "ライトのスケールは、ライトの視覚的なサイズには影響しません。" @@ -22343,7 +22289,130 @@ msgstr "" "PathFollow3D の ROTATION_ORIENTED では、親 Path3D の Curve リソースで「Up " "Vector」を有効にする必要があります。" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"このノードにはシェイプがないため、他のオブジェクトと衝突したり相互作用したり" +"することはできません。\n" +"CollisionShape3D または CollisionPolygon3D を子として追加して、そのシェイプを" +"定義することを検討してください。" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"スケールが均一でない場合、このノードは期待どおりに機能しない可能性がありま" +"す。\n" +"スケールを均一(つまり、すべての軸で同じ)にして、代わりに子のコリジョンシェイ" +"プのサイズを変更してください。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2Dは、CollisionObject2D派生ノードにコリジョンシェイプを提供す" +"るためにのみ機能します。シェイプを追加する場合は、Area2D、StaticBody2D、" +"RigidBody2D、KinematicBody2Dなどの子として使用してください。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空の CollisionPolygon3D は衝突判定に影響を与えません。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"不均一にスケーリングされた CollisionPolygon3D ノードは、期待どおりに機能しな" +"い可能性があります。\n" +"スケールを均一(つまり、すべての軸で同じ)にし、代わりにポリゴンの頂点を変更し" +"てください。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3Dは、CollisionObject3D派生ノードにコリジョン形状を提供するため" +"だけのものです。\n" +"Area3D、StaticBody3D、RigidBody3D、CharacterBody3Dなどの子ノードとして、形状" +"を与えるためだけに使用してください。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape3D が機能するには、シェイプを提供する必要があります。シェイプリ" +"ソースを作成してください。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D は、静的モード以外の RigidBody3D をサポートしていませ" +"ん。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"不均一にスケーリングされた CollisionShape3D ノードは、期待どおりに機能しない" +"可能性があります。\n" +"スケールを均一 (つまり、すべての軸で同じ) にして、代わりにシェイプ リソースの" +"サイズを変更してください。" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "ノード A とノード B は PhysicsBody3D である必要があります" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "ノード A は PhysicsBody3D である必要があります" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "ノード B は PhysicsBody3D である必要があります" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "ジョイントはどの PhysicsBody3D にも接続されていません" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "ノード A とノード B は異なる PhysicsBody3D である必要があります" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22353,6 +22422,29 @@ msgstr "" "イドされます。\n" "代わりに、子のコリジョンシェイプのサイズを変更してください。" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"このノードは、Shape3D が割り当てられていない限り、他のオブジェクトとインタラ" +"クトできません。" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D は ConcavePolygonShape3D をサポートしていません。コリジョンは報告" +"されません。" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D は、VehicleBody3D にホイール システムを提供する役割を果たしま" +"す。VehicleBody3Dの子としてご利用ください。" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22369,21 +22461,6 @@ msgstr "" "「リモート パス」プロパティが機能するには、有効な Node3D または Node3D 派生" "ノードを指す必要があります。" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"このノードは、Shape3D が割り当てられていない限り、他のオブジェクトとインタラ" -"クトできません。" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D は ConcavePolygonShape3D をサポートしていません。コリジョンは報告" -"されません。" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "このボディは、メッシュを設定するまで無視されます。" @@ -22396,22 +22473,6 @@ msgstr "" "SpriteFrames リソースを作成または AnimatedSprite3D フレームを表示するために" "は 'Frames' プロパティを設定する必要があります。" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D は、VehicleBody3D にホイール システムを提供する役割を果たしま" -"す。VehicleBody3Dの子としてご利用ください。" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"GL 互換性バックエンドを使用している場合、VisibleOnScreenNotifier3D ノードはま" -"だサポートされていません。サポートは将来のリリースで追加される予定です。" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22547,64 +22608,14 @@ msgstr "" "ButtonGroup は、toggle_mode が true に設定されているボタンでのみ使用すること" "を目的としています。" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "新しいコード領域" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "このコンストラクターをスクリプトにコピーします。" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "16進コード (「#ff0000」) または名前付きの色 (「red」) を入力します。" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"色: #%s\n" -"左クリック: カラーを適用\n" -"右クリック: プリセットを削除" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"色: #%s\n" -"左クリック: 色をセット" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "画面から色を選択します。" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "アプリケーション ウィンドウから色を選択します。" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "ピッカーシェイプを選択" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "ピッカー・モードを選択" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "16進数とコード値を切り替えます。" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "16 進コードまたは名前付きの色" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "現在の色をプリセットとして追加します。" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22637,14 +22648,6 @@ msgstr "" msgid "Alert!" msgstr "警告!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "このフォルダーの内容にアクセスする権限がありません。" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "拡張子が無効か、ファイル名が空です。" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22654,26 +22657,6 @@ msgstr "" "GraphEdit と GraphNode は、将来の 4.x バージョンで、互換性に影響がある API 変" "更を含む広範なリファクタリングを受ける予定であることに注意してください。" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "ビジュアルグリッドを切り替えます。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "グリッドスナッピングをオン / オフします。" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "スナップ距離を変更します。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "グラフのミニマップを切り替えます。" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "選択したノードを自動的に配置します。" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22690,98 +22673,6 @@ msgstr "" "現在のフォントは、このラベルのテキストで使用されている1つ以上の文字のレンダリ" "ングをサポートしていません。" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "レイアウト方向と同じ" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "方向の自動検出" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "左から右" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "右から左" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "左から右へのマーク (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "右から左へのマーク (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "左から右への埋め込み (LRE) の開始" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "右から左への埋め込み (RLE) の開始" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "左から右へのオーバーライド (LRO) の開始" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "右から左へのオーバーライド (RLO) の開始" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "ポップ方向のフォーマット (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "アラビア文字マーク (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "左から右への分離 (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "右から左への分離 (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "ファーストストロングアイソレート(FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "ポップディレクションアイソレート (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "ゼロ幅ジョイナー (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "ゼロ幅非ジョイナー (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "ワードジョイナー (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "ソフトハイフン(SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "テキストの書き込み方向" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "制御文字を表示" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "制御文字を挿入" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "「Exp Edit」がtrueの場合、「Min Value」は0より大きい必要があります。" @@ -22816,10 +22707,6 @@ msgstr "" "ん。\n" "初期値「CURSOR_ARROW」のままにすることを検討してください。" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(その他)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/ka.po b/editor/ka.po index 23246c6..43d9846 100644 --- a/editor/ka.po +++ b/editor/ka.po @@ -318,7 +318,6 @@ msgstr "დასასრული" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "ამოჭრა" @@ -326,8 +325,6 @@ msgstr "ამოჭრა" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "კოპირება" @@ -339,15 +336,14 @@ msgstr "კოპირება" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "ჩასმა" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "დაბრუნება" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "გამეორება" @@ -470,8 +466,7 @@ msgid "Scroll Down" msgstr "ქვემოთ ჩამოწევა" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "ყველას მონიშვნა" @@ -1765,13 +1760,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "გადიდება" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "დაპატარავება" @@ -1787,10 +1782,19 @@ msgstr "შედომები" msgid "Warnings" msgstr "გაფრთხილებები" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "25%-ზე გადიდება" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "სწორება" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "სამიზნე კვანძში მეთოდის მითითება აუცილებელია." @@ -2178,7 +2182,6 @@ msgstr "გაშვება" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "სუფთა ცა" @@ -2537,7 +2540,6 @@ msgstr[1] "სცენების გახსნა" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "გახსნა" @@ -2659,7 +2661,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2669,7 +2670,6 @@ msgstr "%s-ში ახალი საქაღალდის შექმნ #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "საქაღალდის შექმნა" @@ -2685,8 +2685,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "მადლობა Godot საზოგადოებისგან!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3141,7 +3148,7 @@ msgstr "ავტომატური ჩატვირთვის დამ #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "ბილიკი:" @@ -3318,7 +3325,7 @@ msgstr "ახალი" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "შენახვა" @@ -4234,7 +4241,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "სახელი:" @@ -5206,10 +5212,6 @@ msgstr "კვანძი" msgid "History" msgstr "ისტორია" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "გამოტანა" @@ -5283,7 +5285,8 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "ვერსიის კონტროლის მეტამონაცემების შექმნა..." #: editor/editor_node.cpp @@ -5634,6 +5637,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "მოშორება" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6482,14 +6496,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "გამორთული" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6517,8 +6532,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7066,6 +7082,16 @@ msgstr "ჯგუფში ჩამატება" msgid "Filter Groups" msgstr "ჯგუფით გაფილტვრა" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7089,11 +7115,11 @@ msgstr "საქაღალდის შექმნის შეცდომ msgid "Move" msgstr "გადატანა" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "ქსელი" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7105,17 +7131,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7123,19 +7149,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "ფაილის გახსნა" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7187,19 +7213,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "წინა საქაღალდეზე გადასვლა." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "შემდეგ საქაღალდეზე გადასვლა." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "ფაილების განახლება." @@ -7207,11 +7233,16 @@ msgstr "ფაილების განახლება." msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "ახალი კვანძების შექმნა." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7223,7 +7254,7 @@ msgid "Preview:" msgstr "გადახედვა:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "ფაილი:" @@ -8282,6 +8313,15 @@ msgstr "" msgid "Generate POT" msgstr "შექმნა" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "ჩაშენებული სკრიპტი:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%s-ის დაყენება %d კვანძზე" @@ -9941,15 +9981,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9974,6 +10005,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10227,6 +10267,16 @@ msgstr "კვანძის შექმნა" msgid "Error instantiating scene from %s" msgstr "%s-დან სცენის ინსტანცირების შეცდომა" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "დაყენება" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "ნაგულისხმები ტიპის შეცვლა" @@ -11859,6 +11909,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "ბადის ნახვა" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12177,10 +12231,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "ბადის ნახვა" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12370,6 +12420,15 @@ msgstr "შექმნა" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "შექმნა" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12506,10 +12565,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12548,6 +12603,10 @@ msgstr "წერტილის წაშლა" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12965,11 +13024,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "თემა" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "თემის შემოტანა.." @@ -12978,6 +13032,11 @@ msgstr "თემის შემოტანა.." msgid "Reload Theme" msgstr "თემის გადატვირთვა" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "თემა" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13137,10 +13196,6 @@ msgstr "აირჩიეთ ფერი" msgid "Folding" msgstr "გამორთული" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "სწორება" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "მაღალირეგისტრი" @@ -13593,12 +13648,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "გასაღებ(ებ)-ის წაშლა" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "ყველა მონიშნვა" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13655,7 +13712,7 @@ msgid "Frame Duration:" msgstr "ჩარჩოს ხანგრძლივობა:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "გადიდების გაუქმება" @@ -13674,7 +13731,7 @@ msgstr "მონიშვნის მოშორება" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "მონიშვნის მოშორება" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17569,10 +17626,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18125,6 +18178,10 @@ msgstr "" msgid "Run Instances" msgstr "%d ასლის გაშვება" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18136,7 +18193,11 @@ msgid "Main Feature Tags:" msgstr "მთავარი ფუნქციები:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19476,7 +19537,7 @@ msgstr "რეპლიკაცია" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20391,7 +20452,7 @@ msgid "Starting project..." msgstr "პროექტის დაწყება..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "ანიმ სიგრძის შეცვლა" @@ -21028,58 +21089,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21110,26 +21119,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21171,40 +21160,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21264,82 +21326,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21433,26 +21419,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21570,13 +21536,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21589,17 +21668,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21610,18 +21678,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21736,61 +21792,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "ანიმაციის ოპტიმიზაცია" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "ანიმაციის ხანგრძლივობა (წამებში)." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21814,15 +21824,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "არასწორი ფონტის ზომა." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21830,28 +21831,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "ამ ტრეკის ჩართვა/გამორთვა." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+გადათრევა: მონიშნული კვანძის მასშტაბირება." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21864,98 +21843,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "მიმართულების ავტომატური დადგენა" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "მარცხნიდან-მარჯვნივ" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "მარჯვნიდან-მარცხნივ" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21980,10 +21867,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/km.po b/editor/km.po index dd1e497..198b80a 100644 --- a/editor/km.po +++ b/editor/km.po @@ -316,7 +316,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -324,8 +323,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -337,15 +334,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -470,8 +466,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1779,13 +1774,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1801,10 +1796,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2189,7 +2192,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2536,7 +2538,6 @@ msgstr[0] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2646,7 +2647,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2656,7 +2656,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2673,8 +2672,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3116,7 +3122,7 @@ msgstr "បញ្ចូល Key នៅទីនេះ" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3294,7 +3300,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4188,7 +4194,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5148,10 +5153,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5224,7 +5225,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5568,6 +5569,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6408,14 +6419,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6442,8 +6454,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6976,6 +6989,16 @@ msgstr "" msgid "Filter Groups" msgstr "Key(s) ដែលបានជ្រើសស្ទួន" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -6997,11 +7020,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7013,17 +7036,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7031,19 +7054,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7095,19 +7118,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7115,11 +7138,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7131,7 +7159,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8171,6 +8199,14 @@ msgstr "" msgid "Generate POT" msgstr "ផ្លាស់ទី Bezier Points" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9789,15 +9825,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9822,6 +9849,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10068,6 +10104,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11672,6 +11718,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11989,10 +12039,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12178,6 +12224,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12312,10 +12366,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12353,6 +12403,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12759,11 +12813,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12772,6 +12821,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12926,10 +12980,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13361,12 +13411,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "តម្លៃ:" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "តម្លៃ:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13425,7 +13477,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13443,8 +13495,9 @@ msgid "Delete Frame" msgstr "Key(s) ដែលបានជ្រើសស្ទួន" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" -msgstr "" +#, fuzzy +msgid "Copy Frame(s)" +msgstr "តម្លៃ:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before Selected)" @@ -17250,10 +17303,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17794,6 +17843,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17804,7 +17857,11 @@ msgid "Main Feature Tags:" msgstr "ផ្លាស់ទី Bezier Points" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19116,7 +19173,7 @@ msgstr "Anim ផ្លាស់ប្តូរ Transition" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20001,7 +20058,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20628,58 +20685,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20710,26 +20715,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20771,40 +20756,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20864,82 +20922,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21033,26 +21015,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21170,13 +21132,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21189,17 +21264,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21210,18 +21274,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21334,59 +21386,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21410,15 +21417,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "arguments ដែលប្រើសំរាប់រៀប '%s' មិនត្រឹមត្រូវទេ" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21426,26 +21424,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21458,98 +21436,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21574,10 +21460,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ko.po b/editor/ko.po index 2070729..e91c5de 100644 --- a/editor/ko.po +++ b/editor/ko.po @@ -373,7 +373,6 @@ msgstr "끝" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "잘라내기" @@ -381,8 +380,6 @@ msgstr "잘라내기" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "복사" @@ -394,15 +391,14 @@ msgstr "복사" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "붙여넣기" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "실행 취소" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "다시 실행" @@ -525,8 +521,7 @@ msgid "Scroll Down" msgstr "스크롤 다운" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "모두 선택" @@ -1799,13 +1794,13 @@ msgstr "스크립트 패널 토글" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "줌 인" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "줌 아웃" @@ -1821,10 +1816,19 @@ msgstr "오류" msgid "Warnings" msgstr "경고" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "25%로 줌" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "행 및 열 번호." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "들여쓰기" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "대상 노드에 있는 메서드는 반드시 지정해야 합니다." @@ -2208,7 +2212,6 @@ msgstr "시작" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "지우기" @@ -2565,7 +2568,6 @@ msgstr[0] "씬 열기" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "열기" @@ -2681,7 +2683,6 @@ msgstr "" "폴더 이름에 슬래시를 사용하면 해당하는 하위 폴더들을 재귀적으로 만듭니다." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "폴더를 만들 수 없습니다." @@ -2691,7 +2692,6 @@ msgstr "%s에 새 폴더 생성:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "폴더 만들기" @@ -2707,9 +2707,17 @@ msgstr "더블 클릭하여 브라우저에서 엽니다." msgid "Thanks from the Godot community!" msgstr "Godot 커뮤니티에서 감사드립니다!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "클릭하여 복사합니다." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "알 수 없음" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3149,7 +3157,7 @@ msgstr "오토로드 추가" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "경로:" @@ -3340,7 +3348,7 @@ msgstr "새로 만들기" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "저장" @@ -3908,8 +3916,8 @@ msgid "" "There is currently no description for this theme property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"현재 이 테마 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 " -"기여하여[/url][/color] 개선할 수 있도록 도와주세요!" +"현재 이 테마 속성의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여" +"하여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "This signal may be changed or removed in future versions." @@ -3924,8 +3932,8 @@ msgid "" "There is currently no description for this signal. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"현재 이 시그널의 설명이 없습니다. [color=$color][url=$url]관련 정보를 " -"기여하여[/url][/color] 개선할 수 있도록 도와주세요!" +"현재 이 시그널의 설명이 없습니다. [color=$color][url=$url]관련 정보를 기여하" +"여[/url][/color] 개선할 수 있도록 도와주세요!" #: editor/editor_help.cpp msgid "Enumerations" @@ -4258,7 +4266,6 @@ msgstr "_로 시작하는 이름은 편집기 전용 메타데이터를 위해 #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "이름:" @@ -4842,8 +4849,9 @@ msgstr "씬 '%s'의 종속 항목이 망가짐:" msgid "" "Multi-window support is not available because the `--single-window` command " "line argument was used to start the editor." -msgstr "에디터에 `--single-window` 명령줄 인자가 있기 때문에 다중 창을 사용할 수 " -"없습니다." +msgstr "" +"에디터에 `--single-window` 명령줄 인자가 있기 때문에 다중 창을 사용할 수 없습" +"니다." #: editor/editor_node.cpp msgid "" @@ -4855,15 +4863,17 @@ msgstr "현재 플랫폼에서는 다중 창을 지원하지 않습니다." msgid "" "Multi-window support is not available because Interface > Editor > Single " "Window Mode is enabled in the editor settings." -msgstr "에디터 설정의 인터페이스 > 에디터 > 단일 창 모드 속성이 켜져 있기 때문에 " -"다중 창을 사용할 수 없습니다." +msgstr "" +"에디터 설정의 인터페이스 > 에디터 > 단일 창 모드 속성이 켜져 있기 때문에 다" +"중 창을 사용할 수 없습니다." #: editor/editor_node.cpp msgid "" "Multi-window support is not available because Interface > Multi Window > " "Enable is disabled in the editor settings." -msgstr "에디터 설정의 인터페이스 > 다중 창 > 활성화 속성이 꺼져 있기 때문에 다중 " -"창을 사용할 수 없습니다." +msgstr "" +"에디터 설정의 인터페이스 > 다중 창 > 활성화 속성이 꺼져 있기 때문에 다중 창" +"을 사용할 수 없습니다." #: editor/editor_node.cpp msgid "Clear Recent Scenes" @@ -5285,10 +5295,6 @@ msgstr "노드" msgid "History" msgstr "작업 내역" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "아래쪽 패널 확장" - #: editor/editor_node.cpp msgid "Output" msgstr "출력" @@ -5362,7 +5368,8 @@ msgid "Resave" msgstr "다시 저장" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "버전 관리 메타데이터 생성..." #: editor/editor_node.cpp @@ -5719,6 +5726,17 @@ msgstr "" "내보내기 메뉴에서 실행할 수 있는 프리셋을 추가하거나 기존 프리셋을 실행할 수 " "있도록 정의해주세요." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "원격 디버그" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "프로젝트 실행" @@ -6577,14 +6595,17 @@ msgid "Export With Debug" msgstr "디버그와 함께 내보내기" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "FBX 비활성화 & 다시 시작" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6616,9 +6637,11 @@ msgid "Configure FBX Importer" msgstr "FBX 임포터 설정" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX 파일을 가져오려면 FBX2glTF가 필요합니다.\n" "다운로드하고 바이너리의 유효한 경로를 제공하세요:" @@ -7167,6 +7190,16 @@ msgstr "새 씬을 추가합니다." msgid "Filter Groups" msgstr "그룹으로 필터" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "아래쪽 패널 확장" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7189,11 +7222,11 @@ msgstr "디렉토리를 선택하세요" msgid "Move" msgstr "이동" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "네트워크" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "현재 폴더 선택" @@ -7205,7 +7238,7 @@ msgstr "파일 이름이 비어 있는 파일을 저장할 수 없습니다." msgid "Cannot save file with a name starting with a dot." msgstr "점으로 시작하는 이름의 파일을 저장할 수 없습니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7213,11 +7246,11 @@ msgstr "" "\"%s\" 파일이 이미 있습니다.\n" "덮어쓰시겠습니까?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "이 폴더 선택" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "인식 가능한 모든 파일" @@ -7225,19 +7258,19 @@ msgstr "인식 가능한 모든 파일" msgid "All Files (*)" msgstr "모든 파일 (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "파일 열기" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "여러 파일 열기" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "디렉토리 열기" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "디렉토리 또는 파일 열기" @@ -7289,19 +7322,19 @@ msgstr "즐겨찾기 위로 이동" msgid "Move Favorite Down" msgstr "즐겨찾기 아래로 이동" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "이전 폴더로 이동합니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "다음 폴더로 이동합니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "부모 폴더로 이동합니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "파일을 새로고침합니다." @@ -7309,11 +7342,16 @@ msgstr "파일을 새로고침합니다." msgid "(Un)favorite current folder." msgstr "현재 폴더를 즐겨찾기 설정/즐겨찾기 해제합니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "숨긴 파일의 표시 여부를 토글합니다." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "새 노드를 만듭니다." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "디렉토리 & 파일:" @@ -7325,7 +7363,7 @@ msgid "Preview:" msgstr "미리보기:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "파일:" @@ -8422,6 +8460,15 @@ msgstr "번역 문자열이 있는 파일:" msgid "Generate POT" msgstr "POT 생성" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "내장 스크립트:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%s를 %d개 노드에 설정" @@ -10084,15 +10131,6 @@ msgstr "상대적인 스냅" msgid "Use Pixel Snap" msgstr "픽셀 스냅 사용" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "스마트 스냅" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "스냅 구성..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "부모에 스냅" @@ -10117,6 +10155,15 @@ msgstr "다른 노드에 스냅" msgid "Snap to Guides" msgstr "가이드에 스냅" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "스마트 스냅" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "스냅 구성..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10368,6 +10415,17 @@ msgstr "노드 만들기" msgid "Error instantiating scene from %s" msgstr "%s에서 씬 인스턴스화 오류" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "인스턴스화하기" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "새 상속된 씬" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "디폴트 타입 바꾸기" @@ -12019,6 +12077,10 @@ msgstr "환경 보기" msgid "View Gizmos" msgstr "기즈모 보기" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "격자 보기" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "정보 보기" @@ -12351,10 +12413,6 @@ msgstr "뷰포트 4개" msgid "View Origin" msgstr "원점 보기" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "격자 보기" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12548,6 +12606,15 @@ msgstr "오클루더 굽기" msgid "Select occluder bake file:" msgstr "오클루더를 구울 파일 선택:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "GPUParticles2D로 변환" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12683,10 +12750,6 @@ msgstr "핸들 아웃 #" msgid "Handle Tilt #" msgstr "핸들 틸트 #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "곡선 점 위치 설정" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "곡선의 아웃 위치 설정" @@ -12723,6 +12786,10 @@ msgstr "점 틸트 초기화" msgid "Split Segment (in curve)" msgstr "(곡선에서) 세그먼트 가르기" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "곡선 점 위치 설정" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "관절 이동" @@ -13137,11 +13204,6 @@ msgstr "이전 기록" msgid "History Next" msgstr "다음 기록" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "테마" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "테마 가져오기..." @@ -13150,6 +13212,11 @@ msgstr "테마 가져오기..." msgid "Reload Theme" msgstr "테마 새로고침" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "테마" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "테마 저장" @@ -13310,10 +13377,6 @@ msgstr "색상 선택" msgid "Folding" msgstr "접기" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "들여쓰기" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "대문자로" @@ -13747,12 +13810,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "오류: 프레임 리소스를 불러올 수 없습니다!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "리소스 클립보드가 비었거나 텍스처가 아닙니다!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "프레임 붙여넣기" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "프레임 붙여넣기" +#, fuzzy +msgid "Paste Texture" +msgstr "리소스 붙여넣기" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13807,7 +13872,7 @@ msgid "Frame Duration:" msgstr "프레임 길이:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "줌 재설정" @@ -13824,7 +13889,8 @@ msgid "Delete Frame" msgstr "프레임 삭제" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "프레임 복사" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17790,10 +17856,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "스캔할 폴더를 선택하세요" @@ -18362,6 +18424,11 @@ msgstr "부모 다시 지정" msgid "Run Instances" msgstr "%d개 인스턴스 실행" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "여러 인스턴스 실행" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18373,9 +18440,12 @@ msgid "Main Feature Tags:" msgstr "주요 기능:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "여러 인스턴스 실행" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -19749,9 +19819,10 @@ msgid "Replicate" msgstr "리플리케이트" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "위의 버튼을 이용하여 속성을 추가하거나\n" "인스펙터에서 끌어와서 여기에 놓으세요." @@ -20696,7 +20767,7 @@ msgid "Starting project..." msgstr "프로젝트 시작 중..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "모든 파일" @@ -21337,72 +21408,6 @@ msgstr "" "여러 개 존재할 경우 하나만 작동하고 나머지는 무시됩니다. 어느 것이 작동할지" "는 알 수 없습니다." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" -"CollisionShape2D 또는 CollisionPolygon2D를 자식 노드로 추가하여 모양을 정의하" -"는 것을 고려하세요." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용" -"도로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D 등의 자식으로만 사용해주세요." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "빈 CollisionPolygon2D는 콜리전에 영향을 주지 않습니다." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개가 필요합니다." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "충돌 오브젝트가 Area2D일 경우 일방향 충돌 속성은 무시됩니다." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도" -"로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D 등의 자식으로만 사용해주세요." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"CollisionShape2D가 작동하려면 반드시 모양이 있어야 합니다. 모양 리소스를 만들" -"어주세요!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 " -"않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21441,26 +21446,6 @@ msgid "" "rendering backend." msgstr "파티클 서브이미터는 GL 호환성 백엔드를 사용할 때는 쓸 수 없습니다." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "노드 A는 PhysicsBody2D여야 합니다" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "노드 B는 PhysicsBody2D여야 합니다" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21508,7 +21493,94 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D는 Path2D 노드의 자식 노드로 있을 때만 작동합니다." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" +"CollisionShape2D 또는 CollisionPolygon2D를 자식 노드로 추가하여 모양을 정의하" +"는 것을 고려하세요." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용" +"도로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D 등의 자식으로만 사용해주세요." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "빈 CollisionPolygon2D는 콜리전에 영향을 주지 않습니다." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "잘못된 폴리곤. 적어도 '솔리드' 빌드 모드에서 점 3개가 필요합니다." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "잘못된 폴리곤. 적어도 '세그먼트' 빌드 모드에서 점 2개가 필요합니다." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "충돌 오브젝트가 Area2D일 경우 일방향 충돌 속성은 무시됩니다." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D는 CollisionObject2D 기반 노드에 콜리전 모양을 지정하는 용도" +"로만 사용됩니다. 모양을 정의해야 하는 Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D 등의 자식으로만 사용해주세요." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"CollisionShape2D가 작동하려면 반드시 모양이 있어야 합니다. 모양 리소스를 만들" +"어주세요!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"폴리곤 기반 모양은 CollisionShape2D에 추가하거나 거기서 편집하게끔 설계하지 " +"않았습니다. 대신 CollisionPolygon2D 노드를 사용하십시오." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "노드 A와 노드 B는 PhysicsBody2D여야 합니다" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "노드 A는 PhysicsBody2D여야 합니다" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "노드 B는 PhysicsBody2D여야 합니다" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "관절이 PhysicsBody2D 두 곳과 연결되어 있지 않습니다" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody2D여야 합니다" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21516,7 +21588,7 @@ msgstr "" "PhysicalBone2D는 Skeleton2D나 다른 PhysicalBone2D가 부모 노드로 있어야만 작동" "합니다!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21524,7 +21596,7 @@ msgstr "" "PhysicalBone2D는 Bone2D 노드에 할당되어야만 작동합니다! 인스펙터에서 Bone2D " "노드를 설정해 주세요." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21532,7 +21604,7 @@ msgstr "" "PhysicalBone2D는 Joint2D 기반의 자식 노드를 가지고 있어야 본들을 연결할 수 있" "습니다! 이 노드에 Joint2D 기반의 자식 노드를 추가해 주세요!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21541,16 +21613,16 @@ msgstr "" "실행 중에 RigidBody2D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "이 노드는 Shape2D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Path 속성은 올바른 Node2D 노드를 가리켜야 합니다." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "이 Bone2D 체인은 Skeleton2D 노드에서 끝나야 합니다." @@ -21630,108 +21702,6 @@ msgstr "" "BoneAttachment3D 노드가 어떠한 본과도 엮여 있지 않습니다! 이 노드를 부착할 본" "을 선택해 주세요." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" -"CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" -"는 것을 고려하세요." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자" -"식 충돌 모양의 크기를 변경하세요." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용" -"도로만 사용됩니다.\n" -"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등" -"의 자식으로만 사용해주세요." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않" -"을 것입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" -"곤의 모양을 변경하세요." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" -"로만 사용됩니다.\n" -"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " -"자식으로만 사용해주세요." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들" -"어주세요." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습" -"니다." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 " -"것입니다.\n" -"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모" -"양 리소스의 크기를 변경하세요." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "지정한 메시가 없어서 아무 것도 보이지 않습니다." @@ -21851,26 +21821,6 @@ msgstr "" "GPUParticlesCollisionSDF3D에 대해 어떤 충돌도 만들어내지 않을 것입니다.\n" "굽기 마스크 속성에서 하나 이상의 비트를 설정해 주세요." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "노드 A는 PhysicsBody3D여야 합니다" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "노드 B는 PhysicsBody3D여야 합니다" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "빛의 크기는 실제로 보이는 빛의 크기에 영향을 미치지 않습니다." @@ -21998,7 +21948,129 @@ msgstr "" "PathFollow3D의 ROTATION_ORIENTED는 부모 Path3D의 Curve 리소스에서 \"Up " "Vector\"가 켜져 있어야 합니다." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"이 노드는 모양이 없어서 다른 물체와 충돌하거나 상호 작용할 수 없습니다.\n" +"CollisionShape3D 또는 CollisionPolygon3D를 자식 노드로 추가하여 모양을 정의하" +"는 것을 고려하세요." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"이 노드의 크기가 일관적이지 않아서 생각한 대로 작동하지 않을 것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 자" +"식 충돌 모양의 크기를 변경하세요." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용" +"도로만 사용됩니다.\n" +"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody23D, CharacterBody3D 등" +"의 자식으로만 사용해주세요." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "빈 CollisionPolygon3D는 콜리전에 영향을 주지 않습니다." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"일관적인 크기가 아닌 CollisionPolygon3D 노드는 아마 생각한 대로 작동하지 않" +"을 것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 폴리" +"곤의 모양을 변경하세요." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D는 CollisionObject3D 기반 노드에 콜리전 모양을 지정하는 용도" +"로만 사용됩니다.\n" +"모양을 정의해야 하는 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D 등의 " +"자식으로만 사용해주세요." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"CollisionShape3D가 제 기능을 하려면 모양이 있어야 합니다. 모양 리소스를 만들" +"어주세요." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D는 static 외의 모드가 설정된 RigidBody3D를 지원하지 않습" +"니다." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"일관적인 크기가 아닌 CollisionShape3D 노드는 아마 생각한 대로 작동하지 않을 " +"것입니다.\n" +"이 노드의 크기를 일관적으로 (즉, 모든 축에서의 크기가 같게) 만들고, 대신 모" +"양 리소스의 크기를 변경하세요." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 PhysicsBody3D여야 합니다" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "노드 A는 PhysicsBody3D여야 합니다" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "노드 B는 PhysicsBody3D여야 합니다" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint가 어떠한 PhysicsBody3D에도 연결되어 있지 않습니다" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "노드 A와 노드 B는 서로 다른 PhysicsBody3D여야 합니다" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22007,6 +22079,26 @@ msgstr "" "실행 중에 RigidBody3D의 크기 변경은 물리 엔진에 의해 오버라이드됩니다.\n" "대신 자식 콜리전 모양의 크기를 변경하세요." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " +"VehicleBody3D의 자식으로 사용해주세요." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22023,18 +22115,6 @@ msgstr "" "\"원격 경로(Remote Path)\" 속성이 작동하려면 유효한 Node3D 또는 Node3D 파생 " "노드를 가리켜야 합니다." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"이 노드는 Shape3D를 할당하지 않는 이상 다른 오브젝트와 상호작용하지 못합니다." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "이 바디는 메시를 설정할 때까지 무시됩니다." @@ -22047,22 +22127,6 @@ msgstr "" "AnimatedSprite3D가 프레임을 보여주기 위해서는 \"Frames\" 속성에 SpriteFrames " "리소스를 만들거나 설정해야 합니다." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D는 VehicleBody3D에 바퀴 시스템을 제공하는 역할입니다. " -"VehicleBody3D의 자식으로 사용해주세요." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"VisibleOnScreenNotifier3D 노드는 아직 GL 호환성 백엔드에서 지원되지 않습니" -"다. 추후 릴리즈에서 지원될 예정입니다." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22183,64 +22247,14 @@ msgid "" msgstr "" "ButtonGroup은 오직 toggle_mode가 참인 버튼들만 함께 사용하도록 되어 있습니다." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "새 코드 구역" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "이 생성자를 스크립트 안으로 복사합니다." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "헥스 코드(\"#ff0000\") 또는 영어 색상 이름(\"red\")을 넣어 주세요." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"색상: #%s\n" -"좌클릭: 색상 지정\n" -"우클릭: 프리셋 제거" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"색상: #%s\n" -"좌클릭: 색상 지정" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "화면에서 색상을 고르세요." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "프로그램 창에서 색상을 고르세요." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "피커 모양을 고르세요." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "피커 모드를 고르세요." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "헥스 코드와 코드 값의 사이를 전환합니다." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "헥스 코드 또는 색상 이름" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "현재 색상을 프리셋으로 추가합니다." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22271,14 +22285,6 @@ msgstr "" msgid "Alert!" msgstr "경고!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "이 폴더에 접근할 권한이 없습니다." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "잘못된 확장자이거나 파일명이 비어 있습니다." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22288,26 +22294,6 @@ msgstr "" "GraphEdit과 GraphNode는 이후의 4.x 버전에서 하위 호환성 없는 API 변경을 포함" "한 큰 리팩터링을 거칠 것임을 유의해 주세요." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "배경 격자판을 보이거나 숨깁니다." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "격자 스냅을 켜거나 끕니다." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "스냅의 거리를 변경합니다." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "그래프 미니맵을 활성화합니다." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "선택된 노드들을 자동으로 정렬합니다." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22324,98 +22310,6 @@ msgstr "" "이 레이블에는 현재 글꼴이 렌더링하지 못하는 글자가 하나 이상 포함되어 있습니" "다." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "레이아웃 방향과 같음" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "방향 자동 감지" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "좌-우 방향으로" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "우-좌 방향으로" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "좌-우 방향 표식 (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "우-좌 방향 표식 (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "텍스트 쓰기 방향" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "제어 문자 표시" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "제어 문자 삽입" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Exp Edit\"을 활성화하면, \"Min Value\"는 반드시 0보다 커야 합니다." @@ -22445,10 +22339,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(기타)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/lt.po b/editor/lt.po index 76a87fa..3f81286 100644 --- a/editor/lt.po +++ b/editor/lt.po @@ -333,7 +333,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Iškirpti" @@ -341,8 +340,6 @@ msgstr "Iškirpti" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopijuoti" @@ -354,15 +351,14 @@ msgstr "Kopijuoti" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Įklijuoti" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Anuliuoti" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Perdaryti" @@ -490,8 +486,7 @@ msgid "Scroll Down" msgstr "Slinkti į apačią" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Pasirinkti viską" @@ -1865,13 +1860,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Priartinti" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Ištolinti" @@ -1887,10 +1882,20 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Ištolinti" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Animacija" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2297,7 +2302,6 @@ msgstr "Pradėti!" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2665,7 +2669,6 @@ msgstr[3] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Atidaryti" @@ -2778,7 +2781,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2789,7 +2791,6 @@ msgstr "Sukurti Naują" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2806,8 +2807,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3257,7 +3265,7 @@ msgstr "Kiekis:" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Kelias:" @@ -3443,7 +3451,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4397,7 +4405,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Vardas:" @@ -5399,10 +5406,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5477,7 +5480,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Versija:" #: editor/editor_node.cpp @@ -5841,6 +5844,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Panaikinti" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6722,14 +6736,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Išjungta" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6757,8 +6772,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7327,6 +7343,16 @@ msgstr "" msgid "Filter Groups" msgstr "Ištrinti Efektą" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7352,12 +7378,12 @@ msgstr "Pradėti Profiliavimą" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Importuoti iš Nodo:" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7369,18 +7395,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "Pasirinkite Nodus, kuriuos norite importuoti" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7388,19 +7414,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7452,21 +7478,21 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Pasirinkite Nodus, kuriuos norite importuoti" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Pasirinkite Nodus, kuriuos norite importuoti" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7474,11 +7500,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Sukurti Naują" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7490,7 +7521,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8587,6 +8618,15 @@ msgstr "" msgid "Generate POT" msgstr "Sukurti" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Atidaryti Skriptų Editorių" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10308,15 +10348,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10341,6 +10372,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10594,6 +10634,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Įvyko klaida kraunant šriftą." +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Diegti" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12256,6 +12306,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12577,10 +12631,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12777,6 +12827,15 @@ msgstr "Priedai" msgid "Select occluder bake file:" msgstr "Pasirinkite Nodus, kuriuos norite importuoti" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Keisti Poligono Skalę" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12911,10 +12970,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12953,6 +13008,10 @@ msgstr "Priedai" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13383,11 +13442,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13397,6 +13451,11 @@ msgstr "Importuoti Animacijas..." msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13556,11 +13615,6 @@ msgstr "" msgid "Folding" msgstr "Išjungta" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Animacija" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14023,12 +14077,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Ištrinti raktažodį (-ius)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Reikšmė:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14091,7 +14147,7 @@ msgid "Frame Duration:" msgstr "Versija:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "Nutolinti" @@ -14112,7 +14168,7 @@ msgstr "Panaikinti pasirinkimą" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Mix Nodas" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18158,10 +18214,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18725,6 +18777,10 @@ msgstr "" msgid "Run Instances" msgstr "Diegti" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18735,7 +18791,11 @@ msgid "Main Feature Tags:" msgstr "Įgalinti" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20118,7 +20178,7 @@ msgstr "Animacija" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21065,7 +21125,7 @@ msgid "Starting project..." msgstr "Importuoti iš Nodo:" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Atsiųsti" @@ -21725,58 +21785,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21807,26 +21815,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21871,40 +21859,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21964,82 +22025,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22133,26 +22118,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22272,13 +22237,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22291,17 +22369,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22312,18 +22379,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22440,62 +22495,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animacija" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animacijos Nodas" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Pasirinkite Nodus, kuriuos norite importuoti" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22519,15 +22527,6 @@ msgstr "" msgid "Alert!" msgstr "Įspėjimas!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Netinkamas šrifto dydis." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22535,28 +22534,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Įrašo koregavimas: įjungtas/ išjungtas." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Panaikinti pasirinkimą" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22569,100 +22546,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Aprašymas:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Aprašymas:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22687,10 +22570,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Kita)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/lv.po b/editor/lv.po index 7accf50..164d2c6 100644 --- a/editor/lv.po +++ b/editor/lv.po @@ -326,7 +326,6 @@ msgstr "Beigas" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Izgriezt" @@ -334,8 +333,6 @@ msgstr "Izgriezt" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopēt" @@ -347,15 +344,14 @@ msgstr "Kopēt" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Ielīmēt" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Atsaukt" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Pārtaisīt" @@ -478,8 +474,7 @@ msgid "Scroll Down" msgstr "Ritināt uz Leju" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Izvēlēties visu" @@ -1842,13 +1837,13 @@ msgstr "Pārslēgt Skriptu Paneli" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Palielināt" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Attālināt" @@ -1864,10 +1859,20 @@ msgstr "Kļūdas" msgid "Warnings" msgstr "Brīdinājumi" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Tuvināt uz 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Rindu un kolonnu numuri." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Tiešsaistes Dokumentācija" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metodi mērķa mezglā nepieciešams specificēt." @@ -2260,7 +2265,6 @@ msgstr "Sākt" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Notīrīt" @@ -2625,7 +2629,6 @@ msgstr[2] "Atvērt ainu" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Atvērt" @@ -2749,7 +2752,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Neizdevās izveidot mapi." @@ -2760,7 +2762,6 @@ msgstr "Izveidot jaunus mezglus." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Izveidot mapi" @@ -2777,9 +2778,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Paldies no Godot sabiedrības!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klikšķini, lai kopētu." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3241,7 +3249,7 @@ msgstr "Pievienot Auto-ielādi" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Ceļš:" @@ -3426,7 +3434,7 @@ msgstr "Jauns" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Saglabāt" @@ -4392,7 +4400,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nosaukums:" @@ -5459,10 +5466,6 @@ msgstr "Mezgls" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Izvērst apakšējo paneli" - #: editor/editor_node.cpp msgid "Output" msgstr "Izeja" @@ -5538,7 +5541,7 @@ msgstr "Pārglabāt" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Uzstādīt Versiju Kontroli" #: editor/editor_node.cpp @@ -5897,6 +5900,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Attālais vārds" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6775,14 +6789,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Saglabāt & pārstartēt" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6810,8 +6825,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7380,6 +7396,16 @@ msgstr "Pievienot jaunu ainu." msgid "Filter Groups" msgstr "Izdzēst Grupu" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Izvērst apakšējo paneli" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7404,11 +7430,11 @@ msgstr "Izvēlēties Direktoriju" msgid "Move" msgstr "Kustināt" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Izvēlēties pašreizējo mapi" @@ -7420,17 +7446,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Izvēlēties Šo Mapi" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Viss atpazīts" @@ -7438,19 +7464,19 @@ msgstr "Viss atpazīts" msgid "All Files (*)" msgstr "Visi faili (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Atvērt failu" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Atvērt failu(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Atvērt mapi" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Atvērt failu vai mapi" @@ -7503,19 +7529,19 @@ msgstr "Pārvietot favorītu augšup" msgid "Move Favorite Down" msgstr "Pārvietot favorītu lejup" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Doties uz iepriekšējo mapi." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Doties uz nākamo mapi." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Atvērt mātes mapi." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Atjaunot failus." @@ -7523,11 +7549,16 @@ msgstr "Atjaunot failus." msgid "(Un)favorite current folder." msgstr "Pievienot/noņemt pašreizējo mapi pie/no favorītiem." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Pārslēgt slēpto failu redzamību." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Izveidot jaunus mezglus." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mapes & Faili:" @@ -7539,7 +7570,7 @@ msgid "Preview:" msgstr "Priekškatījums:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fails:" @@ -8636,6 +8667,15 @@ msgstr "" msgid "Generate POT" msgstr "Vispārēji" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Iebūvētais skripts:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10320,15 +10360,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10353,6 +10384,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10604,6 +10644,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Kļūda ielādējot ainu no %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Šablons" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Nomainīt Noklusējuma Tipu" @@ -12280,6 +12330,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12600,10 +12654,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12803,6 +12853,15 @@ msgstr "Oklūzijas režīms" msgid "Select occluder bake file:" msgstr "Izvēlēties gaismas kartes cepšanas failu:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konvertēt uz CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12938,10 +12997,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12980,6 +13035,10 @@ msgstr "Atiestatīt uz noklusējumu" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13388,11 +13447,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13401,6 +13455,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Saglabāt motīvu" @@ -13560,11 +13619,6 @@ msgstr "" msgid "Folding" msgstr "Atspējota poga" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Tiešsaistes Dokumentācija" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14019,12 +14073,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Izdzēst atslēgvietnes" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Vērtība:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14084,7 +14140,7 @@ msgid "Frame Duration:" msgstr "Atdalījums:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Atiestatīt Tuvinājumu" @@ -14104,7 +14160,7 @@ msgstr "Izvēlēties" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Kadrs %" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18121,10 +18177,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Norādīt mapi kuru skenēt" @@ -18683,6 +18735,10 @@ msgstr "" msgid "Run Instances" msgstr "Šablons" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18694,7 +18750,11 @@ msgid "Main Feature Tags:" msgstr "Galvenās iespējas:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20076,7 +20136,7 @@ msgstr "Darbība" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21024,7 +21084,7 @@ msgid "Starting project..." msgstr "Importēt Projektu" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Visi faili (*)" @@ -21687,58 +21747,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21769,26 +21777,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21830,40 +21818,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21923,82 +21984,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22092,26 +22077,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22231,13 +22196,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22250,17 +22328,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22271,18 +22338,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22397,64 +22452,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Jauna animācija" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animācija netika atrasta: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Izvēlēties krāsu no redaktora loga." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Izvēlēties krāsu no redaktora loga." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Izvēlēties Šo Mapi" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Pievienot pašreizējo krāsu kā iepriekšnoteiktu krāsu." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22478,15 +22484,6 @@ msgstr "" msgid "Alert!" msgstr "Brīdinājums!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nederīgs paplašinājums." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22494,29 +22491,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Pārslēgt slēpto failu redzamību." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Iespējot režģa minikarti." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Bīdīt: Pielāgo mērogu izvēlētajam mezglam." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22529,102 +22503,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Virzieni" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Virzieni" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Derīgie simboli:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Derīgie simboli:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22649,10 +22527,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Cits(i))" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/lzh.po b/editor/lzh.po index 55caffc..140c0b2 100644 --- a/editor/lzh.po +++ b/editor/lzh.po @@ -315,7 +315,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -323,8 +322,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -336,15 +333,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -467,8 +463,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1717,13 +1712,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1739,10 +1734,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2119,7 +2122,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2467,7 +2469,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2576,7 +2577,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2586,7 +2586,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2602,8 +2601,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3042,7 +3048,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3219,7 +3225,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4105,7 +4111,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5061,10 +5066,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5136,7 +5137,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5475,6 +5476,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6308,14 +6319,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6342,8 +6354,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6864,6 +6877,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6884,11 +6907,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6900,17 +6923,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6918,19 +6941,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6982,19 +7005,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7002,11 +7025,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7018,7 +7045,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8043,6 +8070,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9643,15 +9678,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9676,6 +9702,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9917,6 +9952,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11497,6 +11541,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11812,10 +11860,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11999,6 +12043,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12130,10 +12182,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12170,6 +12218,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12575,11 +12627,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12588,6 +12635,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12742,10 +12794,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13171,11 +13219,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13231,7 +13279,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13248,7 +13296,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17021,10 +17069,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17558,6 +17602,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17567,7 +17615,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18850,7 +18902,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19726,7 +19778,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20346,58 +20398,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20428,26 +20428,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20489,40 +20469,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20582,82 +20635,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20751,26 +20728,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20888,13 +20845,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20907,17 +20977,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20928,18 +20987,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21052,59 +21099,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21128,14 +21130,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21143,26 +21137,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21175,98 +21149,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21291,10 +21173,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/mk.po b/editor/mk.po index 5ffdaac..331c440 100644 --- a/editor/mk.po +++ b/editor/mk.po @@ -316,7 +316,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -324,8 +323,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Копирај" @@ -337,15 +334,14 @@ msgstr "Копирај" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -470,8 +466,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1795,13 +1790,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1817,10 +1812,19 @@ msgstr "" msgid "Warnings" msgstr "Предупредувања" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Ориентација на Екран" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2206,7 +2210,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2556,7 +2559,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2666,7 +2668,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2676,7 +2677,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2693,8 +2693,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3138,7 +3145,7 @@ msgstr "Внеси клуч тука" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3316,7 +3323,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4222,7 +4229,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5191,10 +5197,6 @@ msgstr "Јазол" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5267,7 +5269,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5614,6 +5616,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Далечен ФС" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6458,14 +6471,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6492,8 +6506,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7030,6 +7045,16 @@ msgstr "" msgid "Filter Groups" msgstr "Својства на анимацијата." +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7052,11 +7077,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Мрежа" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7068,17 +7093,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7086,19 +7111,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7150,19 +7175,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7170,11 +7195,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Создади" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7186,7 +7216,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8245,6 +8275,14 @@ msgstr "" msgid "Generate POT" msgstr "Промести Безиер Точка" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9877,15 +9915,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9910,6 +9939,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10158,6 +10196,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Внеси клуч тука" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11764,6 +11812,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12080,10 +12132,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12273,6 +12321,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "Не е основано на ресурс фајл" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12407,10 +12463,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12448,6 +12500,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12855,11 +12911,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12868,6 +12919,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13022,11 +13078,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Ориентација на Екран" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13457,12 +13508,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Својства на анимацијата." #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Вредност:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13521,7 +13574,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13540,7 +13593,7 @@ msgstr "Дуплирај избран(и) клуч(еви)" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Копирај Траки" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17386,10 +17439,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17938,6 +17987,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17948,7 +18001,11 @@ msgid "Main Feature Tags:" msgstr "Својства на анимацијата." #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19268,7 +19325,7 @@ msgstr "Својства на анимацијата." #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20162,7 +20219,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20789,58 +20846,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20871,26 +20876,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20932,40 +20917,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21025,82 +21083,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21194,26 +21176,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21331,13 +21293,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21350,17 +21425,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21371,18 +21435,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21496,60 +21548,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Совет за уредник" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21573,15 +21579,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Невалидни аргументи на конструкт '%s'" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21589,26 +21586,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21621,98 +21598,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21737,10 +21622,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ml.po b/editor/ml.po index c4048be..6aa890e 100644 --- a/editor/ml.po +++ b/editor/ml.po @@ -321,7 +321,6 @@ msgstr "അവസാനം" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -329,8 +328,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "പകർത്തുക" @@ -342,15 +339,14 @@ msgstr "പകർത്തുക" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "പഴയപടിയാക്കുക" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "വീണ്ടും ചെയ്യുക" @@ -475,8 +471,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "എല്ലാം തിരഞ്ഞെടുക്കുക" @@ -1809,13 +1804,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1831,10 +1826,19 @@ msgstr "പിശകുകൾ" msgid "Warnings" msgstr "മുന്നറിയിപ്പുകൾ" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "ചലനം ചുറ്റൽ" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2220,7 +2224,6 @@ msgstr "ആരംഭിക്കുക" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2569,7 +2572,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2682,7 +2684,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2692,7 +2693,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2709,8 +2709,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3155,7 +3162,7 @@ msgstr "സൂചിക ഇവിടെയിടുക" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3334,7 +3341,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4240,7 +4247,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5211,10 +5217,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5287,7 +5289,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5632,6 +5634,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "ഗുണം നോക്കുക" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6479,14 +6492,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6513,8 +6527,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7052,6 +7067,16 @@ msgstr "" msgid "Filter Groups" msgstr "പ്രവൃത്തികൾ:" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7074,11 +7099,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7090,17 +7115,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7108,19 +7133,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7172,19 +7197,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7192,11 +7217,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "സൂചികകൾ നീക്കം ചെയ്യുക" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7208,7 +7238,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8270,6 +8300,14 @@ msgstr "" msgid "Generate POT" msgstr "ബെസിയർ ബിന്ദു നീക്കുക" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9908,15 +9946,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9941,6 +9970,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10189,6 +10227,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11801,6 +11849,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12118,10 +12170,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12313,6 +12361,14 @@ msgstr "വിളി രീതി നോക്കുക" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12447,10 +12503,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12488,6 +12540,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12895,11 +12951,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12908,6 +12959,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13062,11 +13118,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "ചലനം ചുറ്റൽ" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13502,12 +13553,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "വില:" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "വില:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13567,7 +13620,7 @@ msgid "Frame Duration:" msgstr "ചലനം ചുറ്റൽ" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13586,7 +13639,7 @@ msgstr "സൂചികകൾ നീക്കം ചെയ്യുക" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "ഗുണം നോക്കുക" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17432,10 +17485,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17979,6 +18028,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17989,7 +18042,11 @@ msgid "Main Feature Tags:" msgstr "ബെസിയർ ബിന്ദു നീക്കുക" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19305,7 +19362,7 @@ msgstr "ചലനം ചുറ്റൽ" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20205,7 +20262,7 @@ msgid "Starting project..." msgstr "ത്രിമാന പരിവർത്തനം നോക്കുക" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20837,58 +20894,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20919,26 +20924,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20980,40 +20965,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21073,82 +21131,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21242,26 +21224,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21379,13 +21341,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21398,17 +21473,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21419,18 +21483,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21544,60 +21596,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "ചലനം ചുറ്റൽ" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21621,15 +21627,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21637,27 +21634,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "ഈ വഴി ഓ(ണോ/ഫോ) ആക്കുക." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21670,98 +21646,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21786,10 +21670,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/mr.po b/editor/mr.po index cf7ec64..f6f4d07 100644 --- a/editor/mr.po +++ b/editor/mr.po @@ -315,7 +315,6 @@ msgstr "एन्ड" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "कट करा" @@ -323,8 +322,6 @@ msgstr "कट करा" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "कॉपी करा" @@ -336,15 +333,14 @@ msgstr "कॉपी करा" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "पेस्ट करा" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "अन्डू" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "रीडू" @@ -467,8 +463,7 @@ msgid "Scroll Down" msgstr "खाली स्क्रोल" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "सर्व निवडा" @@ -1792,13 +1787,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1814,10 +1809,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "अ‍ॅनिमेशन ट्री" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2202,7 +2206,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2553,7 +2556,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2665,7 +2667,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2676,7 +2677,6 @@ msgstr "नवीन नोड तयार करा." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2693,8 +2693,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3136,7 +3143,7 @@ msgstr "नोड जोडा" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3315,7 +3322,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4216,7 +4223,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5188,10 +5194,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5263,7 +5265,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5612,6 +5614,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "नोड काढला" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6459,14 +6472,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6493,8 +6507,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7030,6 +7045,16 @@ msgstr "" msgid "Filter Groups" msgstr "नोड हलवा" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7052,11 +7077,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7068,17 +7093,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7086,19 +7111,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7150,19 +7175,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7170,11 +7195,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "नवीन नोड तयार करा." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7186,7 +7216,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8241,6 +8271,14 @@ msgstr "" msgid "Generate POT" msgstr "सामान्य" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9886,15 +9924,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9919,6 +9948,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10162,6 +10200,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "नोड हलवा" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11774,6 +11822,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12090,10 +12142,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12281,6 +12329,14 @@ msgstr "नोड हलवा" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12415,10 +12471,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12456,6 +12508,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12863,11 +12919,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12876,6 +12927,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13030,11 +13086,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "अ‍ॅनिमेशन ट्री" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13465,12 +13516,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "नोड जोडा" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "मूल्य:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13530,7 +13583,7 @@ msgid "Frame Duration:" msgstr "संक्रमण: " #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13549,7 +13602,7 @@ msgstr "मूल्य:" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "प्ले मोड:" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17389,10 +17442,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17937,6 +17986,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17947,7 +18000,11 @@ msgid "Main Feature Tags:" msgstr "सामान्य" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19269,7 +19326,7 @@ msgstr "अ‍ॅनिमेशन ट्री" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20162,7 +20219,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20792,58 +20849,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20874,26 +20879,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20935,40 +20920,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21028,82 +21086,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21197,26 +21179,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21335,13 +21297,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21354,17 +21429,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21375,18 +21439,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21500,60 +21552,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "अ‍ॅनिमेशन ट्री" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21577,15 +21583,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "अ‍ॅनिमेशन नाव:" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21593,27 +21590,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "निवडलेले नोड किंवा संक्रमण काढा." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21626,98 +21602,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21742,10 +21626,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ms.po b/editor/ms.po index 5c784bb..7ceac35 100644 --- a/editor/ms.po +++ b/editor/ms.po @@ -325,7 +325,6 @@ msgstr "Akhir" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Potong" @@ -333,8 +332,6 @@ msgstr "Potong" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Salin" @@ -346,15 +343,14 @@ msgstr "Salin" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Tampal" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Buat Asal" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Buat Semula" @@ -477,8 +473,7 @@ msgid "Scroll Down" msgstr "Skrol Bawah" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Pilih Semua" @@ -1820,13 +1815,13 @@ msgstr "Togol Panel Skrip" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zum Masuk" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zum Keluar" @@ -1842,10 +1837,20 @@ msgstr "Ralat" msgid "Warnings" msgstr "Amaran" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zum ke 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Nombor baris dan lajur." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Dokumentasi Dalam Talian" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Kaedah dalam nod sasaran mesti ditentukan." @@ -1941,7 +1946,8 @@ msgstr "Hujah Panggilan Tambahan:" #: editor/connections_dialog.cpp msgid "Allows to drop arguments sent by signal emitter." -msgstr "Membenarkan untuk gugurkan argumen yang dihantar oleh pemancar isyarat." +msgstr "" +"Membenarkan untuk gugurkan argumen yang dihantar oleh pemancar isyarat." #: editor/connections_dialog.cpp #, fuzzy @@ -2246,7 +2252,6 @@ msgstr "Mulakan" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Kosongkan" @@ -2616,7 +2621,6 @@ msgstr[0] "Buka Adegan" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Buka" @@ -2740,7 +2744,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Tidak dapat mencipta folder." @@ -2751,7 +2754,6 @@ msgstr "Cipta nod baru." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Cipta Folder" @@ -2768,9 +2770,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Terima kasih dari komuniti Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klik untuk salin." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3228,7 +3237,7 @@ msgstr "Tambah AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Laluan:" @@ -3415,7 +3424,7 @@ msgstr "Baru" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Simpan" @@ -4382,7 +4391,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nama:" @@ -5453,10 +5461,6 @@ msgstr "Nod" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Kembangkan Panel Bawah" - #: editor/editor_node.cpp msgid "Output" msgstr "Keluaran" @@ -5532,7 +5536,7 @@ msgstr "Simpan Semula" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Sediakan Kawalan Versi" #: editor/editor_node.cpp @@ -5904,6 +5908,17 @@ msgstr "" "Sila tambah pratetap yang dapat dijalankan di menu Eksport atau tentukan " "pratetap yang ada sebagai yang dapat dijalankan." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Nama Remote" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6790,14 +6805,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Simpan & Mula Semula" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6826,8 +6842,9 @@ msgstr "Konfigurasikan Snap" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7412,6 +7429,16 @@ msgstr "Tambah adegan baru." msgid "Filter Groups" msgstr "Padam Kumpulan" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Kembangkan Panel Bawah" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7434,11 +7461,11 @@ msgstr "Pilih Direktori" msgid "Move" msgstr "Pindah" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Rangkaian" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Pilih Folder Semasa" @@ -7450,17 +7477,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Pilih Folder Ini" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Semua Dikenali" @@ -7468,19 +7495,19 @@ msgstr "Semua Dikenali" msgid "All Files (*)" msgstr "Semua Fail (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Buka Fail" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Buka Fail" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Buka Direktori" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Buka Fail atau Direktori" @@ -7533,19 +7560,19 @@ msgstr "Pindah Kegemaran ke Atas" msgid "Move Favorite Down" msgstr "Pindah Kegemaran ke Bawah" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Pergi ke folder sebelumnya." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Pergi ke folder seterusnya." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Pergi ke folder induk." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Muat semula fail." @@ -7553,11 +7580,16 @@ msgstr "Muat semula fail." msgid "(Un)favorite current folder." msgstr "(Nyah)kegemaran folder semasa." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Togol keterlihatan fail tersembunyi." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Cipta nod baru." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Direktori & Fail:" @@ -7569,7 +7601,7 @@ msgid "Preview:" msgstr "Pratonton:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fail:" @@ -8682,6 +8714,14 @@ msgstr "" msgid "Generate POT" msgstr "Am" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10402,15 +10442,6 @@ msgstr "Snap Relatif" msgid "Use Pixel Snap" msgstr "Gunakan Pixel Snap" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Snap Pintar" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Konfigurasikan Snap..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Snap kepada Ibu Bapa" @@ -10435,6 +10466,15 @@ msgstr "Snap ke Nod Lain" msgid "Snap to Guides" msgstr "Snap ke Panduan" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Snap Pintar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Konfigurasikan Snap..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10693,6 +10733,17 @@ msgstr "Cipta Nod" msgid "Error instantiating scene from %s" msgstr "Ralat membuat adegan dari %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Contoh" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Adegan Baru Yang Diwarisi" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Tukar Jenis Lalai" @@ -12413,6 +12464,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12735,10 +12790,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12940,6 +12991,15 @@ msgstr "Cipta Poligon Occluder" msgid "Select occluder bake file:" msgstr "Pilih fail lightmap bake:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "CPUParticles" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13076,10 +13136,6 @@ msgstr "Perlahan Keluar" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13119,6 +13175,10 @@ msgstr "Masukkan Titik" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13534,11 +13594,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13547,6 +13602,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13705,11 +13765,6 @@ msgstr "" msgid "Folding" msgstr "Tidak Aktif" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Dokumentasi Dalam Talian" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14169,12 +14224,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Paste Kunci" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Nilai:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14235,7 +14292,7 @@ msgid "Frame Duration:" msgstr "Pemilihan Bingkai" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Zum Set Semula" @@ -14255,7 +14312,7 @@ msgstr "Pilih" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Bingkai %" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18316,10 +18373,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18883,6 +18936,10 @@ msgstr "" msgid "Run Instances" msgstr "Contoh" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18894,7 +18951,11 @@ msgid "Main Feature Tags:" msgstr "Ciri-ciri Utama:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20278,7 +20339,7 @@ msgstr "Aplikasi" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21236,7 +21297,7 @@ msgid "Starting project..." msgstr "Import Dok" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Semua Fail (*)" @@ -21903,58 +21964,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21985,26 +21994,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Nod A mestilah PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Nod B mestilah PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22046,40 +22035,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Nod A mestilah PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Nod B mestilah PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22139,82 +22201,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22308,30 +22294,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Nod A mestilah PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Nod B mestilah PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22453,13 +22415,130 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Nod A mestilah PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Nod B mestilah PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nod A dan Nod B mestilah PhysicsBody2Ds" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22472,17 +22551,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22493,18 +22561,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22619,62 +22675,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Tetapkan Animasi" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Keterangan" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Pilih Mod" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22698,15 +22707,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nama tidak sah." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22714,30 +22714,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Togol keterlihatan fail tersembunyi." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Togol grid menyentap." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Togol grid menyentap." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Seret: Skalakan nod terpilih." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22750,103 +22726,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Arah" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Atas Kanan" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Arah" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Watak yang sah:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Watak yang sah:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22871,10 +22750,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/nb.po b/editor/nb.po index 7509242..9f8db0e 100644 --- a/editor/nb.po +++ b/editor/nb.po @@ -339,7 +339,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Kutt" @@ -347,8 +346,6 @@ msgstr "Kutt" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopier" @@ -360,15 +357,14 @@ msgstr "Kopier" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Lim inn" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Angre" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Gjør om" @@ -491,8 +487,7 @@ msgid "Scroll Down" msgstr "Rull ned" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Velg alle" @@ -1869,13 +1864,13 @@ msgstr "Veksle skriptpanel" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Forstørr" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zoom ut" @@ -1891,10 +1886,20 @@ msgstr "Feil" msgid "Warnings" msgstr "Advarsler" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom Ut" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Linje- og kolonnenummer." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Åpne Godots nettbaserte dokumentasjon" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metode i målnoden må spesifiseres." @@ -2300,7 +2305,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Tøm" @@ -2675,7 +2679,6 @@ msgstr[1] "Åpne Scene" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Åpne" @@ -2802,7 +2805,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Kunne ikke opprette mappe." @@ -2813,7 +2815,6 @@ msgstr "Lag ny %s" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Opprett mappe" @@ -2830,8 +2831,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Takk fra Godot-samfunnet!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3309,7 +3317,7 @@ msgstr "Legg til AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Filbane:" @@ -3496,7 +3504,7 @@ msgstr "Nye" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Lagre" @@ -4488,7 +4496,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Navn:" @@ -5568,10 +5575,6 @@ msgstr "Node" msgid "History" msgstr "Historie Forrige" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Utvid Nederste Panel" - #: editor/editor_node.cpp msgid "Output" msgstr "Utgang" @@ -5652,7 +5655,7 @@ msgstr "Lagre på nytt" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Sett opp versjonskontroll" #: editor/editor_node.cpp @@ -6030,6 +6033,17 @@ msgstr "" "Ingen kjørbar eksport-preset funnet for denne plattformen.\n" "Vennligst legg til en kjørbar preset i eksportmenyen." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Fjern-funksjon " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6937,14 +6951,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Lagre & Avslutt" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6974,8 +6989,9 @@ msgstr "Konfigurer Snap" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7569,6 +7585,16 @@ msgstr "Legg til ny scene." msgid "Filter Groups" msgstr "Slett Layout" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Utvid Nederste Panel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7592,11 +7618,11 @@ msgstr "Velg en Mappe" msgid "Move" msgstr "Flytt" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Nettverk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Velg Gjeldende Mappe" @@ -7608,18 +7634,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "Kutt Noder" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alle gjenkjente" @@ -7627,19 +7653,19 @@ msgstr "Alle gjenkjente" msgid "All Files (*)" msgstr "Alle filer (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Åpne en fil" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Åpne fil(er)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Åpne ei mappe" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Åpne ei fil eller mappe" @@ -7692,21 +7718,21 @@ msgstr "Flytt Favoritt Oppover" msgid "Move Favorite Down" msgstr "Flytt Favoritt Nedover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Gå til ovennevnt mappe." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Gå til ovennevnt mappe." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Gå til ovennevnt mappe." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Søk i klasser" @@ -7715,12 +7741,17 @@ msgstr "Søk i klasser" msgid "(Un)favorite current folder." msgstr "(Av)favoriser gjeldende mappe." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Veksle visning av skjulte filer" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Lag ny %s" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mapper og Filer:" @@ -7732,7 +7763,7 @@ msgid "Preview:" msgstr "Forhåndsvisning:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fil:" @@ -8857,6 +8888,15 @@ msgstr "" msgid "Generate POT" msgstr "Generelt" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Kjør Skript" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10664,16 +10704,6 @@ msgstr "Snap Relativt" msgid "Use Pixel Snap" msgstr "Bruk Piksel Snap" -#: editor/plugins/canvas_item_editor_plugin.cpp -#, fuzzy -msgid "Smart Snapping" -msgstr "Smart snapping" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Konfigurer Snap..." - #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Snap to Parent" @@ -10704,6 +10734,16 @@ msgstr "Snap til andre noder" msgid "Snap to Guides" msgstr "Snap til veiledere" +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Smart Snapping" +msgstr "Smart snapping" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Konfigurer Snap..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10972,6 +11012,17 @@ msgstr "Lag Node" msgid "Error instantiating scene from %s" msgstr "Feil ved instansiering av scene fra %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instans" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Ny Arvet Scene..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12721,6 +12772,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Vis Informasjon" @@ -13050,10 +13105,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13253,6 +13304,15 @@ msgstr "Okklusjon Modus" msgid "Select occluder bake file:" msgstr "Velg malfil" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konverter til store versaler" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13391,11 +13451,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "Tilfeldig Tilt:" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr "Fjern Funksjon" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13438,6 +13493,11 @@ msgstr "Sett inn punkt" msgid "Split Segment (in curve)" msgstr "Split Segment (i kurve)" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr "Fjern Funksjon" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13874,11 +13934,6 @@ msgstr "Historie Forrige" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13888,6 +13943,11 @@ msgstr "Importer Tema" msgid "Reload Theme" msgstr "Gjeninnlast drakt" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Lagre drakt" @@ -14050,11 +14110,6 @@ msgstr "Velg farge" msgid "Folding" msgstr "Deaktivert" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Åpne Godots nettbaserte dokumentasjon" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Store bokstaver" @@ -14533,12 +14588,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Slett Nøkkel/Nøkler" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Lim inn Ressurs" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14601,7 +14658,7 @@ msgid "Frame Duration:" msgstr "Bildeutvalg" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Tilbakestill forstørring" @@ -14621,7 +14678,7 @@ msgstr "Velg Modus" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Flytt Modus" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18769,10 +18826,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Velg en mappe å søke gjennom" @@ -19349,6 +19402,10 @@ msgstr "" msgid "Run Instances" msgstr "Instans" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19360,7 +19417,11 @@ msgid "Main Feature Tags:" msgstr "Egenskaper" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20791,7 +20852,7 @@ msgstr "Applikasjon" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21760,7 +21821,7 @@ msgid "Starting project..." msgstr "Eksporter Prosjekt" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Alle filer (*)" @@ -22432,58 +22493,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22514,26 +22523,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22575,40 +22564,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22668,82 +22730,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22837,26 +22823,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22978,13 +22944,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22997,17 +23076,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -23018,18 +23086,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23147,62 +23203,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animasjon" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animasjonsverktøy" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Velg Modus" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23226,15 +23235,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Må ha en gyldig filutvidelse." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23242,30 +23242,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Veksle visning av skjulte filer" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Slå av/på snapping" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Aktiver Snap" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Dra: Flytt" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23278,103 +23254,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Retninger" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Øverst til høyre" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Retninger" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Gyldige karakterer:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Gyldige karakterer:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23399,10 +23278,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Annet)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/nl.po b/editor/nl.po index dfb0573..79fc45c 100644 --- a/editor/nl.po +++ b/editor/nl.po @@ -387,7 +387,6 @@ msgstr "Einde" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Knippen" @@ -395,8 +394,6 @@ msgstr "Knippen" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopiëren" @@ -408,15 +405,14 @@ msgstr "Kopiëren" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Plakken" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Ongedaan maken" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Opnieuw uitvoeren" @@ -539,8 +535,7 @@ msgid "Scroll Down" msgstr "Omlaag scrollen" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Alles selecteren" @@ -1851,13 +1846,13 @@ msgstr "Script-paneel in-/uitschakelen" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Inzoomen" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Uitzoomen" @@ -1873,10 +1868,20 @@ msgstr "Fouten" msgid "Warnings" msgstr "Waarschuwingen" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Uitzoomen" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Regel- en kolomnummers." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Online Documentatie" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Methode in doelknoop moet opgegeven worden." @@ -2264,7 +2269,6 @@ msgstr "Starten" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Wissen" @@ -2625,7 +2629,6 @@ msgstr[1] "Scènes openen" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Openen" @@ -2743,7 +2746,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Het gebruik van slashes in mapnamen zal recursief submappen aanmaken." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Map kon niet gemaakt worden." @@ -2753,7 +2755,6 @@ msgstr "Creëer een nieuwe map in %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Map maken" @@ -2769,9 +2770,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Bedankt van de Godot-gemeenschap!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klik om te kopiëren." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3220,7 +3228,7 @@ msgstr "Autoload toevoegen" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Pad:" @@ -3417,7 +3425,7 @@ msgstr "Nieuw" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Opslaan" @@ -4392,7 +4400,6 @@ msgstr "Namen die beginnen met _ zijn voorbehouden voor editor-metadata." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Naam:" @@ -5452,10 +5459,6 @@ msgstr "Node" msgid "History" msgstr "Geschiedenis Volgende" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Vergroot Onderste Paneel" - #: editor/editor_node.cpp msgid "Output" msgstr "Uitvoer" @@ -5534,7 +5537,7 @@ msgstr "Heropslaan" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Versiebeheer instellen" #: editor/editor_node.cpp @@ -5905,6 +5908,17 @@ msgstr "" "Geen uitvoerbare exporteer preset gevonden voor dit platform.\n" "Voeg een uitvoerbare preset toe in het exportmenu." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Remote Debug" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6834,14 +6848,15 @@ msgstr "Exporteer Met Debug" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Opslaan & Herstarten" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6871,8 +6886,9 @@ msgstr "Kleven instellen" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7454,6 +7470,16 @@ msgstr "Nieuwe scène toevoegen." msgid "Filter Groups" msgstr "Groep Verwijderen" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Vergroot Onderste Paneel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7477,11 +7503,11 @@ msgstr "Kies een map" msgid "Move" msgstr "Verplaatsen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Netwerk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Huidige Map Selecteren" @@ -7493,17 +7519,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Deze map selecteren" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alles Herkend" @@ -7511,19 +7537,19 @@ msgstr "Alles Herkend" msgid "All Files (*)" msgstr "Alle Bestanden (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Open een Bestand" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Open Bestand(en)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Map openen" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Bestand of map openen" @@ -7576,19 +7602,19 @@ msgstr "Verplaats Favoriet Naar Boven" msgid "Move Favorite Down" msgstr "Verplaats Favoriet Naar Beneden" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ga naar vorige map." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ga naar de volgende map." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ga naar de bovenliggende map." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Ververs bestandslijst." @@ -7596,11 +7622,16 @@ msgstr "Ververs bestandslijst." msgid "(Un)favorite current folder." msgstr "(On)favoriet huidige map." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Maak verborgen bestanden (on)zichtbaar." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Nieuwe knopen maken." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mappen & Bestanden:" @@ -7612,7 +7643,7 @@ msgid "Preview:" msgstr "Voorbeeld:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Bestand:" @@ -8742,6 +8773,15 @@ msgstr "" msgid "Generate POT" msgstr "Algemeen" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Ingebouwd script:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Verwijder %d knopen" @@ -10464,15 +10504,6 @@ msgstr "Relatief kleven" msgid "Use Pixel Snap" msgstr "Aan pixelraster kleven" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Slim Kleven" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Kleefinstellingen..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Aan ouder kleven" @@ -10497,6 +10528,15 @@ msgstr "Aan andere knopen kleven" msgid "Snap to Guides" msgstr "Aan gidslijnen kleven" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Slim Kleven" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Kleefinstellingen..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10769,6 +10809,17 @@ msgstr "Knoop maken" msgid "Error instantiating scene from %s" msgstr "Fout bij het instantiëren van scène vanaf %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instantie" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nieuwe geërfde scène" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Wijzig standaard type" @@ -12537,6 +12588,10 @@ msgstr "Bekijk Omgeving" msgid "View Gizmos" msgstr "Toon Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Bekijk Raster" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Bekijk Informatie" @@ -12868,10 +12923,6 @@ msgstr "4 Beeldvensters" msgid "View Origin" msgstr "Bekijk Oorsprongspunt" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Bekijk Raster" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13076,6 +13127,15 @@ msgstr "Occlusiemodus" msgid "Select occluder bake file:" msgstr "Selecteer lightmap bake-bestand:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Omzetten naar CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13213,10 +13273,6 @@ msgstr "Uitvloei" msgid "Handle Tilt #" msgstr "Willekeurige Tilt:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Zet Curve Punt Positie" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Set Curve Uit Positie" @@ -13257,6 +13313,10 @@ msgstr "Punt Toevoegen" msgid "Split Segment (in curve)" msgstr "Splits Segment (in curve)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Zet Curve Punt Positie" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Beweeg Punt" @@ -13683,11 +13743,6 @@ msgstr "Geschiedenis Vorige" msgid "History Next" msgstr "Geschiedenis Volgende" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Thema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Thema importeren..." @@ -13696,6 +13751,11 @@ msgstr "Thema importeren..." msgid "Reload Theme" msgstr "Thema herladen" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Thema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Thema Opslaan" @@ -13859,11 +13919,6 @@ msgstr "Kies Kleur" msgid "Folding" msgstr "Knop Uitschakelen" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Online Documentatie" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Hoofdletters" @@ -14326,12 +14381,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "FOUT: Kan framebron niet laden!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Klembord voor bronnen is leeg of bevat geen textuur!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Frame Plakken" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Frame Plakken" +#, fuzzy +msgid "Paste Texture" +msgstr "Bron plakken" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14390,7 +14447,7 @@ msgid "Frame Duration:" msgstr "Raam Selectie" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Zoom terugzetten" @@ -14411,7 +14468,7 @@ msgstr "Frames selecteren" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Verplaats Frame" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18737,10 +18794,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Selecteer een map om te doorzoeken" @@ -19319,6 +19372,10 @@ msgstr "Ouder veranderen" msgid "Run Instances" msgstr "Run %d Instantie" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19330,7 +19387,11 @@ msgid "Main Feature Tags:" msgstr "Voornaamste functionaliteiten:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20757,7 +20818,7 @@ msgstr "Applicatie" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21752,7 +21813,7 @@ msgid "Starting project..." msgstr "Project Exporteren" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Alle Bestanden (*)" @@ -22434,75 +22495,6 @@ msgstr "" "geïnstantieerde scènes). De eerst gemaakte zal werken, terwijl de rest " "genegeerd wordt." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Deze knoop heeft geen botsingsvorm als onderliggende knoop en kan dus niet " -"met andere objecten botsen of interageren.\n" -"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om " -"deze vorm vast te leggen." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"Een knooppunt van het type CollisionPolygon2D kan alleen een botsingsvorm " -"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " -"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " -"KinematicBody2D." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Lege CollisionPolygon2D hebben geen botsingsfunctie." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"Een knooppunt van het type CollisionShape2D kan alleen een botsingsvorm " -"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " -"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " -"KinematicBody2D." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "Een CollisionShape2D heeft een vorm nodig." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Op polygonen gebaseerde vormen zijn niet bedoeld om rechtstreeks via het " -"CollisionShape2D-knooppunt te worden gebruikt of bewerkt. Gebruik in plaats " -"daarvan het CollisionPolygon2D-knooppunt." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22539,26 +22531,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Knoop A en Knoop B moeten PhysicsBody2D zijn" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Knoop A moet een PhysicsBody2D zijn" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Knoop B moet een PhysicsBody2D zijn" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Knoop A en Knoop B moeten verschillende PhysicsBody2D's zijn" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22611,7 +22583,97 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D werkt alleen als kind van een Path2D-knoop." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Deze knoop heeft geen botsingsvorm als onderliggende knoop en kan dus niet " +"met andere objecten botsen of interageren.\n" +"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om " +"deze vorm vast te leggen." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"Een knooppunt van het type CollisionPolygon2D kan alleen een botsingsvorm " +"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " +"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " +"KinematicBody2D." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Lege CollisionPolygon2D hebben geen botsingsfunctie." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"Een knooppunt van het type CollisionShape2D kan alleen een botsingsvorm " +"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " +"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " +"KinematicBody2D." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "Een CollisionShape2D heeft een vorm nodig." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Op polygonen gebaseerde vormen zijn niet bedoeld om rechtstreeks via het " +"CollisionShape2D-knooppunt te worden gebruikt of bewerkt. Gebruik in plaats " +"daarvan het CollisionPolygon2D-knooppunt." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Knoop A en Knoop B moeten PhysicsBody2D zijn" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Knoop A moet een PhysicsBody2D zijn" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Knoop B moet een PhysicsBody2D zijn" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Knoop A en Knoop B moeten verschillende PhysicsBody2D's zijn" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22619,19 +22681,19 @@ msgid "" msgstr "" "Een Bone2D werkt alleen met een Skeleton2D of een andere Bone2D als ouder." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22641,16 +22703,16 @@ msgstr "" "De grootte van een SoftBody wordt overschreven wanneer het spel start.\n" "Verander in plaats daarvan de grootte van de onderliggende botsingsvormen." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "De eigenschap \"RemotePath\" moet naar een geldige Node2D-knoop verwijzen." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Deze Bone2D-keten moet eindigen op een Skeleton2D-knoop." @@ -22713,100 +22775,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Deze knoop heeft geen botsingsvorm als onderliggende knoop en kan dus niet " -"met andere objecten botsen of interageren.\n" -"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om " -"deze vorm vast te leggen." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"Een knooppunt van het type CollisionPolygon2D kan alleen een botsingsvorm " -"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " -"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " -"KinematicBody2D." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Lege CollisionPolygon2D hebben geen botsingsfunctie." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"Een knooppunt van het type CollisionShape2D kan alleen een botsingsvorm " -"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " -"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " -"KinematicBody2D." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "Een CollisionShape heeft een vorm nodig." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape ondersteunt RigidBody alleen in statische modus." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Niets is zichtbaar want geen mesh is toegewezen." @@ -22908,30 +22876,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Knoop A en Knoop B moeten PhysicsBody2D zijn" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Knoop A moet een PhysicsBody2D zijn" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Knoop B moet een PhysicsBody2D zijn" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Knoop A en Knoop B moeten verschillende PhysicsBody2D's zijn" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23060,7 +23004,125 @@ msgstr "" "Een PathFollow met \"Rotation Mode\" op \"ROTATION_ORIENTED\" vereist dat de " "\"Up Vector\" van de Curve bron in de ouder Path aan staat." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Deze knoop heeft geen botsingsvorm als onderliggende knoop en kan dus niet " +"met andere objecten botsen of interageren.\n" +"Plaats hieronder een knoop als CollisionShape2D of CollisionPolygon2D om " +"deze vorm vast te leggen." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"Een knooppunt van het type CollisionPolygon2D kan alleen een botsingsvorm " +"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " +"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " +"KinematicBody2D." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Lege CollisionPolygon2D hebben geen botsingsfunctie." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"Een knooppunt van het type CollisionShape2D kan alleen een botsingsvorm " +"keveren aan knopen die zijn afgeleid van CollisionObject2D. Plaats het dus " +"alleen onder een knoop als Area2D, StaticBody2D, RigidBody2D of " +"KinematicBody2D." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "Een CollisionShape heeft een vorm nodig." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "ConcavePolygonShape ondersteunt RigidBody alleen in statische modus." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Knoop A en Knoop B moeten PhysicsBody2D zijn" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Knoop A moet een PhysicsBody2D zijn" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Knoop B moet een PhysicsBody2D zijn" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Knoop A en Knoop B moeten verschillende PhysicsBody2D's zijn" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -23070,6 +23132,26 @@ msgstr "" "De grootte van een SoftBody wordt overschreven wanneer het spel start.\n" "Verander in plaats daarvan de grootte van de onderliggende botsingsvormen." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel dient ervoor een VehicleBody met een wielsysteem te voorzien. " +"Gebruik het als kind van een VehicleBody." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23085,17 +23167,6 @@ msgstr "" "De \"Remote Path\" eigenschap moet wijzen naar een geldige Spatial (of van " "Spatial afgeleide) knoop om te werken." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Dit lichaam zal worden genegeerd totdat je een mesh instelt." @@ -23108,21 +23179,6 @@ msgstr "" "Een SpriteFrames bron moet in de 'Frames' eigenschap gemaakt of gegeven " "worden om AnimatedSprite3D frames te laten tonen." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel dient ervoor een VehicleBody met een wielsysteem te voorzien. " -"Gebruik het als kind van een VehicleBody." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23248,73 +23304,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nieuwe animatie" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animatie niet gevonden: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Kleur: #%s\n" -"LMK: Kleur instellen\n" -"RMK: Voorinstelling verwijderen" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Kleur: #%s\n" -"LMK: Kleur instellen\n" -"RMK: Voorinstelling verwijderen" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Kies een kleur uit het editorvenster." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Kies een kleur uit het editorvenster." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Selecteer een Bron Mesh:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Knoop uitkiezen" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Wissel tussen hexadecimaal en codewaarden." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Huidige kleur als voorkeuze toevoegen." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23345,15 +23343,6 @@ msgstr "" msgid "Alert!" msgstr "Alarm!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Ongeldige extentie." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23361,30 +23350,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Maak verborgen bestanden (on)zichtbaar." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "'Kleven aan raster' omschakelen." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Rasteroverzicht inschakelen." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt + Slepen : Schalen." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23397,103 +23362,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Richtingen" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Rechtsboves" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Richtingen" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Geldige karakters:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Geldige karakters:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Als \"Exp Edit\" aanstaat, moet \"Min Value\" groter zijn dan nul." @@ -23521,10 +23389,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Andere)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/nn.po b/editor/nn.po index cfd4275..1a0c093 100644 --- a/editor/nn.po +++ b/editor/nn.po @@ -315,7 +315,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -323,8 +322,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -336,15 +333,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -467,8 +463,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1723,13 +1718,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1745,10 +1740,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2125,7 +2128,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2473,7 +2475,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2588,7 +2589,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2598,7 +2598,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2615,8 +2614,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3055,7 +3061,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3232,7 +3238,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4118,7 +4124,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5075,10 +5080,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5150,7 +5151,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5489,6 +5490,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6323,14 +6334,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6357,8 +6369,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6884,6 +6897,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6904,11 +6927,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6920,17 +6943,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6938,19 +6961,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7002,19 +7025,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7022,11 +7045,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7038,7 +7065,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8064,6 +8091,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9692,15 +9727,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9725,6 +9751,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9966,6 +10001,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11546,6 +11590,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11861,10 +11909,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12048,6 +12092,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12179,10 +12231,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12219,6 +12267,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12625,11 +12677,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12638,6 +12685,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12792,10 +12844,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13221,11 +13269,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13281,7 +13329,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13298,7 +13346,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17072,10 +17120,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17609,6 +17653,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17618,7 +17666,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18905,7 +18957,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19783,7 +19835,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20404,58 +20456,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20486,26 +20486,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20547,40 +20527,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20640,82 +20693,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20809,26 +20786,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20946,13 +20903,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20965,17 +21035,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20986,18 +21045,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21110,59 +21157,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21186,14 +21188,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21201,26 +21195,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21233,98 +21207,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21349,10 +21231,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/pl.po b/editor/pl.po index 8cbb88f..a217dbf 100644 --- a/editor/pl.po +++ b/editor/pl.po @@ -399,7 +399,6 @@ msgstr "Koniec" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Wytnij" @@ -407,8 +406,6 @@ msgstr "Wytnij" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopiuj" @@ -420,15 +417,14 @@ msgstr "Kopiuj" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Wklej" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Cofnij" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ponów" @@ -551,8 +547,7 @@ msgid "Scroll Down" msgstr "Przewiń w dół" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Zaznacz wszystko" @@ -1833,13 +1828,13 @@ msgstr "Przełącz panel skryptów" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Przybliż" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Oddal" @@ -1855,10 +1850,19 @@ msgstr "Błędy" msgid "Warnings" msgstr "Ostrzeżenia" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Oddal do 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Numery linii i kolumn." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Wcięcia" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metoda w węźle docelowym musi zostać podana." @@ -2242,7 +2246,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Wyczyść" @@ -2601,7 +2604,6 @@ msgstr[2] "Otwórz scen" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Otwórz" @@ -2717,7 +2719,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Użycie ukośników w nazwach folderów automatycznie utworzy podfoldery." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Nie można utworzyć katalogu." @@ -2727,7 +2728,6 @@ msgstr "Utwórz nowy folder w %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Utwórz katalog" @@ -2743,9 +2743,18 @@ msgstr "Kliknij dwukrotnie, aby otworzyć w przeglądarce." msgid "Thanks from the Godot community!" msgstr "Podziękowania od społeczności Godota!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Kliknij, by skopiować." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Nieznane" + +#: editor/editor_about.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "Kliknij, by skopiować informacje o wersji." #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3188,7 +3197,7 @@ msgstr "Dodaj autoładowanie" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Ścieżka:" @@ -3380,7 +3389,7 @@ msgstr "Nowy" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Zapisz" @@ -3952,8 +3961,8 @@ msgid "" "There is currently no description for this theme property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Obecnie nie ma opisu tej właściwości motywu. Pomóż nam, " -"[color=$color][url=$url]przesyłając jeden[/url][/color]!" +"Obecnie nie ma opisu tej właściwości motywu. Pomóż nam, [color=$color]" +"[url=$url]przesyłając jeden[/url][/color]!" #: editor/editor_help.cpp msgid "This signal may be changed or removed in future versions." @@ -3968,8 +3977,8 @@ msgid "" "There is currently no description for this signal. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" msgstr "" -"Obecnie nie ma opisu tego sygnału. Pomóż nam, [color=$color][url=$url]" -"przesyłając jeden[/url][/color]!" +"Obecnie nie ma opisu tego sygnału. Pomóż nam, [color=$color]" +"[url=$url]przesyłając jeden[/url][/color]!" #: editor/editor_help.cpp msgid "Enumerations" @@ -3977,7 +3986,8 @@ msgstr "Wyliczenia" #: editor/editor_help.cpp msgid "This enumeration may be changed or removed in future versions." -msgstr "To wyliczenie może zostać zmienione lub usunięte w przyszłych wersjach." +msgstr "" +"To wyliczenie może zostać zmienione lub usunięte w przyszłych wersjach." #: editor/editor_help.cpp msgid "This constant may be changed or removed in future versions." @@ -4009,7 +4019,8 @@ msgstr "(wartość)" #: editor/editor_help.cpp msgid "This property may be changed or removed in future versions." -msgstr "Ta właściwość może zostać zmieniona lub usunięta w przyszłych wersjach." +msgstr "" +"Ta właściwość może zostać zmieniona lub usunięta w przyszłych wersjach." #: editor/editor_help.cpp msgid "There is currently no description for this property." @@ -4305,7 +4316,6 @@ msgstr "Nazwy zaczynające się od _ są zarezerwowane dla metadanych edytora." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nazwa:" @@ -5352,10 +5362,6 @@ msgstr "Węzeł" msgid "History" msgstr "Historia" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Rozwiń panel dolny" - #: editor/editor_node.cpp msgid "Output" msgstr "Konsola" @@ -5429,7 +5435,8 @@ msgid "Resave" msgstr "Zapisz ponownie" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Utwórz metadane kontroli wersji..." #: editor/editor_node.cpp @@ -5616,8 +5623,8 @@ msgid "" msgstr "" "Nie można utworzyć ViewportTexture w węźle Texture2D, ponieważ tekstura nie " "zostanie powiązana ze sceną.\n" -" Zamiast tego użyj węzła Texture2DParametr i ustaw teksturę w zakładce „" -"Parametry modułu cieniującego”." +" Zamiast tego użyj węzła Texture2DParametr i ustaw teksturę w zakładce " +"„Parametry modułu cieniującego”." #: editor/editor_properties.cpp msgid "" @@ -5793,6 +5800,17 @@ msgstr "" "Dodaj uruchamialny profil w menu eksportu lub zdefiniuj istniejący profil " "jako uruchamialny." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Zdalne debugowanie" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Uruchom projekt" @@ -6660,14 +6678,17 @@ msgid "Export With Debug" msgstr "Eksport z debugowaniem" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Wyłącz FBX i zrestartuj" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6699,9 +6720,11 @@ msgid "Configure FBX Importer" msgstr "Skonfiguruj importer FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF jest wymagany do importowania plików FBX.\n" "Proszę go pobrać i zapewnić prawidłową ścieżkę do pliku wykonywalnego:" @@ -7246,6 +7269,17 @@ msgstr "Dodaj nową grupę." msgid "Filter Groups" msgstr "Grupy filtrów" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "Kliknij, by skopiować informacje o wersji." + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Rozwiń panel dolny" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7267,11 +7301,11 @@ msgstr "Wybierz katalog docelowy:" msgid "Move" msgstr "Przenieś" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Sieć" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Wybierz bieżący katalog" @@ -7283,7 +7317,7 @@ msgstr "Nie można zapisać pliku z pusta nazwą." msgid "Cannot save file with a name starting with a dot." msgstr "Nie można zapisać pliku z nazwą zaczynającą się od kropki." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7291,11 +7325,11 @@ msgstr "" "Plik \"%s\" już istnieje.\n" "Czy chcesz go nadpisać?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Wybierz ten folder" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Wszystkie rozpoznane" @@ -7303,19 +7337,19 @@ msgstr "Wszystkie rozpoznane" msgid "All Files (*)" msgstr "Wszystkie pliki (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Otwórz plik" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Otwórz plik(i)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Otwórz katalog" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Otwórz plik lub katalog" @@ -7367,19 +7401,19 @@ msgstr "Przesuń ulubiony w górę" msgid "Move Favorite Down" msgstr "Przesuń ulubiony w dół" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Przejdź do poprzedniego folderu." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Przejdź do następnego folderu." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Przejdź folder wyżej." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Odśwież pliki." @@ -7387,11 +7421,16 @@ msgstr "Odśwież pliki." msgid "(Un)favorite current folder." msgstr "Dodaj/usuń aktualny folder z ulubionych." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Przełącz widoczność ukrytych plików." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Utwórz nowe węzły." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Katalogi i pliki:" @@ -7403,7 +7442,7 @@ msgid "Preview:" msgstr "Podgląd:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Plik:" @@ -8531,6 +8570,15 @@ msgstr "Pliki z tłumaczeniami:" msgid "Generate POT" msgstr "Generuj POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Skrypt wbudowany:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Ustaw %s na %d węzłach" @@ -10189,15 +10237,6 @@ msgstr "Przyciągaj względnie" msgid "Use Pixel Snap" msgstr "Przyciągaj do pikseli" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Inteligentne przyciąganie" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Konfiguruj przyciąganie..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Przyciągaj do rodzica" @@ -10222,6 +10261,15 @@ msgstr "Przyciągaj do innych węzłów" msgid "Snap to Guides" msgstr "Przyciągaj do prowadnic" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Inteligentne przyciąganie" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Konfiguruj przyciąganie..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10477,6 +10525,17 @@ msgstr "Utwórz węzeł" msgid "Error instantiating scene from %s" msgstr "Błąd tworzenia sceny z %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instancjonuj" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nowa scena dziedzicząca" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Zmienić domyślny typ" @@ -12153,6 +12212,10 @@ msgstr "Wyświetlaj środowisko" msgid "View Gizmos" msgstr "Pokaż uchwyty" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Pokaż siatkę" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Pokaż informacje" @@ -12493,10 +12556,6 @@ msgstr "4 widoki" msgid "View Origin" msgstr "Pokaż pozycję początkową" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Pokaż siatkę" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12696,6 +12755,15 @@ msgstr "Wypiecz zasłony" msgid "Select occluder bake file:" msgstr "Wybierz plik wypiekania zasłon:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Przekonwertuj na GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "Przytrzymaj Shift, żeby skalować wokół środka zamiast przesuwać." @@ -12827,10 +12895,6 @@ msgstr "Uchwyt wyjściowy #" msgid "Handle Tilt #" msgstr "Nachylenie uchwytu #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Ustaw pozycje punktu krzywej" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Ustaw punkt kontrolny wychodzący z krzywej" @@ -12867,6 +12931,10 @@ msgstr "Zresetuj nachylenie punktu" msgid "Split Segment (in curve)" msgstr "Podziel Segment (na krzywej)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Ustaw pozycje punktu krzywej" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Przesuń złącze" @@ -13282,11 +13350,6 @@ msgstr "Poprzedni plik" msgid "History Next" msgstr "Następny plik" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Motyw" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importuj motyw..." @@ -13295,6 +13358,11 @@ msgstr "Importuj motyw..." msgid "Reload Theme" msgstr "Przeładuj motyw" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Motyw" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Zapisz motyw" @@ -13456,10 +13524,6 @@ msgstr "Wybierz Kolor" msgid "Folding" msgstr "Zawijanie" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Wcięcia" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Wielkie litery" @@ -13890,12 +13954,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "Błąd: Nie można załadować zasobu klatki!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Schowek zasobów jest pusty lub nie zawiera tekstury!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Wklej klatkę" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Wklej klatkę" +#, fuzzy +msgid "Paste Texture" +msgstr "Wklej zasób" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13950,7 +14016,7 @@ msgid "Frame Duration:" msgstr "Długość klatki:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Wyzeruj zbliżenie" @@ -13967,7 +14033,8 @@ msgid "Delete Frame" msgstr "Usuń klatkę" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Kopiuj klatkę" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18070,10 +18137,6 @@ msgstr "" "Biblioteka Zasobów niedostępna (z powodu używania edytora webowego lub przez " "wyłączone wsparcie SSL)." -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "Kliknij, by skopiować informacje o wersji." - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Wybierz folder do skanowania" @@ -18636,6 +18699,10 @@ msgstr "Zmień nadrzędny" msgid "Run Instances" msgstr "Uruchamiane instancje" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "Włącz wiele instancji" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "Główne argumenty uruchomienia:" @@ -18645,8 +18712,12 @@ msgid "Main Feature Tags:" msgstr "Główne tagi funkcjonalności:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" -msgstr "Włącz wiele instancji" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" @@ -20026,9 +20097,10 @@ msgid "Replicate" msgstr "Replikuj" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Dodaj właściwości używając opcji powyżej\n" "lub przeciągnij je z inspektora i upuść tutaj." @@ -20326,8 +20398,8 @@ msgid "" "\"Compress Native Libraries\" is only valid when \"Use Gradle Build\" is " "enabled." msgstr "" -"„Kompresuj natywne biblioteki” działa tylko wtedy, gdy włączona jest opcja „" -"Użyj kompilacji Gradle”." +"„Kompresuj natywne biblioteki” działa tylko wtedy, gdy włączona jest opcja " +"„Użyj kompilacji Gradle”." #: platform/android/export/export_plugin.cpp msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." @@ -20648,8 +20720,8 @@ msgid "" "Android SDK path must be configured in Editor Settings at 'export/android/" "android_sdk_path'." msgstr "" -"Ścieżka Android SDK musi być skonfigurowana w Ustawieniach Edytora w \"export" -"/android/android_sdk_path\"." +"Ścieżka Android SDK musi być skonfigurowana w Ustawieniach Edytora w " +"\"export/android/android_sdk_path\"." #: platform/android/export/export_plugin.cpp msgid "Unable to overwrite res/*.xml files with project name." @@ -20994,7 +21066,7 @@ msgid "Starting project..." msgstr "Uruchamianie projektu..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Wszystkie pliki" @@ -21694,80 +21766,6 @@ msgstr "" "Kiedy jest więcej niż jeden, tylko jeden z nich będzie aktywny. To, który, " "jest niezdefiniowane." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Ten węzeł nie posiada kształtu, więc nie może kolidować, czy wchodzić w " -"interakcje z innymi obiektami.\n" -"Rozważ dodanie węzła CollisionShape2D lub CollisionPolygon2D jako podrzędny, " -"aby zdefiniować kształt." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D służy jedynie do zapewnienia kształtu kolizji dla węzła " -"pochodnego CollisionObject2D. Proszę używać go tylko jako dziecko Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D itp., aby nadać im kształt." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Pusty CollisionPolygon2D nie ma wpływu na kolizje." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " -"\"Solids\"." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " -"\"Segments\"." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Właściwość One Way Collision zostanie zignorowana, gdy obiektem kolizji jest " -"Area2D." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D służy tylko do zapewnienia kształtu kolizji dla węzła " -"pochodnego CollisionObject2D.\n" -"Proszę używać go tylko jako dziecko Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D itp., aby nadać im kształt." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Kształt jest niezbędny do działania CollisionShape2D. Proszę utworzyć zasób " -"Shape!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Kształty oparte na wielokątach nie są przystosowane, by ich używać lub " -"edytować bezpośrednio przez węzeł CollisionShape2D. Zamiast tego użyj węzła " -"CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21808,26 +21806,6 @@ msgstr "" "Podemitery cząstek nie są dostępne w przypadku korzystania z zaplecza " "renderowania Kompatybilności GL." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A i Node B muszą być węzłami PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A musi być węzłem PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B musi być węzłem PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Złącze nie jest połączone do dwóch węzłów PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A i Node B muszą być różnymi węzłami PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21882,7 +21860,102 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D zadziała tylko wtedy, gdy będzie dzieckiem węzeł Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Ten węzeł nie posiada kształtu, więc nie może kolidować, czy wchodzić w " +"interakcje z innymi obiektami.\n" +"Rozważ dodanie węzła CollisionShape2D lub CollisionPolygon2D jako podrzędny, " +"aby zdefiniować kształt." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D służy jedynie do zapewnienia kształtu kolizji dla węzła " +"pochodnego CollisionObject2D. Proszę używać go tylko jako dziecko Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D itp., aby nadać im kształt." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Pusty CollisionPolygon2D nie ma wpływu na kolizje." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " +"\"Solids\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Nieprawidłowy wielokąt. Co najmniej 3 punkty są potrzebne do trybu budowania " +"\"Segments\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Właściwość One Way Collision zostanie zignorowana, gdy obiektem kolizji jest " +"Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D służy tylko do zapewnienia kształtu kolizji dla węzła " +"pochodnego CollisionObject2D.\n" +"Proszę używać go tylko jako dziecko Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D itp., aby nadać im kształt." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Kształt jest niezbędny do działania CollisionShape2D. Proszę utworzyć zasób " +"Shape!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Kształty oparte na wielokątach nie są przystosowane, by ich używać lub " +"edytować bezpośrednio przez węzeł CollisionShape2D. Zamiast tego użyj węzła " +"CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A i Node B muszą być węzłami PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A musi być węzłem PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B musi być węzłem PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Złącze nie jest połączone do dwóch węzłów PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A i Node B muszą być różnymi węzłami PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21890,7 +21963,7 @@ msgstr "" "Węzeł PhysicalBone2D działa tylko z węzłem Skeleton2D lub innym węzłem " "PhysicalBone2D jako węzłem nadrzędnym!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21898,7 +21971,7 @@ msgstr "" "PhysicalBone2D musi być przypisany do węzła Bone2D, aby działał! Ustaw węzeł " "Bone2D w inspektorze." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21907,7 +21980,7 @@ msgstr "" "utrzymać kości połączone! Dodaj węzeł oparty na Joint2D jako dziecko do tego " "węzła!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21917,17 +21990,17 @@ msgstr "" "działania.\n" "Zamiast tego zmień rozmiar w kształtach kolizji dzieci." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Żeby zadziałało, pole Path musi wskazywać na istniejący węzeł Node2D." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " "zostanie przypisany Shape2D." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Żeby zadziałało, pole Path musi wskazywać na istniejący węzeł Node2D." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Ten łańcuch kości 2D powinien się kończyć na węźle Skeleton2D." @@ -22011,116 +22084,6 @@ msgstr "" "Węzeł BoneAttachment3D nie jest związany z żadnymi kośćmi! Wybierz kość, aby " "dołączyć ten węzeł." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z " -"innymi obiektami.\n" -"Rozważ dodanie CollisionShape3D lub CollisionPolygon3D jako dziecka, aby " -"zdefiniować jego kształt." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Przy niejednolitej skali ten węzeł prawdopodobnie nie będzie działał zgodnie " -"z oczekiwaniami.\n" -"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " -"osiach), a zamiast tego zmień rozmiar w kształtach kolizji dzieci." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego " -"z obiektów dziedziczących z CollisionObject2D. \n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D itp. by nadać im kształt." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Pusty CollisionPolygon3D nie ma wpływu na kolizję." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Niejednolicie skalowany węzeł CollisionPolygon3D prawdopodobnie nie będzie " -"działał zgodnie z oczekiwaniami.\n" -"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " -"osiach), a zamiast tego zmienić wierzchołki jego wielokąta." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D służy jedynie do określenia kształtu kolizji dla jednego z " -"obiektów dziedziczących z CollisionObject2D.\n" -"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D itp. by nadać im kształt." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Aby CollisionShape3D działał, należy podać kształt. Utwórz dla niego zasób " -"kształtu." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" -"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " -"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" -"Nie będzie zachowywał się dobrze dla %s (z wyjątkiem kiedy frozen i " -"freeze_mode są ustawione na FREEZE_MODE_STATIC)." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" -"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " -"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" -"Nie będzie zachowywał się dobrze dla CharacterBody3D." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Nierównomiernie skalowany węzeł CollisionShape3D prawdopodobnie nie będzie " -"działał zgodnie z oczekiwaniami.\n" -"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a " -"zamiast tego zmienić rozmiar jego zasobu kształtu." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nic nie jest widoczne, ponieważ nie przypisano żadnej siatki." @@ -22246,26 +22209,6 @@ msgstr "" "Aby rozwiązać ten problem, włącz co najmniej jeden bit we właściwości Bake " "Mask." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Węzeł A i węzeł B muszą być węzłami PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Węzeł A musi być węzłem PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Węzeł B musi być węzłem PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Staw nie jest połączony z żadnym węzłem PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Węzeł A i węzeł B muszą być różnymi PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "Skala światła nie wpływa na jego wizualny rozmiar." @@ -22416,7 +22359,137 @@ msgstr "" "Właściwość ROTATION_ORIENTED węzła PathFollow3D wymaga włączonego \"Up " "Vector\" w zasobie Curve jego nadrzędnego węzła Path3D." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Ten węzeł nie ma kształtu, więc nie może zderzać się ani oddziaływać z " +"innymi obiektami.\n" +"Rozważ dodanie CollisionShape3D lub CollisionPolygon3D jako dziecka, aby " +"zdefiniować jego kształt." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Przy niejednolitej skali ten węzeł prawdopodobnie nie będzie działał zgodnie " +"z oczekiwaniami.\n" +"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " +"osiach), a zamiast tego zmień rozmiar w kształtach kolizji dzieci." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D służy jedynie do określenia kształtu kolizji dla jednego " +"z obiektów dziedziczących z CollisionObject2D. \n" +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D itp. by nadać im kształt." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Pusty CollisionPolygon3D nie ma wpływu na kolizję." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Niejednolicie skalowany węzeł CollisionPolygon3D prawdopodobnie nie będzie " +"działał zgodnie z oczekiwaniami.\n" +"Proszę sprawić, by jego skala była jednolita (tj. taka sama we wszystkich " +"osiach), a zamiast tego zmienić wierzchołki jego wielokąta." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D służy jedynie do określenia kształtu kolizji dla jednego z " +"obiektów dziedziczących z CollisionObject2D.\n" +"Używaj go tylko jako dziecko obiektów typu Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D itp. by nadać im kształt." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Aby CollisionShape3D działał, należy podać kształt. Utwórz dla niego zasób " +"kształtu." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " +"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" +"Nie będzie zachowywał się dobrze dla %s (z wyjątkiem kiedy frozen i " +"freeze_mode są ustawione na FREEZE_MODE_STATIC)." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D nie obsługuje RigidBody3D w innym trybie niż statyczny." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"Kiedy używany dla kolizji, zamierzeniem ConcavePolygonShape3D jest działanie " +"ze statycznymi węzłami CollisionObject3D jak StaticBody3D.\n" +"Nie będzie zachowywał się dobrze dla CharacterBody3D." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Nierównomiernie skalowany węzeł CollisionShape3D prawdopodobnie nie będzie " +"działał zgodnie z oczekiwaniami.\n" +"Proszę ujednolicić jego skalę (tj. taką samą we wszystkich osiach), a " +"zamiast tego zmienić rozmiar jego zasobu kształtu." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Węzeł A i węzeł B muszą być węzłami PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Węzeł A musi być węzłem PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Węzeł B musi być węzłem PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Staw nie jest połączony z żadnym węzłem PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Węzeł A i węzeł B muszą być różnymi PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22426,6 +22499,28 @@ msgstr "" "działania.\n" "Zamiast tego zmień rozmiar w kształtach kolizji dzieci." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " +"zostanie przypisany Shape3D." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D nie obsługuje ConcavePolygonShape3D. Kolizje nie będą zgłaszane." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D służy do dostarczania systemu kół do VehicleBody3D. Używaj go " +"jako dziecka VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22442,20 +22537,6 @@ msgstr "" "Właściwość \"Remote Path\" musi wskazywać na poprawny węzeł Node3D lub " "pochodny Node3D, aby działał." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Ten węzeł nie może wchodzić w interakcje z innymi obiektami, chyba że " -"zostanie przypisany Shape3D." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D nie obsługuje ConcavePolygonShape3D. Kolizje nie będą zgłaszane." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "To ciało będzie ignorowane, dopóki nie ustawisz siatki." @@ -22468,23 +22549,6 @@ msgstr "" "Właściwość \"Frames\" musi zawierać odpowiedni zasób SpriteFrames, aby " "AnimatedSprite3D wyświetlał klatki." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D służy do dostarczania systemu kół do VehicleBody3D. Używaj go " -"jako dziecka VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Węzły VisibleOnScreenNotifier3D nie są jeszcze obsługiwane podczas " -"korzystania z backendu GL Compatibility. Wsparcie zostanie dodane w " -"przyszłym wydaniu." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22621,64 +22685,14 @@ msgstr "" "ButtonGroup jest przeznaczone do użycia tylko z przyciskami, które mają " "toggle_mode ustawione na true." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Nowa region kodu" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Skopiuj ten konstruktor w skrypcie." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Wprowadź kod szesnastkowy (\"#ff0000\") lub nazwany kolor (\"red\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Kolor: #%s\n" -"LPM: Ustaw ten kolor\n" -"PPM: Usuń próbkę" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Kolor: #%s\n" -"LPM: Ustaw ten kolor" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Pobierz kolor z ekranu." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Pobierz kolor z okna aplikacji." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Wybierz kształt próbnika." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Wybierz tryb próbnika." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Przełącz między szesnastkowymi i kodowymi wartościami." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Kod szesnastkowy lub nazwany kolor" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Dodaj bieżący kolor do zapisanych." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22709,14 +22723,6 @@ msgstr "" msgid "Alert!" msgstr "Alarm!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Nie masz uprawnień, by uzyskać dostęp do tego folderu." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Niepoprawne rozszerzenie lub pusta nazwa pliku." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22726,26 +22732,6 @@ msgstr "" "Miej na uwadze, że GraphEdit i GraphNode przejdą obszerną refaktoryzację w " "przyszłej wersji 4.x, obejmujące zmiany API łamiące kompatybilność." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Przełącz wizualną siatkę." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Przełącz przyciąganie do siatki." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Zmień odległość przyciągania." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Przełącz minimapę grafu." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Automatycznie ułóż zaznaczone węzły." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22762,98 +22748,6 @@ msgstr "" "Aktualna czcionka nie wspiera renderowania jednego lub więcej znaków użytych " "w tekście tego węzła Label." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Tak samo jak kierunek układu" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Autowykrywanie kierunku" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Od lewej do prawej" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Od prawej do lewej" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Znacznik od lewej do prawej (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Znacznik od prawej do lewej (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Początek osadzania od lewej do prawej (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Początek osadzania od prawej do lewej (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Początek zastępowania od lewej do prawej (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Początek zastępowania od prawej do lewej (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Pokaż formatowanie kierunkowe (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Znacznik litery arabskiej (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Odrębne od lewej do prawej (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Odrębne od prawej do lewej (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Pierwsza silna odrębność (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Pokaż odrębność kierunkową (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Łącznik zerowej długości (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Rozłącznik zerowej długości (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Łącznik wyrazów (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Miękki łącznik (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Kierunek pisania tekstu" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Pokaż znaki kontrolne" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Wstaw znak kontrolny" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Jeśli \"Exp Edit\" jest włączone, \"Min Value\" musi być większe od 0." @@ -22886,10 +22780,6 @@ msgstr "" "Domyślny kształt kursora w węźle SubViewportContainer nie ma efektu.\n" "Rozważ pozostawienie go na początkowej wartości `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "Inne" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/pt.po b/editor/pt.po index e132fb4..a0163e0 100644 --- a/editor/pt.po +++ b/editor/pt.po @@ -359,7 +359,6 @@ msgstr "Fim" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Cortar" @@ -367,8 +366,6 @@ msgstr "Cortar" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiar" @@ -380,15 +377,14 @@ msgstr "Copiar" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Colar" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Desfazer" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refazer" @@ -511,8 +507,7 @@ msgid "Scroll Down" msgstr "Rolar Abaixo" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Selecionar Tudo" @@ -1822,13 +1817,13 @@ msgstr "Alternar Painel de Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Aumentar Zoom" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Diminuir Zoom" @@ -1844,10 +1839,19 @@ msgstr "Erros" msgid "Warnings" msgstr "Avisos" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom a 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de Linha e Coluna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Recuo" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Método no nó alvo deve ser especificado." @@ -2231,7 +2235,6 @@ msgstr "Início" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Limpar" @@ -2590,7 +2593,6 @@ msgstr[1] "Abrir Cenas" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Abrir" @@ -2708,7 +2710,6 @@ msgstr "" "Usando barras em nomes de arquivos irá criar sub-arquivos recursivamente." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Não consegui criar pasta." @@ -2718,7 +2719,6 @@ msgstr "Criar nova pasta em %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Criar Pasta" @@ -2734,9 +2734,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Agradecimentos da Comunidade Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Clique para copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Desconhecido" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3182,7 +3190,7 @@ msgstr "Adicionar Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Caminho:" @@ -3375,7 +3383,7 @@ msgstr "Novo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Guardar" @@ -4329,7 +4337,6 @@ msgstr "Os nomes que começam com _ são reservados para metadados do editor." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nome:" @@ -5360,10 +5367,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandir Painel do Fundo" - #: editor/editor_node.cpp msgid "Output" msgstr "Saída" @@ -5437,7 +5440,8 @@ msgid "Resave" msgstr "Guardar novamente" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Criar Metadados de Controle de versão..." #: editor/editor_node.cpp @@ -5796,6 +5800,17 @@ msgstr "" "Adicione um executável pré-definido no menu de exportação ou defina um pré-" "definido existente como executável." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Depuração Remota" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Projeto" @@ -6671,14 +6686,17 @@ msgid "Export With Debug" msgstr "Exportar com Depuração" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Desativar FBX & Reiniciar" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6710,9 +6728,11 @@ msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF é necessário para importar ficheiros FBX.\n" "Descarregue e forneça um caminho válido ao binário:" @@ -7270,6 +7290,16 @@ msgstr "Adicionar nova cena." msgid "Filter Groups" msgstr "Filtrar por Grupo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandir Painel do Fundo" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7293,11 +7323,11 @@ msgstr "Escolha uma Diretoria" msgid "Move" msgstr "Mover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Rede" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Selecionar pasta atual" @@ -7309,7 +7339,7 @@ msgstr "Não é possível gravar o ficheiro com um nome de ficheiro vazio." msgid "Cannot save file with a name starting with a dot." msgstr "Não é possível gravar o ficheiro com um nome começando com um ponto." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7317,11 +7347,11 @@ msgstr "" "O ficheiro \"%s\" já existe.\n" "Deseja sobrescreve-lo?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Selecionar esta Pasta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Todos Reconhecidos" @@ -7329,19 +7359,19 @@ msgstr "Todos Reconhecidos" msgid "All Files (*)" msgstr "Todos os Ficheiros (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Abrir um Ficheiro" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Abrir Ficheiro(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Abrir uma Diretoria" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Abrir um Ficheiro ou Diretoria" @@ -7393,19 +7423,19 @@ msgstr "Mover Favorito para Cima" msgid "Move Favorite Down" msgstr "Mover Favorito para Baixo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ir para a pasta anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ir para a pasta seguinte." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ir para a pasta acima." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Atualizar ficheiros." @@ -7413,11 +7443,16 @@ msgstr "Atualizar ficheiros." msgid "(Un)favorite current folder." msgstr "(Não) tornar favorita atual pasta." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Alternar a visibilidade de ficheiros escondidos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Criar novos nós." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Diretorias e Ficheiros:" @@ -7429,7 +7464,7 @@ msgid "Preview:" msgstr "Pré-visualização:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Ficheiro:" @@ -8546,6 +8581,15 @@ msgstr "Ficheiros com strings de tradução:" msgid "Generate POT" msgstr "Gerar POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Incorporado:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Definindo %s nós como %d ativos" @@ -10223,15 +10267,6 @@ msgstr "Ajuste Relativo" msgid "Use Pixel Snap" msgstr "Usar Ajuste de Pixel" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Ajuste Inteligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Ajuste..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Ajustar ao Progenitor" @@ -10256,6 +10291,15 @@ msgstr "Ajustar a Outros Nós" msgid "Snap to Guides" msgstr "Ajustar às Guias" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Ajuste Inteligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Ajuste..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10509,6 +10553,17 @@ msgstr "Criar Nó" msgid "Error instantiating scene from %s" msgstr "Erro ao instanciar cena de %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanciar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nova Cena Herdada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Mudar Tipo Predefinido" @@ -12171,6 +12226,10 @@ msgstr "Ver ambiente" msgid "View Gizmos" msgstr "Ver Bugigangas" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Ver grelha" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Ver informação" @@ -12508,10 +12567,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver origem" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Ver grelha" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12711,6 +12766,15 @@ msgstr "Gerar Oclusores" msgid "Select occluder bake file:" msgstr "Selecione o ficheiro de geração de oclusão:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Converter para CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12846,10 +12910,6 @@ msgstr "Lidar com #" msgid "Handle Tilt #" msgstr "Lidar com inclinação #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Definir posição do Ponto da curva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Definir posição Curve Out" @@ -12886,6 +12946,10 @@ msgstr "Redefinir Inclinação do Ponto" msgid "Split Segment (in curve)" msgstr "Separar segmento (na curva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Definir posição do Ponto da curva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Mover Junta" @@ -13304,11 +13368,6 @@ msgstr "Histórico Anterior" msgid "History Next" msgstr "Histórico Seguinte" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar tema..." @@ -13317,6 +13376,11 @@ msgstr "Importar tema..." msgid "Reload Theme" msgstr "Recarregar tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Guardar tema" @@ -13475,10 +13539,6 @@ msgstr "Escolher cor" msgid "Folding" msgstr "Dobramento de Código (Folding)" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Recuo" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Maiúsculas" @@ -13914,12 +13974,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Recurso de frame não carregado!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Recurso da Área de Transferência vazio ou não é textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Colar Frame" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Colar Frame" +#, fuzzy +msgid "Paste Texture" +msgstr "Colar Recurso" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13974,7 +14036,7 @@ msgid "Frame Duration:" msgstr "Duração do Quadro:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Reposição do Zoom" @@ -13991,7 +14053,8 @@ msgid "Delete Frame" msgstr "Apagar Quadro" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Copiar Quadro" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18025,10 +18088,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Pesquisar" @@ -18600,6 +18659,11 @@ msgstr "Reassociar" msgid "Run Instances" msgstr "Executando %d Instância" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Executar Múltiplas Instâncias" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18611,9 +18675,12 @@ msgid "Main Feature Tags:" msgstr "Funcionalidades Principais:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Executar Múltiplas Instâncias" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20010,9 +20077,10 @@ msgid "Replicate" msgstr "Replicar" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Adicione propriedades usando as opções acima ou\n" "arraste-os do inspetor e solte-os aqui." @@ -20988,7 +21056,7 @@ msgid "Starting project..." msgstr "Iniciando projeto…" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Todos os Ficheiros" @@ -21688,78 +21756,6 @@ msgstr "" "Quando houver mais de um, apenas um deles estará ativo. Qual deles é " "indefinido." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Este nó não tem forma, em poder colidir ou interagir com outros objetos.\n" -"Considere adicionar um nó CollisionShape2D ou CollisionPolygon2D como filho " -"para definir a sua forma." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Um CollisionPolygon2D vazio não tem efeito na colisão." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polígono inválido. São precisos pelo menos 3 pontos no modo de construção " -"'Sólidos'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polígono inválido. São precisos pelo menos 2 pontos no modo de construção " -"'Segmentos'." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"A propriedade 'One Way Collision' será ignorada quando o objeto de colisão " -"for uma Area2D." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Uma forma tem de ser fornecida para CollisionShape2D funcionar. Crie um " -"recurso forma!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Formas baseadas em polígono não pretendem ser usadas ou editadas diretamente " -"através do nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21800,26 +21796,6 @@ msgstr "" "Os subemissores de partículas não estão disponíveis ao usar o back-end de " "renderização de compatibilidade GL." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Nó A tem de ser um PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Nó B tem de ser um PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Junção não está conectada a dois PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds diferentes" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21873,7 +21849,100 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D apenas funciona quando definido como filho de um nó Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Este nó não tem forma, em poder colidir ou interagir com outros objetos.\n" +"Considere adicionar um nó CollisionShape2D ou CollisionPolygon2D como filho " +"para definir a sua forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " +"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Um CollisionPolygon2D vazio não tem efeito na colisão." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polígono inválido. São precisos pelo menos 3 pontos no modo de construção " +"'Sólidos'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polígono inválido. São precisos pelo menos 2 pontos no modo de construção " +"'Segmentos'." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"A propriedade 'One Way Collision' será ignorada quando o objeto de colisão " +"for uma Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Uma forma tem de ser fornecida para CollisionShape2D funcionar. Crie um " +"recurso forma!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Formas baseadas em polígono não pretendem ser usadas ou editadas diretamente " +"através do nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Nó A tem de ser um PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Nó B tem de ser um PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Junção não está conectada a dois PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Nó A e Nó B têm de ser PhysicsBody2Ds diferentes" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21881,7 +21950,7 @@ msgstr "" "Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D " "sendo nó pai!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21889,7 +21958,7 @@ msgstr "" "Um nó PhysicalBone2D precisa ser atribuído a um nó Bone2D para funcionar! " "Defina um nó Bone2D no inspetor." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21897,7 +21966,7 @@ msgstr "" "Um nó PhysicalBone2D deve ter um nó filho baseado em Joint2D para manter os " "ossos conectados! Adicione um nó baseado em Joint2D como filho a este nó!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21907,19 +21976,19 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D " -"válido." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nó não pode interagir com outros objetos, a menos que um Shape2D seja " "atribuído." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Para funcionar, a propriedade caminho tem de apontar para um nó Node2D " +"válido." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta corrente de Bone2D deve terminar num nó Skeleton2D." @@ -21997,110 +22066,6 @@ msgstr "" "O nó BoneAttachment3D não está vinculado a nenhum osso! Selecione um osso " "para anexar este nó." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Este nó não tem forma, então não pode colidir ou interagir com outros " -"objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " -"para definir a forma dele." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Com uma escala não uniforme, este nó provavelmente não funcionará como " -"esperado.\n" -"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " -"disso, altere o tamanho nas formas de colisão dos filhos." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject3D.\n" -"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc... para dar-lhes uma forma." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " -"funcionará como esperado.\n" -"Por favor, faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e " -"altere os vértices do seu polígono." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject3D.\n" -"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. para dá-los forma." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " -"crie um recurso de forma para ele." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " -"seja estático." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " -"tamanho do recurso de forma dele." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada é visível porque nenhuma malha foi atribuída." @@ -22224,26 +22189,6 @@ msgstr "" "produzirá nenhuma colisão para este nó GPUParticlesCollisionSDF3D.\n" "Para resolver isso, ative pelo menos um bit na propriedade Bake Mask." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "O nó A deve ser um PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "O nó B deve ser um PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -22392,7 +22337,131 @@ msgstr "" "O ROTATION_ORIENTED do PathFollow3D requer que \"Up Vector\" seja ativado no " "recurso Curve do Path3D pai." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Este nó não tem forma, então não pode colidir ou interagir com outros " +"objetos.\n" +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " +"para definir a forma dele." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Com uma escala não uniforme, este nó provavelmente não funcionará como " +"esperado.\n" +"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " +"disso, altere o tamanho nas formas de colisão dos filhos." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " +"nó derivado de CollisionObject3D.\n" +"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc... para dar-lhes uma forma." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " +"funcionará como esperado.\n" +"Por favor, faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e " +"altere os vértices do seu polígono." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject3D.\n" +"Por favor use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. para dá-los forma." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " +"crie um recurso de forma para ele." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " +"seja estático." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Faça a sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " +"tamanho do recurso de forma dele." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "O nó A deve ser um PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "O nó B deve ser um PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22402,6 +22471,29 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " +"seja atribuído." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " +"relatadas." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve para fornecer um sistema de rodas para um " +"VehicleBody3D. Use-o como filho de um VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22418,21 +22510,6 @@ msgstr "" "A propriedade \"Caminho Remoto\" deve apontar para um Node3D válido ou nó " "derivado de Node3D para funcionar." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " -"seja atribuído." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " -"relatadas." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado até se definir uma malha." @@ -22445,22 +22522,6 @@ msgstr "" "Um recurso SpriteFrames tem de ser criado ou definido na Propriedade " "\"Frames\" de forma a que AnimatedSprite3D mostre frames." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um " -"VehicleBody3D. Use-o como filho de um VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo " -"de Compatibilidade GL. O suporte será adicionado numa versão futura." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22600,64 +22661,14 @@ msgstr "" "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode " "definido como true." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Nova região de código" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Copiar este construtor num script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "Introduza um código hex (\"#ff0000\") ou nome da cor (\"red\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor\n" -"RMB: Remove predefinição" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Cor: #%s\n" -"LMB: Aplicar cor" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Escolha uma cor na tela." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Escolha uma cor na janela da aplicação." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Selecione a forma do seletor." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Selecione o modo do seletor." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Alternar valores entre hexadecimal e código." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Código hex ou nome da cor" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Adicionar cor atual como predefinição." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22689,14 +22700,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Não tem permissão para acessar o conteúdo desta pasta." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Extensão inválida ou nome de ficheiro vazio." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22707,26 +22710,6 @@ msgstr "" "reformulação numa futura versão 4.x envolvendo alterações de API de quebra " "de compatibilidade." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Alterne a grade visual." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Alternar o ajuste à grade." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Altere a distância de encaixe." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Alterne o minimapa do gráfico." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Organize automaticamente os nós selecionados." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22744,98 +22727,6 @@ msgstr "" "A fonte atual não suporta a renderização de um ou mais caracteres usados no " "texto deste Rótulo." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Mesma Direção do Layout" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Auto Detetar Direção" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Esquerda para Direita" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Direita para Esquerda" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca da Esquerda para a Direita (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca da Direita para a Esquerda (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Formatação de Direção Pop (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Alinhamento de Letras Árabes (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolado da Esquerda para a Direita (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolado da Direita para a Esquerda (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Primeiro Isolado Forte (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Direção Pop Isolada (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Junta Largura-Zero (ZWU)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Largura-Zero Não-Junta (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Juntador de Palavras (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Hífen Suave (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Direção da Escrita do Texto" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Exibir Caracteres de Controle" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Inserir Caractere de Controle" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Se \"Exp Edit\" está ativado, \"Min Value\" tem de ser maior que 0." @@ -22869,10 +22760,6 @@ msgstr "" "A forma padrão do cursor do mouse de SubViewportContainer não tem efeito.\n" "Considere deixá-lo com seu valor inicial `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Outro)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/pt_BR.po b/editor/pt_BR.po index 950d092..089ea5b 100644 --- a/editor/pt_BR.po +++ b/editor/pt_BR.po @@ -492,7 +492,6 @@ msgstr "Fim" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Recortar" @@ -500,8 +499,6 @@ msgstr "Recortar" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiar" @@ -513,15 +510,14 @@ msgstr "Copiar" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Colar" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Desfazer" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Refazer" @@ -644,8 +640,7 @@ msgid "Scroll Down" msgstr "Rolar para Baixo" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Selecionar Tudo" @@ -1955,13 +1950,13 @@ msgstr "Alternar Painel de Scripts" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Ampliar" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Afastar" @@ -1977,10 +1972,19 @@ msgstr "Erros" msgid "Warnings" msgstr "Avisos" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zoom de 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Números de linha e coluna." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Recuo" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "O método no nó de destino deve ser especificado." @@ -2363,7 +2367,6 @@ msgstr "Iniciar" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Limpar" @@ -2722,7 +2725,6 @@ msgstr[1] "Abrir Cenas" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Abrir" @@ -2839,7 +2841,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Usar barras em nome de pastas irá criar subpastas recursivamente." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Não foi possível criar a pasta." @@ -2849,7 +2850,6 @@ msgstr "Criar nova pasta em %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Criar Pasta" @@ -2865,9 +2865,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Agradecimentos da comunidade Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Clique para copiar." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Desconhecido" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3312,7 +3320,7 @@ msgstr "Adicionar Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Caminho:" @@ -3506,7 +3514,7 @@ msgstr "Novo" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Salvar" @@ -4470,7 +4478,6 @@ msgstr "Os nomes que começam com _ são reservados para metadados do editor." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nome:" @@ -5523,10 +5530,6 @@ msgstr "Nó" msgid "History" msgstr "Histórico" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandir Painel Inferior" - #: editor/editor_node.cpp msgid "Output" msgstr "Saída" @@ -5603,7 +5606,7 @@ msgstr "Salvar Novamente" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Criar Metadados de Controle de versão" #: editor/editor_node.cpp @@ -5967,6 +5970,17 @@ msgstr "" "Adicione uma predefinição executável no menu Exportar ou defina uma " "predefinição existente como executável." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Depuração Remota" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Executar Projeto" @@ -6852,14 +6866,17 @@ msgid "Export With Debug" msgstr "Exportar Com Depuração" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Desabilitar FBX & Reiniciar" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6891,9 +6908,11 @@ msgid "Configure FBX Importer" msgstr "Configurar Importador FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF é necessário para importar arquivos FBX.\n" "Faça o download e forneça um caminho válido para o binário:" @@ -7459,6 +7478,16 @@ msgstr "Adicionar nova cena." msgid "Filter Groups" msgstr "Filtrar por Grupo" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandir Painel Inferior" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7482,11 +7511,11 @@ msgstr "Escolha um Diretório" msgid "Move" msgstr "Mover" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Rede" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Selecionar a Pasta Atual" @@ -7498,7 +7527,7 @@ msgstr "Não é possível salvar o arquivo com um nome de arquivo vazio." msgid "Cannot save file with a name starting with a dot." msgstr "Não é possível salvar o arquivo com um nome começando com um ponto." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7506,11 +7535,11 @@ msgstr "" "O arquivo \"%s\" já existe.\n" "Você deseja sobrescreve-lo?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Selecionar Esta Pasta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Todos Conhecidos" @@ -7518,19 +7547,19 @@ msgstr "Todos Conhecidos" msgid "All Files (*)" msgstr "Todos os Arquivos (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Abrir um Arquivo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Abrir Arquivo(s)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Abrir um Diretório" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Abrir Arquivo ou Diretório" @@ -7582,19 +7611,19 @@ msgstr "Mover Favorito Acima" msgid "Move Favorite Down" msgstr "Mover Favorito Abaixo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ir para a pasta anterior." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ir para a próxima pasta." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ir para a pasta pai." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Atualizar arquivos." @@ -7602,11 +7631,16 @@ msgstr "Atualizar arquivos." msgid "(Un)favorite current folder." msgstr "(Des)favoritar pasta atual." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Alternar a visibilidade de arquivos ocultos." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Criar novos nós." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Diretórios & Arquivos:" @@ -7618,7 +7652,7 @@ msgid "Preview:" msgstr "Visualização:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Arquivo:" @@ -8739,6 +8773,15 @@ msgstr "Arquivos com strings de tradução:" msgid "Generate POT" msgstr "Gerar POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script Embutido:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Definindo %s nós como %d ativos" @@ -10426,15 +10469,6 @@ msgstr "Encaixe Relativo" msgid "Use Pixel Snap" msgstr "Usar Encaixe de Pixel" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Encaixe Inteligente" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurar Encaixe..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Encaixar no Pai" @@ -10459,6 +10493,15 @@ msgstr "Encaixar em Outros Nós" msgid "Snap to Guides" msgstr "Encaixar nas Guias" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Encaixe Inteligente" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurar Encaixe..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10715,6 +10758,17 @@ msgstr "Criar Nó" msgid "Error instantiating scene from %s" msgstr "Erro ao instanciar cena de %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanciar" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nova Cena Herdada" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Mudar Tipo Padrão" @@ -12403,6 +12457,10 @@ msgstr "Visualizar Ambiente" msgid "View Gizmos" msgstr "Visualizar Gizmos" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Ver Grade" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Visualizar Informações" @@ -12741,10 +12799,6 @@ msgstr "4 Viewports" msgid "View Origin" msgstr "Ver Origem" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Ver Grade" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12943,6 +12997,15 @@ msgstr "Gerar Oclusores" msgid "Select occluder bake file:" msgstr "Selecione o arquivo de geração de oclusão:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Converter para GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13080,10 +13143,6 @@ msgstr "Esmaecer de Saída" msgid "Handle Tilt #" msgstr "Inclinação Aleatória:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Definir Posição do Ponto da Curva" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Definir Posição de Saída da Curva" @@ -13124,6 +13183,10 @@ msgstr "Inserir Ponto" msgid "Split Segment (in curve)" msgstr "Dividir Segmentos (na curva)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Definir Posição do Ponto da Curva" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Mover Junta" @@ -13546,11 +13609,6 @@ msgstr "Anterior no Histórico" msgid "History Next" msgstr "Próximo no Histórico" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importar Tema..." @@ -13559,6 +13617,11 @@ msgstr "Importar Tema..." msgid "Reload Theme" msgstr "Recarregar Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Salvar Tema" @@ -13722,10 +13785,6 @@ msgstr "Escolher Cor" msgid "Folding" msgstr "Dobramento de Código (Folding)" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Recuo" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Maiúscula" @@ -14167,12 +14226,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERRO: Não foi possível carregar o recurso de quadro!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Recurso da área de transferência está vazio ou não é uma textura!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Colar Quadro" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Colar Quadro" +#, fuzzy +msgid "Paste Texture" +msgstr "Colar Recurso" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14227,7 +14288,7 @@ msgid "Frame Duration:" msgstr "Duração do Quadro:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Restaurar Ampliação" @@ -14244,7 +14305,8 @@ msgid "Delete Frame" msgstr "Excluir Quadro" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Copiar Quadro" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18299,10 +18361,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Selecione uma Pasta para Analisar" @@ -18871,6 +18929,11 @@ msgstr "Reparentar" msgid "Run Instances" msgstr "Executando %d Instância" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Executar Múltiplas Instâncias" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18882,9 +18945,12 @@ msgid "Main Feature Tags:" msgstr "Características Principais:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Executar Múltiplas Instâncias" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20302,7 +20368,7 @@ msgstr "Replicação" #, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Adicione propriedades usando os botões acima ou\n" "arraste-as do inspetor e solte-as aqui." @@ -21300,7 +21366,7 @@ msgid "Starting project..." msgstr "Iniciando projeto…" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Todos os Arquivos" @@ -21996,79 +22062,6 @@ msgstr "" "instanciadas). Quando houver mais de um, o primeiro \n" "criado ficará ativo, enquanto os outros serão ignorados." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Este nó não tem forma, por isso não pode colidir ou interagir com outros " -"objetos.\n" -"Considere adicionar um CollisionShape2D ou CollisionPolygon2D como filho " -"para definir sua forma." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Um CollisionPolygon2D vazio não tem efeito na colisão." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Polígono inválido. Pelo menos 3 pontos são necessários no modo de construção " -"de 'Sólidos'." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Polígono inválido. Pelo menos 2 pontos são necessários no modo de construção " -"de 'Segmentos'." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"A propriedade One Way Collision será ignorada quando o objeto de colisão for " -"um Area2D." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " -"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Uma forma deve ser fornecida para que CollisionShape2D funcione. Crie um " -"recurso de forma para isso!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Formas baseadas em polígonos não foram feitas para serem diretamente " -"editadas no nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22109,26 +22102,6 @@ msgstr "" "Os subemissores de partículas não estão disponíveis ao usar o back-end de " "renderização de compatibilidade com GL." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "O Nó A e o Nó B devem ser PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "O Nó A deve ser um PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "O Nó A deve ser um PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "A Junta não está conectada a dois PhysicsBody2Ds" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "O Nó A e o Nó B devem ser diferentes PhysicsBody2Ds" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22181,7 +22154,101 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D só funciona quando definido como filho de um nó Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Este nó não tem forma, por isso não pode colidir ou interagir com outros " +"objetos.\n" +"Considere adicionar um CollisionShape2D ou CollisionPolygon2D como filho " +"para definir sua forma." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D serve apenas para fornecer uma forma de colisão para um " +"nó derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Um CollisionPolygon2D vazio não tem efeito na colisão." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Polígono inválido. Pelo menos 3 pontos são necessários no modo de construção " +"de 'Sólidos'." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Polígono inválido. Pelo menos 2 pontos são necessários no modo de construção " +"de 'Segmentos'." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"A propriedade One Way Collision será ignorada quando o objeto de colisão for " +"um Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D serve apenas para fornecer uma forma de colisão para um nó " +"derivado de CollisionObject2D. Use-o apenas como filho de Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Uma forma deve ser fornecida para que CollisionShape2D funcione. Crie um " +"recurso de forma para isso!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Formas baseadas em polígonos não foram feitas para serem diretamente " +"editadas no nó CollisionShape2D. Em vez disso use o nó CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "O Nó A e o Nó B devem ser PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "O Nó A deve ser um PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "O Nó A deve ser um PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "A Junta não está conectada a dois PhysicsBody2Ds" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "O Nó A e o Nó B devem ser diferentes PhysicsBody2Ds" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22189,7 +22256,7 @@ msgstr "" "Um PhysicalBone2D só funciona com um Skeleton2D ou outro PhysicalBone2D " "sendo nó pai!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22197,7 +22264,7 @@ msgstr "" "Um nó PhysicalBone2D precisa ser atribuído a um nó Bone2D para funcionar! " "Defina um nó Bone2D no inspetor." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22205,7 +22272,7 @@ msgstr "" "Um nó PhysicalBone2D deve ter um nó filho baseado em Joint2D para manter os " "ossos conectados! Adicione um nó baseado em Joint2D como filho a este nó!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -22215,18 +22282,18 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"A propriedade Caminho deve apontar para um nó Node2D válido para funcionar." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Este nó não pode interagir com outros objetos, a menos que um Shape2D seja " "atribuído." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"A propriedade Caminho deve apontar para um nó Node2D válido para funcionar." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Esta cadeia Bone2D deve terminar em um nó Skeleton2D." @@ -22307,110 +22374,6 @@ msgstr "" "O nó BoneAttachment3D não está vinculado a nenhum osso! Selecione um osso " "para anexar este nó." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Este nó não tem forma, então não pode colidir ou interagir com outros " -"objetos.\n" -"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " -"para definir sua forma." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Com uma escala não uniforme, este nó provavelmente não funcionará como " -"esperado.\n" -"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " -"disso, altere o tamanho nas formas de colisão dos filhos." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " -"nó derivado de CollisionObject3D.\n" -"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc... para dar-lhes uma forma." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " -"funcionará como esperado.\n" -"Por favor, torne sua escala uniforme (ou seja, a mesma em todos os eixos) e " -"altere os vértices de seu polígono." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " -"derivado de CollisionObject2D.\n" -"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " -"KinematicBody2D, etc. para dá-los forma." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " -"crie um recurso de forma para ele." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " -"seja estático." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " -"como esperado.\n" -"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " -"tamanho de seu recurso de forma." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Nada é visível porque nenhuma malha foi atribuída." @@ -22535,26 +22498,6 @@ msgstr "" "produzirá nenhuma colisão para este nó GPUParticlesCollisionSDF3D.\n" "Para resolver isso, habilite pelo menos um bit na propriedade Bake Mask." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "O nó A deve ser um PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "O nó B deve ser um PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "A escala da iluminação não afeta o tamanho visual da luz." @@ -22704,7 +22647,131 @@ msgstr "" "O ROTATION_ORIENTED do PathFollow3D requer que \"Up Vector\" seja ativado no " "recurso Curve do Path3D pai." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Este nó não tem forma, então não pode colidir ou interagir com outros " +"objetos.\n" +"Considere adicionar um CollisionShape3D ou CollisionPolygon3D como filho " +"para definir sua forma." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Com uma escala não uniforme, este nó provavelmente não funcionará como " +"esperado.\n" +"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e, em vez " +"disso, altere o tamanho nas formas de colisão dos filhos." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D serve apenas para fornecer uma forma de colisão para um " +"nó derivado de CollisionObject3D.\n" +"Use-o apenas como filho de Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc... para dar-lhes uma forma." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Um CollisionPolygon3D vazio não tem efeito na colisão." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Um nó CollisionPolygon3D com escala não uniforme provavelmente não " +"funcionará como esperado.\n" +"Por favor, torne sua escala uniforme (ou seja, a mesma em todos os eixos) e " +"altere os vértices de seu polígono." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D apenas serve para fornecer a forma de colisão para um nó " +"derivado de CollisionObject2D.\n" +"Por favor use-o apenas como filho de Area2D, StaticBody2D, RigidBody2D, " +"KinematicBody2D, etc. para dá-los forma." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Uma forma deve ser fornecida para que CollisionShape3D funcione. Por favor, " +"crie um recurso de forma para ele." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D não oferece suporte a RigidBody3D em outro modo que não " +"seja estático." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Um nó CollisionShape3D com escala não uniforme provavelmente não funcionará " +"como esperado.\n" +"Torne sua escala uniforme (ou seja, a mesma em todos os eixos) e altere o " +"tamanho de seu recurso de forma." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "O nó A e o nó B devem ser PhysicsBody3Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "O nó A deve ser um PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "O nó B deve ser um PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Junção não está conectado a nenhum PhysicsBody3Ds" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22714,6 +22781,29 @@ msgstr "" "física durante a execução.\n" "Em vez disso, altere o tamanho nas formas de colisão dos filhos." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " +"seja atribuído." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " +"relatadas." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D serve para fornecer um sistema de rodas para um " +"VehicleBody3D. Use-o como filho de um VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22730,21 +22820,6 @@ msgstr "" "A propriedade \"Caminho Remoto\" deve apontar para um Node3D válido ou nó " "derivado de Node3D para funcionar." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Este nó não pode interagir com outros objetos, a menos que um nó Shape3D " -"seja atribuído." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"O nó ShapeCast3D não suporta nó ConcavePolygonShape3D. Colisões não serão " -"relatadas." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Este corpo será ignorado até você definir uma malha." @@ -22757,22 +22832,6 @@ msgstr "" "Um recurso SpriteFrames deve ser criado ou definido na propriedade " "\"Quadros\" para que o nó AnimatedSprite3D mostre quadros." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D serve para fornecer um sistema de rodas para um " -"VehicleBody3D. Use-o como filho de um VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Os nós VisibleOnScreenNotifier3D ainda não são suportados ao usar o Módulo " -"de Compatibilidade GL. O suporte será adicionado em uma versão futura." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22912,66 +22971,14 @@ msgstr "" "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode " "definido como true." -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nova Configuração" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Copiar este construtor em um script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Insira um código hexadecimal (\"#ff0000\") ou uma cor nomeada (\"vermelho\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor\n" -"RMB: Remove predefinição" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Cor: #%s\n" -"LMB: Aplica cor" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Escolha uma cor na tela." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Escolha uma cor na janela do aplicativo." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Selecione a forma do seletor." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Selecione o modo do seletor." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Alterne entre valores hexadecimais e de código." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Código hexadecimal ou cor nomeada" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Adicionar cor atual como uma predefinição." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23003,14 +23010,6 @@ msgstr "" msgid "Alert!" msgstr "Alerta!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Você não tem permissão para acessar o conteúdo desta pasta." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Extensão inválida ou nome de arquivo vazio." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23021,29 +23020,6 @@ msgstr "" "reformulação em uma futura versão 4.x envolvendo alterações de API de quebra " "de compatibilidade." -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Alternar a visibilidade de arquivos ocultos." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Alternar encaixe de grade." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Ativar o minimapa de grade." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Arranjar automaticamente os nós selecionados." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23058,98 +23034,6 @@ msgstr "" "A fonte atual não suporta a renderização de um ou mais caracteres usados no " "texto deste Rótulo." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Mesma Direção do Layout" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Auto Detectar Direção" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Esquerda para Direita" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Direita para Esquerda" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Marca da Esquerda para a Direita (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Marca da Direita para a Esquerda (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Iniciar Incorporação da Esquerda para a Direita (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Iniciar Incorporação da Direita para a Esquerda (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Iniciar Substituição da Esquerda para a Direita (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Iniciar Substituição da Direita para a Esquerda (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Formatação de Direção Pop (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Alinhamento de Letras Árabes (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Isolado da Esquerda para a Direita (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Isolado da Direita para a Esquerda (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Primeiro Isolado Forte (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Direção Pop Isolada (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Junta Largura-Zero (ZWU)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Largura-Zero Não-Junta (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Juntador de Palavras (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Hífen Suave (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Direção da Escrita do Texto" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Exibir Caracteres de Controle" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Inserir Caractere de Controle" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23182,10 +23066,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Outro)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/ro.po b/editor/ro.po index 5818e21..d449675 100644 --- a/editor/ro.po +++ b/editor/ro.po @@ -347,7 +347,6 @@ msgstr "Sfârșit" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Tăiere" @@ -355,8 +354,6 @@ msgstr "Tăiere" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Copiaza" @@ -368,16 +365,15 @@ msgstr "Copiaza" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Lipește" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp #, fuzzy msgid "Undo" msgstr "Revenire" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp #, fuzzy msgid "Redo" msgstr "Reîntoarcere" @@ -521,8 +517,7 @@ msgid "Scroll Down" msgstr "Populează Suprafața" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1910,13 +1905,13 @@ msgstr "Porniti sau opriti panoul de scripturi" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Apropiere" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Departare" @@ -1932,10 +1927,20 @@ msgstr "" msgid "Warnings" msgstr "Avertismente" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Magnificare la 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Numerele liniilor și coloanelor." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Deschide Recente" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metoda din nodul țintă trebuie specificată." @@ -2332,7 +2337,6 @@ msgstr "Start" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Curăță" @@ -2704,7 +2708,6 @@ msgstr[2] "Deschide o scenă" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Deschide" @@ -2828,7 +2831,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Directorul nu a putut fi creat." @@ -2839,7 +2841,6 @@ msgstr "Creați noduri noi." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Creare folder" @@ -2856,9 +2857,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Mulțumesc din partea comunităţii Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Apasă click sa copiezi." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3323,7 +3331,7 @@ msgstr "Adaugați AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Cale:" @@ -3510,7 +3518,7 @@ msgstr "Nou" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Salvați" @@ -4482,7 +4490,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Nume:" @@ -5561,10 +5568,6 @@ msgstr "Nod" msgid "History" msgstr "Fila anterioară" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Extinde Panoul De Jos" - #: editor/editor_node.cpp msgid "Output" msgstr "Ieșire" @@ -5643,7 +5646,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Configurați controlul versiunii" #: editor/editor_node.cpp @@ -6010,6 +6013,17 @@ msgstr "" "platformă.\n" "Te rog adaugă o presetare de rulare în meniul pentru export." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Nume Nod:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6914,14 +6928,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Salvează și Restartează" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6951,8 +6966,9 @@ msgstr "Configurare Snap" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7528,6 +7544,16 @@ msgstr "Adaugă o nouă scenă." msgid "Filter Groups" msgstr "Șterge Grupul" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Extinde Panoul De Jos" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7552,11 +7578,11 @@ msgstr "Alegeţi un Director" msgid "Move" msgstr "Mută" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Rețea" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Selectaţi directorul curent" @@ -7568,17 +7594,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Selectaţi directorul curent" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Toate Recunoscute" @@ -7586,19 +7612,19 @@ msgstr "Toate Recunoscute" msgid "All Files (*)" msgstr "Toate Fişierele (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Deschideți un Fișier" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Deschideți Fișier(e)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Deschideţi un Director" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Deschideți un Fişier sau Director" @@ -7651,19 +7677,19 @@ msgstr "Mutare favorită în sus" msgid "Move Favorite Down" msgstr "Mutare favorită în jos" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Accesați Directorul Precedent." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Mergi la următorul director." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Mergi la Directorul Părinte." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Reîmprospătează filele." @@ -7671,11 +7697,16 @@ msgstr "Reîmprospătează filele." msgid "(Un)favorite current folder." msgstr "(Șterge)Adaugă directorul curent la favorite." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Comutați Vizibilitatea Fișierelor Ascunse." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Creați noduri noi." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Directoare și Fişiere:" @@ -7687,7 +7718,7 @@ msgid "Preview:" msgstr "Previzualizați:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fișier:" @@ -8804,6 +8835,15 @@ msgstr "" msgid "Generate POT" msgstr "General" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Script încorporat:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10559,15 +10599,6 @@ msgstr "Snap Relativ" msgid "Use Pixel Snap" msgstr "Utilizează Pixel Snap" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Snapping Inteligent" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Configurare Snap..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Snap către Părinte" @@ -10592,6 +10623,15 @@ msgstr "Snap către Alte Noduri" msgid "Snap to Guides" msgstr "Snap pe Ghiduri" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Snapping Inteligent" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Configurare Snap..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10843,6 +10883,17 @@ msgstr "Creează Nod" msgid "Error instantiating scene from %s" msgstr "Eroare la instanțierea scenei din %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanță" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nouă scenă moștenită" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Schimbă Tipul Implicit" @@ -12604,6 +12655,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12930,10 +12985,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -13137,6 +13188,15 @@ msgstr "Editează Poligon" msgid "Select occluder bake file:" msgstr "Selectare fișier șablon pentru harta de lumină:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Conversie în Mesh2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13275,10 +13335,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "Înclinare aleatorie:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Setare poziție punct de curbă" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Setare poziție de ieșire a curbei" @@ -13319,6 +13375,10 @@ msgstr "Inserează Punct" msgid "Split Segment (in curve)" msgstr "Divizare segment (pe curbă)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Setare poziție punct de curbă" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13757,11 +13817,6 @@ msgstr "Fila anterioară" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13771,6 +13826,11 @@ msgstr "Se Importa Scena..." msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13937,11 +13997,6 @@ msgstr "" msgid "Folding" msgstr "Dezactivat" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Deschide Recente" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14426,12 +14481,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Ștergeți Cheile" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Lipiți Resursa" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14493,7 +14550,7 @@ msgid "Frame Duration:" msgstr "Încadrează în Ecran Selecția" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Resetare zoom" @@ -14513,7 +14570,7 @@ msgstr "Mod Selectare" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Mod Mutare" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18657,10 +18714,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -19229,6 +19282,10 @@ msgstr "" msgid "Run Instances" msgstr "Instanță" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19240,7 +19297,11 @@ msgid "Main Feature Tags:" msgstr "Caracteristici active:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20657,7 +20718,7 @@ msgstr "Aplicație" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21620,7 +21681,7 @@ msgid "Starting project..." msgstr "Exportă Proiectul" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Toate Fişierele (*)" @@ -22288,58 +22349,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22370,26 +22379,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22431,40 +22420,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22524,82 +22586,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22693,26 +22679,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22835,13 +22801,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22854,17 +22933,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22875,18 +22943,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23002,63 +23058,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animație" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Unelte Animație" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Selectează un Mesh Sursă:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Selectare mod" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23082,15 +23090,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Trebuie să utilizaţi o extensie valida." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23098,30 +23097,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Comutați Vizibilitatea Fișierelor Ascunse." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Comutare grilă fixare." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Activează minimapa in format grilă." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Trage: Scalează nodul selectat." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23134,103 +23109,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Direcții" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Rotație poligon" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Direcții" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Caractere valide:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Caractere valide:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23255,10 +23133,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/ru.po b/editor/ru.po index cebb779..7bcdf62 100644 --- a/editor/ru.po +++ b/editor/ru.po @@ -488,7 +488,6 @@ msgstr "Конец" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Вырезать" @@ -496,8 +495,6 @@ msgstr "Вырезать" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Копировать" @@ -509,15 +506,14 @@ msgstr "Копировать" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Вставить" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Отменить" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Повторить" @@ -640,8 +636,7 @@ msgid "Scroll Down" msgstr "Прокрутка вниз" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Выделить всё" @@ -1923,13 +1918,13 @@ msgstr "Переключить панель скриптов" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Приблизить" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Отдалить" @@ -1945,10 +1940,19 @@ msgstr "Ошибки" msgid "Warnings" msgstr "Предупреждения" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Масштаб 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Номера строк и столбцов." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Отступ" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Метод в целевом узле должен быть указан." @@ -2333,7 +2337,6 @@ msgstr "Запустить" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Очистить" @@ -2692,7 +2695,6 @@ msgstr[2] "Открыть сцены" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Открыть" @@ -2810,7 +2812,6 @@ msgstr "" "подпапок." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Невозможно создать папку." @@ -2820,7 +2821,6 @@ msgstr "Создать новую папку в %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Создать папку" @@ -2836,9 +2836,17 @@ msgstr "Двойной клик для открытия в браузере." msgid "Thanks from the Godot community!" msgstr "Спасибо от сообщества Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Нажмите, чтобы скопировать." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Неизвестно" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3283,7 +3291,7 @@ msgstr "Добавить автозагрузку" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Путь:" @@ -3474,7 +3482,7 @@ msgstr "Новый" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Сохранить" @@ -4411,7 +4419,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Имя:" @@ -5457,10 +5464,6 @@ msgstr "Узел" msgid "History" msgstr "История" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Развернуть нижнюю панель" - #: editor/editor_node.cpp msgid "Output" msgstr "Вывод" @@ -5536,7 +5539,8 @@ msgid "Resave" msgstr "Пересохранить" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Создание метаданных контроля версий..." #: editor/editor_node.cpp @@ -5901,6 +5905,17 @@ msgstr "" "Пожалуйста, добавьте активный пресет в меню экспорта или пометьте " "существующий пресет как активный." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Удалённая отладка" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Запуск проекта" @@ -6771,14 +6786,17 @@ msgid "Export With Debug" msgstr "Экспорт в режиме отладки" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Отключить FBX и перезапустить" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6810,9 +6828,11 @@ msgid "Configure FBX Importer" msgstr "Настроить импортёр FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF необходим для импортирования файлов FBX.\n" "Пожалуйста, скачайте его и укажите верный путь к исполнителю:" @@ -7360,6 +7380,16 @@ msgstr "Добавить новую группу." msgid "Filter Groups" msgstr "Фильтровать группы" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Развернуть нижнюю панель" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7381,11 +7411,11 @@ msgstr "Выбрать целевой каталог:" msgid "Move" msgstr "Переместить" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Сеть" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Выбрать текущую папку" @@ -7397,7 +7427,7 @@ msgstr "Невозможно сохранить безымянный файл." msgid "Cannot save file with a name starting with a dot." msgstr "Невозможно сохранить файл с именем, начинающимся с точки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7405,11 +7435,11 @@ msgstr "" "Файл \"%s\" уже существует.\n" "Перезаписать файл?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Выбрать эту папку" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Все разрешённые" @@ -7417,19 +7447,19 @@ msgstr "Все разрешённые" msgid "All Files (*)" msgstr "Все файлы (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Открыть файл" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Открыть файл(ы)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Открыть каталог" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Открыть каталог или файл" @@ -7481,19 +7511,19 @@ msgstr "Поднять избранное" msgid "Move Favorite Down" msgstr "Опустить избранное" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Перейти к предыдущей папке." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Перейти к следующей папке." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Перейти к родительской папке." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Обновить файлы." @@ -7501,11 +7531,16 @@ msgstr "Обновить файлы." msgid "(Un)favorite current folder." msgstr "Добавить/убрать текущую папку в избранное." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Переключить видимость скрытых файлов." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Создать новый узел." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Каталоги и файлы:" @@ -7517,7 +7552,7 @@ msgid "Preview:" msgstr "Предпросмотр:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Файл:" @@ -8648,6 +8683,15 @@ msgstr "Файлы со строками перевода:" msgid "Generate POT" msgstr "Сгенерировать POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Встроенный скрипт:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Задать %s на %d узлах" @@ -10309,15 +10353,6 @@ msgstr "Относительная привязка" msgid "Use Pixel Snap" msgstr "Использовать попиксельную привязку" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Интеллектуальная привязка" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Настроить привязку..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Привязка к родителю" @@ -10342,6 +10377,15 @@ msgstr "Привязка к другим узлам" msgid "Snap to Guides" msgstr "Привязка к направляющим" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Интеллектуальная привязка" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Настроить привязку..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10598,6 +10642,17 @@ msgstr "Создать узел" msgid "Error instantiating scene from %s" msgstr "Ошибка при инстанцировании сцены из %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Инстанцировать" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Новая вложенная сцена" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Изменить тип по умолчанию" @@ -12266,6 +12321,10 @@ msgstr "Окружение" msgid "View Gizmos" msgstr "Отобразить гизмо" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Отображать сетку" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Информация" @@ -12606,10 +12665,6 @@ msgstr "4 Окна" msgid "View Origin" msgstr "Отображать начало координат" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Отображать сетку" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12809,6 +12864,15 @@ msgstr "Запечь окклюдеры" msgid "Select occluder bake file:" msgstr "Выберите файл запекания окклюдера:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Преобразовать в GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12945,10 +13009,6 @@ msgstr "Дескриптор выхода #" msgid "Handle Tilt #" msgstr "Обработать наклон #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Установить позицию точки кривой" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Установить позицию выхода кривой" @@ -12985,6 +13045,10 @@ msgstr "Сбросить наклон точки" msgid "Split Segment (in curve)" msgstr "Разделить сегмент (в кривой)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Установить позицию точки кривой" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Передвинуть сустав" @@ -13404,11 +13468,6 @@ msgstr "Предыдущий файл" msgid "History Next" msgstr "Следующий файл" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Тема" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Импортировать тему...." @@ -13417,6 +13476,11 @@ msgstr "Импортировать тему...." msgid "Reload Theme" msgstr "Перезагрузить тему" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Тема" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Сохранить тему" @@ -13579,10 +13643,6 @@ msgstr "Выбрать цвет" msgid "Folding" msgstr "Сворачивание" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Отступ" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "ВЕРХНИЙ РЕГИСТР" @@ -14018,12 +14078,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ОШИБКА: Невозможно загрузить кадр!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буфер обмена пуст или не содержит текстуру!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Вставить кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Вставить кадр" +#, fuzzy +msgid "Paste Texture" +msgstr "Вставить параметры" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14078,7 +14140,7 @@ msgid "Frame Duration:" msgstr "Длительность кадра:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Сбросить масштабирование" @@ -14095,7 +14157,8 @@ msgid "Delete Frame" msgstr "Удалить кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Скопировать кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -15798,8 +15861,8 @@ msgstr "" "стрелки[/i] и затем перевёрнут по вертикали. На практике это означает, что " "для поворота на 90 градусов по часовой стрелке без переворота вам следует " "включить [b]Перевернуть H[/b] и [b]Транспонировать[/b]. Для поворота тайна " -"на 180 градусов по часовой стрелке, включите [b]Перевернуть H[/b] и [b]" -"Перевернуть V[/b]. Для поворота тайла на 270 градусов по часовой стрелке, " +"на 180 градусов по часовой стрелке, включите [b]Перевернуть H[/b] и " +"[b]Перевернуть V[/b]. Для поворота тайла на 270 градусов по часовой стрелке, " "включите [b]Перевернуть V[/b] и [b]Транспонировать[/b]." #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -18176,10 +18239,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Выбрать папку для сканирования" @@ -18747,6 +18806,11 @@ msgstr "Переподчинить" msgid "Run Instances" msgstr "Запуск экземпляров" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Запустить несколько экземпляров" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18758,9 +18822,12 @@ msgid "Main Feature Tags:" msgstr "Основные возможности:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Запустить несколько экземпляров" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20161,9 +20228,10 @@ msgid "Replicate" msgstr "Рреплицировать" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Добавьте свойства, используя параметры выше, или\n" "перетащите их из инспектора сюда." @@ -21135,7 +21203,7 @@ msgid "Starting project..." msgstr "Запуск проекта..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Все файлы" @@ -21828,79 +21896,6 @@ msgstr "" "Если их больше одного, то активным будет только один из них. Какой именно, " "не определено." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или " -"взаимодействовать с другими объектами.\n" -"Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " -"чтобы определить ее форму." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D служит только для обеспечения столкновений фигурам типа " -"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " -"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать " -"им форму." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Пустой CollisionPolygon2D не влияет на столкновения." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Недопустимый полигон. В режиме 'Solids' необходимо по крайней мере 3 точки." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Свойство One Way Collision будет игнорироваться, если родителем является " -"Area2D." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D служит только для обозначения формы границы столкновений " -"узлам типа CollisionObject2D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им форму." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Shape должен быть предусмотрен для функций CollisionShape2D. Пожалуйста, " -"создайте shape-ресурс для этого!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Полигональные формы не предназначены для использования или редактирования " -"непосредственно через узел CollisionShape2D. Пожалуйста, используйте вместо " -"этого узел CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21940,29 +21935,6 @@ msgstr "" "Субэмиттеры частиц недоступны при использовании бэкенда рендеринга GL " "Compatibility." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Узел А должен быть экземпляром класса PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Узел B должен быть экземпляром класса PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" -"Сустав должен быть связан с двумя объектами являющимися экземплярами класса " -"PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22016,7 +21988,104 @@ msgstr "" "PathFollow2D работает только при установке его в качестве дочернего узла " "Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Этот узел не имеет форму, поэтому не может сталкиваться или " +"взаимодействовать с другими объектами.\n" +"Подумайте о добавлении CollisionShape2D или CollisionPolygon2D как дочерний, " +"чтобы определить ее форму." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D служит только для обеспечения столкновений фигурам типа " +"CollisionObject2D. Пожалуйста использовать его только в качестве дочернего " +"для Area2D, StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать " +"им форму." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Пустой CollisionPolygon2D не влияет на столкновения." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Недопустимый полигон. В режиме 'Solids' необходимо по крайней мере 3 точки." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Недопустимый полигон. В режиме 'Segments' необходимо по крайней мере 2 точки." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Свойство One Way Collision будет игнорироваться, если родителем является " +"Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D служит только для обозначения формы границы столкновений " +"узлам типа CollisionObject2D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D и др. чтобы придать им форму." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Shape должен быть предусмотрен для функций CollisionShape2D. Пожалуйста, " +"создайте shape-ресурс для этого!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Полигональные формы не предназначены для использования или редактирования " +"непосредственно через узел CollisionShape2D. Пожалуйста, используйте вместо " +"этого узел CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Узел А должен быть экземпляром класса PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Узел B должен быть экземпляром класса PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" +"Сустав должен быть связан с двумя объектами являющимися экземплярами класса " +"PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" +"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22024,7 +22093,7 @@ msgstr "" "PhysicalBone2D работает только со Skeleton2D или другим PhysicalBone2D в " "качестве родительского узла!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22032,7 +22101,7 @@ msgstr "" "Для работы PhysicalBone2D необходимо назначить узел Bone2D! Пожалуйста, " "установите узел Bone2D в инспекторе." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22041,7 +22110,7 @@ msgstr "" "кости были соединены! Пожалуйста, добавьте узел на основе Joint2D в качестве " "дочернего узла к этому узлу!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -22051,19 +22120,19 @@ msgstr "" "время работы.\n" "Вместо этого измените размер его дочерних форм столкновений." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Для корректной работы свойство Path должно указывать на действующий узел " -"Node2D." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Этот узел не может взаимодействовать с другими объектами, если не назначен " "Shape2D." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Для корректной работы свойство Path должно указывать на действующий узел " +"Node2D." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Эта Bone2D цепь должна заканчиваться на узле Skeleton2D." @@ -22146,109 +22215,6 @@ msgstr "" "Узел BoneAttachment3D не привязан ни к одной кости! Пожалуйста, выберите " "кость, чтобы прикрепить этот узел." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Этот узел не имеет форму, поэтому не может сталкиваться или " -"взаимодействовать с другими объектами.\n" -"Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " -"чтобы определить его форму." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"При неравномерном масштабе этот узел, вероятно, не будет работать так, как " -"ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер в дочерних формах столкновения." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Пустой CollisionPolygon3D не влияет на столкновения." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Неравномерно масштабированный узел CollisionPolygon3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените вершины его полигона." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D служит для предоставления формы столкновения узлам " -"унаследованным от CollisionObject3D.\n" -"Пожалуйста используйте его только в качестве дочернего для Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Shape должен быть предоставлен для CollisionShape3D. Пожалуйста, создайте " -"ресурс Shape для него." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Неравномерно масштабированный узел CollisionShape3D, вероятно, не будет " -"работать так, как ожидается.\n" -"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " -"а вместо этого измените размер его ресурса формы." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Ничто не видно, потому что не назначена сетка." @@ -22370,27 +22336,6 @@ msgstr "" "не приведет к столкновениям для данного GPUParticlesCollisionSDF3D.\n" "Чтобы решить эту проблему, включите хотя бы один бит в свойстве Bake Mask." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Узел А должен быть экземпляром класса PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Узел B должен быть объектом PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Сустав не соединён ни с одним экземпляром класса PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" -"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "Масштабирование света не влияет на размер источника света." @@ -22539,7 +22484,131 @@ msgstr "" "Для параметра ROTATION_ORIENTED в PathFollow3D требуется, чтобы в ресурсе " "Curve родительского Path3D был включен \"Вектор вверх\"." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Этот узел не имеет форму, поэтому не может сталкиваться или " +"взаимодействовать с другими объектами.\n" +"Подумайте о добавлении CollisionShape3D или CollisionPolygon3D как ребёнка, " +"чтобы определить его форму." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"При неравномерном масштабе этот узел, вероятно, не будет работать так, как " +"ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените размер в дочерних формах столкновения." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D служит для предоставления формы столкновения узлам " +"унаследованным от CollisionObject3D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Пустой CollisionPolygon3D не влияет на столкновения." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Неравномерно масштабированный узел CollisionPolygon3D, вероятно, не будет " +"работать так, как ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените вершины его полигона." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D служит для предоставления формы столкновения узлам " +"унаследованным от CollisionObject3D.\n" +"Пожалуйста используйте его только в качестве дочернего для Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D и др. чтобы придать им форму." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Shape должен быть предоставлен для CollisionShape3D. Пожалуйста, создайте " +"ресурс Shape для него." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"WorldBoundaryShape3D поддерживает RigidBody3D только в статическом режиме." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Неравномерно масштабированный узел CollisionShape3D, вероятно, не будет " +"работать так, как ожидается.\n" +"Пожалуйста, сделайте его масштаб равномерным (т.е. одинаковым по всем осям), " +"а вместо этого измените размер его ресурса формы." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Узел А и Узел B должны быть экземплярами класса PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Узел А должен быть экземпляром класса PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Узел B должен быть объектом PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Сустав не соединён ни с одним экземпляром класса PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" +"Узел А и Узел B должны быть различными экземплярами класса PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22549,6 +22618,29 @@ msgstr "" "время работы.\n" "Вместо этого измените размер в дочерних формах столкновений." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Этот узел не может взаимодействовать с другими объектами, если ему не " +"назначен Shape3D." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D не поддерживает вогнутые полигональные формы " +"(ConcavePolygonShape3D). О столкновениях не будет сообщено." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D служит для обеспечения колесной системы автомобиля " +"VehicleBody3D. Используйте его в качестве дочернего элемента VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22565,21 +22657,6 @@ msgstr "" "Для работы свойство \"Remote Path\" должно указывать на действительный узел " "Node3D или производный узел Node3D." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Этот узел не может взаимодействовать с другими объектами, если ему не " -"назначен Shape3D." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D не поддерживает вогнутые полигональные формы " -"(ConcavePolygonShape3D). О столкновениях не будет сообщено." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Это тело будет игнорироваться, пока вы не установите сетку." @@ -22592,23 +22669,6 @@ msgstr "" "Чтобы AnimatedSprite3D отображал кадры, ресурс SpriteFrames должен быть " "создан или задан в свойстве \"Frames\"." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D служит для обеспечения колесной системы автомобиля " -"VehicleBody3D. Используйте его в качестве дочернего элемента VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Узлы VisibleOnScreenNotifier3D пока не поддерживаются при использовании " -"бэкенда GL Compatibility. Поддержка будет добавлена в одном из будущих " -"выпусков." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22747,65 +22807,14 @@ msgstr "" "ButtonGroup предназначена для использования только с кнопками, у которых " "режим toggle_mode установлен в true." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Новая область кода" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Скопируйте этот конструктор в скрипт." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"red\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Цвет: #%s\n" -"ЛКМ: Применить цвет\n" -"ПКМ: Удалить пресет" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Цвет: #%s\n" -"ЛКМ: Применить цвет" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Взять цвет с экрана." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Выберите цвет в окне приложения." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Выберите форму виджета." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Выберите режим виджета." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Переключение между шестнадцатеричными и кодовыми значениями." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Шестнадцатеричный код или названный цвет" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Добавить текущий цвет как пресет." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22838,14 +22847,6 @@ msgstr "" msgid "Alert!" msgstr "Внимание!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "У вас нет прав для доступа к содержимому этой папки." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Недопустимое расширение или пустое имя файла." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22856,26 +22857,6 @@ msgstr "" "рефакторингу в будущей версии 4.x, что повлечет за собой изменения в API, " "нарушающие совместимость." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Переключить видимую сетку." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Переключить привязку к сетке." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Измените расстояние привязки." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Переключить миникарту графа." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Автоматически располагать выбранные узлы." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22893,106 +22874,6 @@ msgstr "" "Текущий шрифт не поддерживает отображение одного или нескольких символов, " "используемых в тексте данного Label." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "То же, что и направление макета" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Автоопределение направления" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Слева направо" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Справа налево" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Писать слева направо (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Писать справа налево (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" -"Начало текста, написанного слева направо, внутри текста, написанного справа " -"налево (LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" -"Начало текста, написанного справа налево, внутри текста, написанного слева " -"направо (RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" -"Начать замену текста, написанного слева направо, текстом, написанным справа " -"налево (LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" -"Начать замену текста, написанного справа налево, текстом, написанным слева " -"направо (RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Конец вставленного текста с другим направлением (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Знак арабского письма (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Разделитель слева-направо (LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Разделитель справа-налево (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Первый усиленный разделитель (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Конец изолированного текста с другим направлением (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Разрешающий образования лигатур символ (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Запрещающий образования лигатур символ (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Cоединитель слов (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Мягкий перенос (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Направление написания текста" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Отображать управляющие символы" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Вставить управляющий символ" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Если \"Exp Edit\" включён, \"Min Value\" должно быть больше 0." @@ -23027,10 +22908,6 @@ msgstr "" "Форма курсора мыши по умолчанию в SubViewportContainer не имеет эффекта.\n" "Рассмотрите возможность оставить ее с начальным значением `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Другие)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/si.po b/editor/si.po index 3459054..ffc8054 100644 --- a/editor/si.po +++ b/editor/si.po @@ -324,7 +324,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -332,8 +331,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -345,15 +342,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -486,8 +482,7 @@ msgid "Scroll Down" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1852,13 +1847,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1874,10 +1869,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "ශ්‍රිත:" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2267,7 +2271,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2624,7 +2627,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2737,7 +2739,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2748,7 +2749,6 @@ msgstr "සාදන්න" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2765,8 +2765,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3212,7 +3219,7 @@ msgstr "සජීවීකරණ පුනරාවර්ථනය" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3393,7 +3400,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4309,7 +4316,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5285,10 +5291,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5361,7 +5363,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5710,6 +5712,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6560,14 +6573,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6594,8 +6608,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7133,6 +7148,16 @@ msgstr "" msgid "Filter Groups" msgstr "යතුරු මකා දමන්න" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7155,11 +7180,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7171,17 +7196,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7189,19 +7214,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7253,19 +7278,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7273,11 +7298,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "සාදන්න" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7289,7 +7319,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8359,6 +8389,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10024,15 +10062,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10057,6 +10086,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10307,6 +10345,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "මෙහි යතුර ඇතුලත් කරන්න" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11929,6 +11977,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12248,10 +12300,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12447,6 +12495,14 @@ msgstr "යතුරු මකා දමන්න" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12581,10 +12637,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12622,6 +12674,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13029,11 +13085,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13042,6 +13093,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13197,11 +13253,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "ශ්‍රිත:" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13643,12 +13694,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "යතුරු මකා දමන්න" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "වටිනාකම:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13709,7 +13762,7 @@ msgid "Frame Duration:" msgstr "ශ්‍රිත:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13729,7 +13782,7 @@ msgstr "තෝරාගත් යතුරු මකා දමන්න" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "ලක්ෂණය ලුහුබදින්න" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17652,10 +17705,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18206,6 +18255,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18215,7 +18268,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19550,7 +19607,7 @@ msgstr "ශ්‍රිත:" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20460,7 +20517,7 @@ msgid "Starting project..." msgstr "Anim පරිවර්තනය වෙනස් කරන්න" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -21092,58 +21149,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21174,26 +21179,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21235,40 +21220,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21328,82 +21386,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21497,26 +21479,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21635,13 +21597,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21654,17 +21729,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21675,18 +21739,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21800,60 +21852,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21877,15 +21883,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "සජීවීකරණ පුනරාවර්ථනය" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21893,28 +21890,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "ලුහුබදින්නා සක්‍රිය/අක්‍රිය." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "තෝරාගත් යතුරු මකා දමන්න" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21927,98 +21902,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22043,10 +21926,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sk.po b/editor/sk.po index 4be06e2..f8f0a16 100644 --- a/editor/sk.po +++ b/editor/sk.po @@ -331,7 +331,6 @@ msgstr "Koniec" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Vystrihnúť" @@ -339,8 +338,6 @@ msgstr "Vystrihnúť" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopírovať" @@ -352,15 +349,14 @@ msgstr "Kopírovať" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Vložiť" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Späť" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Prerobiť" @@ -483,8 +479,7 @@ msgid "Scroll Down" msgstr "Posuň nadol" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Označiť všetko" @@ -1840,13 +1835,13 @@ msgstr "Vypnúť Panel Script-ov" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Priblížiť" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Oddialiť" @@ -1862,10 +1857,20 @@ msgstr "Chyby" msgid "Warnings" msgstr "Varovania" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Oddialiť" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Čísla riadkov a stĺpcov." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Popis:" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metóda v cieľovom node musí byť špecifikovaná." @@ -2248,7 +2253,6 @@ msgstr "Štart" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Vyčistiť" @@ -2611,7 +2615,6 @@ msgstr[2] "Otvoriť Scény" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Otvoriť" @@ -2731,7 +2734,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Použitie lomiek v názvoch priečinkov vytvorí podpriečinky rekurzívne." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Priečinok sa nepodarilo vytvoriť." @@ -2741,7 +2743,6 @@ msgstr "Vytvoriť nový priečinok v %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Vytvoriť adresár" @@ -2757,9 +2758,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Vďaka z Godot komunity!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klikni na skopírovanie." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3210,7 +3218,7 @@ msgstr "Pridať Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Cesta:" @@ -3398,7 +3406,7 @@ msgstr "Nový" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Uložiť" @@ -4358,7 +4366,6 @@ msgstr "Názvy začínajúce s _ sú rezervované len pre metadáta editora." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Názov:" @@ -5406,10 +5413,6 @@ msgstr "Node" msgid "History" msgstr "História" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandovať Spodný Panel" - #: editor/editor_node.cpp msgid "Output" msgstr "Výstup" @@ -5487,7 +5490,7 @@ msgstr "Znovu uložiť" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Nastaviť Kontrolu Verizie" #: editor/editor_node.cpp @@ -5866,6 +5869,17 @@ msgstr "" "Prosím pridajte spustiteľný \"preset\" v export menu alebo definujte " "existujúci \"preset\" ako spustiteľný." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Vzdialené Ladenie" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6774,14 +6788,16 @@ msgstr "Exportovať s ladením" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Uložiť & Reštartovať" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6815,9 +6831,11 @@ msgid "Configure FBX Importer" msgstr "Konfigurovať Prichytenie" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF je potrebný pre importovanie FBX súborov.\n" "Prosím stiahnite a uveďte platnú cestu ku binárnemu súboru:" @@ -7400,6 +7418,16 @@ msgstr "Pridať novú scénu." msgid "Filter Groups" msgstr "Zmazať Skupinu" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandovať Spodný Panel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7424,11 +7452,11 @@ msgstr "Vyberte adresár" msgid "Move" msgstr "Presunúť" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Sieť" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Vybrať Aktuálny Priečinok" @@ -7440,7 +7468,7 @@ msgstr "Nemožno uložiť súbor s prázdnym názvom." msgid "Cannot save file with a name starting with a dot." msgstr "Nie je možné uložiť súbor začínajúci bodkou." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7448,11 +7476,11 @@ msgstr "" "Súbor \"%s\" už existuje.\n" "Želáte si ho prepísať?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Vybrať Tento Priečinok" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Všetko rozpoznané" @@ -7460,19 +7488,19 @@ msgstr "Všetko rozpoznané" msgid "All Files (*)" msgstr "Všetky Súbory (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Otvoriť súbor" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Otvoriť súbor(y)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Otvorit priečinok" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Otvoriť súbor / priečinok" @@ -7525,19 +7553,19 @@ msgstr "Posunúť obľúbené Vyššie" msgid "Move Favorite Down" msgstr "Posunúť Obľúbené Nižšie" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Ísť do predchádzajúceho priečinka." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Ísť do ďalšieho priečinka." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Ísť do parent folder." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Obnoviť súbory." @@ -7545,11 +7573,16 @@ msgstr "Obnoviť súbory." msgid "(Un)favorite current folder." msgstr "(Od)obľúbiť aktuálny priečinok." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Prepnúť viditeľnosť skrytých súborov." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Vytvoriť Nové Nody." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Priečinky a Súbory:" @@ -7561,7 +7594,7 @@ msgid "Preview:" msgstr "Predzobraziť:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Súbor:" @@ -8680,6 +8713,15 @@ msgstr "" msgid "Generate POT" msgstr "Hlavné" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Popis:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Nastaviť %s na %d nodoch" @@ -10398,15 +10440,6 @@ msgstr "Prichytiť Relatívne" msgid "Use Pixel Snap" msgstr "Použiť Pixelové Prichytávanie" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Smart Prichytávanie" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Konfigurovať Prichytávanie..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Prichytiť na Rodiča" @@ -10431,6 +10464,15 @@ msgstr "Prichytiť sa na Ostatné Nody" msgid "Snap to Guides" msgstr "Prichytiť na Návody" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Smart Prichytávanie" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Konfigurovať Prichytávanie..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10688,6 +10730,17 @@ msgstr "Vytvoriť Node" msgid "Error instantiating scene from %s" msgstr "Chyba pri inštanciovaní scény z %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Inštancie" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nová Zdedená Scéna" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Zmeniť Predvolený Typ" @@ -12380,6 +12433,10 @@ msgstr "Zobraziť Prostredie" msgid "View Gizmos" msgstr "Zobraziť Gizmá" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Zobraziť Mriežku" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Zobraziť Informácie" @@ -12710,10 +12767,6 @@ msgstr "4 Viewporty" msgid "View Origin" msgstr "Zobraziť Pôvod" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Zobraziť Mriežku" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12916,6 +12969,15 @@ msgstr "Signály:" msgid "Select occluder bake file:" msgstr "Vybrať Súbor Šablóny" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konvertovať na CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13052,10 +13114,6 @@ msgstr "Znižovanie" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Nastaviť Pozíciu Bodu Krivky" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13098,6 +13156,10 @@ msgstr "Vložiť Bod" msgid "Split Segment (in curve)" msgstr "Rozdeliť Segment (v krivke)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Nastaviť Pozíciu Bodu Krivky" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Presunúť Kĺb" @@ -13518,11 +13580,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13531,6 +13588,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13695,11 +13757,6 @@ msgstr "" msgid "Folding" msgstr "Vypnuté" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Popis:" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14171,12 +14228,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Vymazať Kľúč(e)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Prilepiť Hodnotu" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14238,7 +14297,7 @@ msgid "Frame Duration:" msgstr "Výber Frame-u" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Resetovať Priblíženie" @@ -14258,7 +14317,7 @@ msgstr "Zvoliť" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Vložiť" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18340,10 +18399,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18907,6 +18962,11 @@ msgstr "" msgid "Run Instances" msgstr "Spustiť %d inštanciu" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Spustiť viacero inštancií" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18918,9 +18978,12 @@ msgid "Main Feature Tags:" msgstr "Hlavné Funkcie:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Spustiť viacero inštancií" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20325,7 +20388,7 @@ msgstr "Všetky vybrané" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21279,7 +21342,7 @@ msgid "Starting project..." msgstr "Štartovanie projektu..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Všetky Súbory (*)" @@ -21931,74 +21994,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Tento node nemá žiadny tvar, takže nemôže kolidovať alebo interagovať s " -"inými objektmi.\n" -"Zvážte pridať CollisionShape2D alebo CollisionPolygon2D ako dieťa pre " -"definovanie jeho tvaru." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D slúži iba na poskytnutie kolízneho tvaru do " -"CollisionObject2D odvodeného nodu. Prosím, použite ho iba ako dieťa Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, atď. aby ste im dali tvar." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Prázdny CollisionPolygon2D nemá žiaden efekt na kolíziu." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D slúži iba na poskytnutie kolízneho tvaru do " -"CollisionObject2D odvodeného nodu. Prosím, použite ho iba ako dieťa Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, atď. aby ste im dali tvar." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Musíte nastaviť tvar objektu CollisionShape2D aby fungoval. Prosím, vytvorte " -"preň tvarový objekt!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Tvary založenené na polygónoch nie sú určené na použitie alebo upravovanie " -"priamo cez node CollisionShape2D . Prosím použite namiesto neho node " -"CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22029,26 +22024,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A a Node B musia byť PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A musí byť PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B musí byť PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Noda A a Node B musia byť odlišné PhysicsBody2D" - #: scene/2d/light_2d.cpp #, fuzzy msgid "" @@ -22099,7 +22074,96 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D funguje iba keď je nastavený ako dieťa nodu Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Tento node nemá žiadny tvar, takže nemôže kolidovať alebo interagovať s " +"inými objektmi.\n" +"Zvážte pridať CollisionShape2D alebo CollisionPolygon2D ako dieťa pre " +"definovanie jeho tvaru." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D slúži iba na poskytnutie kolízneho tvaru do " +"CollisionObject2D odvodeného nodu. Prosím, použite ho iba ako dieťa Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, atď. aby ste im dali tvar." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Prázdny CollisionPolygon2D nemá žiaden efekt na kolíziu." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D slúži iba na poskytnutie kolízneho tvaru do " +"CollisionObject2D odvodeného nodu. Prosím, použite ho iba ako dieťa Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, atď. aby ste im dali tvar." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Musíte nastaviť tvar objektu CollisionShape2D aby fungoval. Prosím, vytvorte " +"preň tvarový objekt!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Tvary založenené na polygónoch nie sú určené na použitie alebo upravovanie " +"priamo cez node CollisionShape2D . Prosím použite namiesto neho node " +"CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A a Node B musia byť PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A musí byť PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B musí byť PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Noda A a Node B musia byť odlišné PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22107,7 +22171,7 @@ msgstr "" "PhysicalBone2D funguje iba so Skeleton2D alebo iným PhysicalBone2D ako " "rodičovským nodom!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22115,7 +22179,7 @@ msgstr "" "PhysicalBone2D potrebuje byť priradený k nodu Bone2D, aby mohol fungovať! " "Prosím nastavte node Bone2D v inšpektore." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22124,24 +22188,24 @@ msgstr "" "zanechal kosti pripojené! Prosím pridajte node založený na Joint2D ako dieťa " "k tomuto nodu!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Vlastnosť cesty musí smerovať k platnému nodu Node2D, aby fungoval." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Tento node nemôže interagovať s inými objektmi, pokiaľ Shape2D nie je " "priradený." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Vlastnosť cesty musí smerovať k platnému nodu Node2D, aby fungoval." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Táto Bone2D reťaz by mala končiť so Skeleton2D nodom." @@ -22213,110 +22277,6 @@ msgstr "" "Node BoneAttachment3D nie je viazaný k žiadnym kostiam! Prosím vyberte kosť " "na priloženie do tohto nodu." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Tento node nemá žiadny tvar, takže nemôže kolidovať alebo interagovať s " -"inými objektmi.\n" -"Zvážte pridanie CollisionShape3D alebo CollisionPolygon3D ako dieťa pre " -"definovanie jeho tvaru." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"S nejednotnou škálou tento node pravdepodobne nebude fungovať ako je " -"očakávané.\n" -"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " -"namiesto zmeňte veľkosť tvarov kolízie detí." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D slúži iba na poskytnutie kolízneho tvaru do " -"CollisionObject3D odvodeného nodu.\n" -"Prosím, použite ho iba ako dieťa objektu Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, atď. aby ste im dali tvar." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Prázdny CollisionPolygon2D nemá žiaden efekt na kolíziu." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Nejednotne škálovaný CollisionPolygon3D node nebude pravdepodobne fungovať " -"ako je očakávané.\n" -"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " -"namiesto zmeňte vrcholy jeho polygónu." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D slúži iba na poskytnutie kolízneho tvaru do " -"CollisionObject3D odvodeného nodu.\n" -"Prosím, použite ho iba ako dieťa objektu Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, atď. aby ste im dali tvar." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Aby CollisionShape fungoval musíte nastaviť tvar. Prosím, vytvorte preň " -"tvarový objekt." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Nejednotne škálovaný CollisionShape3D node nebude pravdepodobne fungovať ako " -"je očakávané.\n" -"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " -"namiesto zmeňte veľkosť prostriedku tvaru." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22410,26 +22370,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A a Node B musí byť PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A musí byť PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B musí byť PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A a Node B musia byť rozličné PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22552,13 +22492,156 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Tento node nemá žiadny tvar, takže nemôže kolidovať alebo interagovať s " +"inými objektmi.\n" +"Zvážte pridanie CollisionShape3D alebo CollisionPolygon3D ako dieťa pre " +"definovanie jeho tvaru." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"S nejednotnou škálou tento node pravdepodobne nebude fungovať ako je " +"očakávané.\n" +"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " +"namiesto zmeňte veľkosť tvarov kolízie detí." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D slúži iba na poskytnutie kolízneho tvaru do " +"CollisionObject3D odvodeného nodu.\n" +"Prosím, použite ho iba ako dieťa objektu Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, atď. aby ste im dali tvar." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Prázdny CollisionPolygon2D nemá žiaden efekt na kolíziu." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Nejednotne škálovaný CollisionPolygon3D node nebude pravdepodobne fungovať " +"ako je očakávané.\n" +"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " +"namiesto zmeňte vrcholy jeho polygónu." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D slúži iba na poskytnutie kolízneho tvaru do " +"CollisionObject3D odvodeného nodu.\n" +"Prosím, použite ho iba ako dieťa objektu Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, atď. aby ste im dali tvar." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Aby CollisionShape fungoval musíte nastaviť tvar. Prosím, vytvorte preň " +"tvarový objekt." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Nejednotne škálovaný CollisionShape3D node nebude pravdepodobne fungovať ako " +"je očakávané.\n" +"Prosím urobte jeho škálu jednotnú (t.j. rovnakú na všetkých osiach) a " +"namiesto zmeňte veľkosť prostriedku tvaru." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A a Node B musí byť PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A musí byť PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B musí byť PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A a Node B musia byť rozličné PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Tento node nemôže interagovať s inými objektmi, pokiaľ Shape3D nie je " +"priradený." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22573,19 +22656,6 @@ msgstr "" "Vlastnosť \"Vzdialená Cesta\" musí smerovať do platného Node3D alebo Node3D " "odovodeného nodu, aby fungovala." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Tento node nemôže interagovať s inými objektmi, pokiaľ Shape3D nie je " -"priradený." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22596,20 +22666,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Nody VisibleOnScreenNotifier3D zatiaľ nie sú podporované počas používania " -"backendu GL Kompatibility. Podpora bude pridaná v budúcich verziách." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22728,61 +22784,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nastaviť Animáciu" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Kopírovať tento konštruktor v skripte." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Vybrať Režim" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22809,15 +22818,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Nesprávna veľkosť písma." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22828,30 +22828,6 @@ msgstr "" "refaktoringom v budúcej 4.x verzii zahŕňajúcej API zmeny narušujúce " "kompatibilitu." -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Prepnúť viditeľnosť skrytých súborov." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Prepnúť Prichytenie Mriežky." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Zapnúť minimapu mriežky." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Potiahnutie: Škáluje vybraný node." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22864,103 +22840,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Smery" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Vpravo Hore" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Smery" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Platné písmená:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Platné písmená:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22988,10 +22867,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/sl.po b/editor/sl.po index 2d68ccb..150cd10 100644 --- a/editor/sl.po +++ b/editor/sl.po @@ -342,7 +342,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -350,8 +349,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -363,15 +360,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Razveljavi" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ponovi" @@ -514,8 +510,7 @@ msgid "Scroll Down" msgstr "Mrežni Zamik:" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1928,13 +1923,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Približaj" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Oddalji" @@ -1950,10 +1945,20 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Oddalji" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Odpri Nedavne" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2364,7 +2369,6 @@ msgstr "Zaženi!" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Počisti" @@ -2745,7 +2749,6 @@ msgstr[3] "Odpri Sceno" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Odpri" @@ -2867,7 +2870,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Mape ni mogoče ustvariti." @@ -2878,7 +2880,6 @@ msgstr "Ustvari Nov %s" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Ustvarite Mapo" @@ -2895,8 +2896,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Zahvaljujemo se vam iz skupnosti Godota!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3373,7 +3381,7 @@ msgstr "Dodaj SamodejnoNalaganje" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Pot:" @@ -3562,7 +3570,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Shrani" @@ -4572,7 +4580,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Ime:" @@ -5656,11 +5663,6 @@ msgstr "Vozlišče" msgid "History" msgstr "Prejšnji zavihek" -#: editor/editor_node.cpp -#, fuzzy -msgid "Expand Bottom Panel" -msgstr "Razširi vse" - #: editor/editor_node.cpp msgid "Output" msgstr "Izhod" @@ -5739,7 +5741,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Različica:" #: editor/editor_node.cpp @@ -6113,6 +6115,17 @@ msgstr "" "Za to platformo ni mogoče najti obstoječih izvoznih nastavitev.\n" "V izvoznem meniju dodajte svoje nastavitve." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Upravljalnik " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -7023,14 +7036,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Shrani & Zapri" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -7060,8 +7074,9 @@ msgstr "Nastavi Zaskok" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7650,6 +7665,17 @@ msgstr "Dodaj nov Prizor." msgid "Filter Groups" msgstr "Izbriši Postavitev" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +#, fuzzy +msgid "Expand Bottom Panel" +msgstr "Razširi vse" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7675,11 +7701,11 @@ msgstr "Izberi Mapo" msgid "Move" msgstr "Premakni" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Omrežje" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Izberite Trenutno Mapo" @@ -7691,18 +7717,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "Izberite mapo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Vse Prepoznano" @@ -7710,19 +7736,19 @@ msgstr "Vse Prepoznano" msgid "All Files (*)" msgstr "Vse Datoteke (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Odpri v Datoteki" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Odpri Datotek(o/e)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Odpri v Mapi" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Odpri Datoteko ali Mapo" @@ -7775,22 +7801,22 @@ msgstr "Premakni Priljubljeno Navzgor" msgid "Move Favorite Down" msgstr "Premakni Priljubljeno Navzdol" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Pojdi v nadrejeno mapo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Pojdi v nadrejeno mapo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "Pojdi v nadrejeno mapo" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Išči Razrede" @@ -7800,12 +7826,17 @@ msgstr "Išči Razrede" msgid "(Un)favorite current folder." msgstr "Mape ni mogoče ustvariti." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Preklopi na Skrite Datoteke" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Ustvari Nov %s" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mape & Datoteke:" @@ -7817,7 +7848,7 @@ msgid "Preview:" msgstr "Predogled:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Datoteka:" @@ -8938,6 +8969,15 @@ msgstr "" msgid "Generate POT" msgstr "Ustavi Točko" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Zaženi Skripto" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10737,16 +10777,6 @@ msgstr "Pripni Relativno" msgid "Use Pixel Snap" msgstr "Uporabi Pripenjanje Pikslov" -#: editor/plugins/canvas_item_editor_plugin.cpp -#, fuzzy -msgid "Smart Snapping" -msgstr "Pametno pripenjanje" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Nastavi Pripenjanje..." - #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Snap to Parent" @@ -10777,6 +10807,16 @@ msgstr "Pripni na druge gradnike" msgid "Snap to Guides" msgstr "Pripni na vodnike" +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Smart Snapping" +msgstr "Pametno pripenjanje" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Nastavi Pripenjanje..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -11038,6 +11078,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Napaka pri shranjevanju PloščnegaNiza!" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Primer" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Nov Podedovan Prizor..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12769,6 +12820,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -13095,10 +13150,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13301,6 +13352,15 @@ msgstr "Uredi Poligon" msgid "Select occluder bake file:" msgstr "Izberi datoteko predloge" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Pretvori V..." + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13437,10 +13497,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Nastavi Položaj Krivuljne Točke" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Nastavi Krivuljo iz Položaja" @@ -13481,6 +13537,10 @@ msgstr "Ustavi Točko" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Nastavi Položaj Krivuljne Točke" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13924,11 +13984,6 @@ msgstr "Prejšnji zavihek" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13938,6 +13993,11 @@ msgstr "Uvažanje Prizora..." msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -14104,11 +14164,6 @@ msgstr "" msgid "Folding" msgstr "Onemogočen" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Odpri Nedavne" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14591,12 +14646,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Animacija Izbriši ključe" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Prilepi Vir" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14659,7 +14716,7 @@ msgid "Frame Duration:" msgstr "Oštevilčenja:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "Oddalji" @@ -14680,7 +14737,7 @@ msgstr "Izberi Način" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Način Premika" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18829,10 +18886,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Izberite Mapo za Skeniranje" @@ -19410,6 +19463,10 @@ msgstr "" msgid "Run Instances" msgstr "Primer" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19421,7 +19478,11 @@ msgid "Main Feature Tags:" msgstr "Upravljaj Izvozne Predloge" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20851,7 +20912,7 @@ msgstr "Aplikacija" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21818,7 +21879,7 @@ msgid "Starting project..." msgstr "Izvozi Projekt" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Vse Datoteke (*)" @@ -22492,68 +22553,6 @@ msgstr "" "Le en viden CanvasModulate je dovoljen na sceno (ali niz instanciranih " "scen). Prvi ustvarjen se bo uporabil, medtem ko bodo drugi prezrti." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D služi le, da zagotavlja collision obliko nodu " -"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " -"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " -"date obliko." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Prazen CollisionPolygon2D nima vpliva na collision." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D služi le, da zagotavlja collision obliko nodu " -"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " -"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " -"date obliko." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22584,26 +22583,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22645,40 +22624,123 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D služi le, da zagotavlja collision obliko nodu " +"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " +"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " +"date obliko." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Prazen CollisionPolygon2D nima vpliva na collision." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D služi le, da zagotavlja collision obliko nodu " +"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " +"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " +"date obliko." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22738,93 +22800,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D služi le, da zagotavlja collision obliko nodu " -"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " -"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " -"date obliko." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Prazen CollisionPolygon2D nima vpliva na collision." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D služi le, da zagotavlja collision obliko nodu " -"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " -"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " -"date obliko." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22918,26 +22893,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -23059,13 +23014,137 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D služi le, da zagotavlja collision obliko nodu " +"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " +"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " +"date obliko." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Prazen CollisionPolygon2D nima vpliva na collision." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D služi le, da zagotavlja collision obliko nodu " +"CollisionObject2D, ki izhaja iz njega. Naprošamo vas, da ga uporabite le kot " +"otroka od Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. da jim " +"date obliko." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -23078,17 +23157,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -23102,18 +23170,6 @@ msgstr "" "Vir SpriteFrame mora biti ustvarjen ali nastavljen v 'Frames' lastnosti z " "namenom, da AnimatedSprite prikaže sličice." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23230,63 +23286,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animacija" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animacijska Orodja" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Izberi Način" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Add current color as a preset." -msgstr "Dodaj trenutno barvo kot prednastavljeno" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23310,15 +23318,6 @@ msgstr "" msgid "Alert!" msgstr "Opozorilo!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Uporabiti moraš valjavno razširitev." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23326,30 +23325,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Preklopi na Skrite Datoteke" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Preklopi pripenjanje" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Preklopi pripenjanje" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Drag: Premakni" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23362,103 +23337,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Smeri" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Način Vrtenja" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Smeri" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Veljavni znaki:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Veljavni znaki:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23483,10 +23361,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Ostalo)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sq.po b/editor/sq.po index c27b6b6..68ffcfb 100644 --- a/editor/sq.po +++ b/editor/sq.po @@ -329,7 +329,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -337,8 +336,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -350,15 +347,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Ngjit" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Zhbëj" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Ribëj" @@ -494,8 +490,7 @@ msgid "Scroll Down" msgstr "Duke riemërtuar folderin:" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1860,13 +1855,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1882,10 +1877,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Hap të Fundit" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2286,7 +2290,6 @@ msgstr "Fillo" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Pastro" @@ -2659,7 +2662,6 @@ msgstr[1] "Hap Skenën" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Hap" @@ -2781,7 +2783,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Nuk mund të krijoj folderin." @@ -2792,7 +2793,6 @@ msgstr "Krijo një Folder" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Krijo një Folder" @@ -2809,8 +2809,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Faleminderit nga komuniteti i Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3284,7 +3291,7 @@ msgstr "Shto Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Rruga:" @@ -3470,7 +3477,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Ruaj" @@ -4462,7 +4469,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Emri:" @@ -5543,10 +5549,6 @@ msgstr "Nyje" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Zgjero Panelin Fundor" - #: editor/editor_node.cpp msgid "Output" msgstr "Përfundimi" @@ -5622,7 +5624,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Versioni:" #: editor/editor_node.cpp @@ -6000,6 +6002,17 @@ msgstr "" "Nuk u gjet eksport paraprak i saktë për këtë platformë.\n" "Ju lutem shtoni një eksport paraprak të saktë në menu." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Emri i Nyjes:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6909,14 +6922,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Ruaj & Rifillo" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6944,8 +6958,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7524,6 +7539,16 @@ msgstr "Shto një skenë të re." msgid "Filter Groups" msgstr "Fshi Faqosjen" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Zgjero Panelin Fundor" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7547,12 +7572,12 @@ msgstr "Zgjidh një Direktori" msgid "Move" msgstr "Lëviz" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Eksporto Projektin" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Zgjidh Folderin Aktual" @@ -7564,17 +7589,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Zgjidh Këtë Folder" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Të Gjithë të Njohurat" @@ -7582,19 +7607,19 @@ msgstr "Të Gjithë të Njohurat" msgid "All Files (*)" msgstr "Të Gjithë Skedarët (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Hap një Skedar" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Hap Skedarët" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Hap një Direktori" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Hap një Skedar ose Direktori" @@ -7647,21 +7672,21 @@ msgstr "Lëviz të Preferuarën Lartë" msgid "Move Favorite Down" msgstr "Lëviz të Preferuarën Poshtë" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Shko te folderi prind" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Shko te folderi prind" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Kërko skedarët" @@ -7670,12 +7695,17 @@ msgstr "Kërko skedarët" msgid "(Un)favorite current folder." msgstr "Hiqe nga të preferuarat folderin aktual." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Ndrysho Skedarët e Fshehur" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Krijo një Folder" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Direktorit & Skedarët:" @@ -7687,7 +7717,7 @@ msgid "Preview:" msgstr "Shikim paraprak:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Skedar:" @@ -8796,6 +8826,15 @@ msgstr "" msgid "Generate POT" msgstr "Fut një Pikë" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Hap Editorin e Shkrimit" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10504,15 +10543,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10537,6 +10567,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10793,6 +10832,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Gabim gjatë ruajtjes së TileSet-it!" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instanco" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Skenë e Re e Trashëguar..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12496,6 +12546,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12819,10 +12873,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13022,6 +13072,15 @@ msgstr "Fshi Nyjen" msgid "Select occluder bake file:" msgstr "Zgjidh skedarin e shabllonit" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konverto në %s" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13157,10 +13216,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13199,6 +13254,10 @@ msgstr "Fut një Pikë" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13613,11 +13672,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13626,6 +13680,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13787,11 +13846,6 @@ msgstr "" msgid "Folding" msgstr "Çaktivizo Rrotulluesin e Përditësimit" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Hap të Fundit" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14260,12 +14314,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Fshi Key(s)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Vlerë e Re:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14326,7 +14382,7 @@ msgid "Frame Duration:" msgstr "Enumeracionet:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -14346,7 +14402,7 @@ msgstr "Zgjidh" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Lëviz të Preferuarën Lartë" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18421,10 +18477,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18992,6 +19044,10 @@ msgstr "" msgid "Run Instances" msgstr "Instanco" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19003,7 +19059,11 @@ msgid "Main Feature Tags:" msgstr "Menaxho Shabllonet e Eksportit" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20403,7 +20463,7 @@ msgstr "Animacionet:" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21365,7 +21425,7 @@ msgid "Starting project..." msgstr "Eksporto Projektin" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Të Gjithë Skedarët (*)" @@ -22032,58 +22092,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22114,26 +22122,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22175,40 +22163,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22268,82 +22329,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22437,26 +22422,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22578,13 +22543,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22597,17 +22675,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22618,18 +22685,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22744,62 +22799,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animacionin i Ri" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Përshkrimi:" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Zgjidh Këtë Folder" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22823,15 +22831,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Duhet të perdorësh një shtesë të lejuar." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22839,27 +22838,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Ndrysho Skedarët e Fshehur" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22872,101 +22850,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Përshkrimi:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Karakteret e lejuar:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Karakteret e lejuar:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22991,10 +22874,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sr_Cyrl.po b/editor/sr_Cyrl.po index c444022..5d2835d 100644 --- a/editor/sr_Cyrl.po +++ b/editor/sr_Cyrl.po @@ -337,7 +337,6 @@ msgstr "Крај" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Исеци" @@ -345,8 +344,6 @@ msgstr "Исеци" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Копирај" @@ -358,15 +355,14 @@ msgstr "Копирај" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Налепи" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Опозови" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Поново уради" @@ -509,8 +505,7 @@ msgid "Scroll Down" msgstr "Попуни површину" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Одабери све" @@ -1974,13 +1969,13 @@ msgstr "Прикажи панел скриптица" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Увеличај" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Умањи" @@ -1998,11 +1993,21 @@ msgstr "Грешке" msgid "Warnings" msgstr "Упозорење" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Умањи" + #: editor/code_editor.cpp #, fuzzy msgid "Line and column numbers." msgstr "Линија и колона бројева." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Отвори Документацију" + #: editor/connections_dialog.cpp #, fuzzy msgid "Method in target node must be specified." @@ -2432,7 +2437,6 @@ msgstr "Започни!" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Обриши" @@ -2833,7 +2837,6 @@ msgstr[2] "Отвори сцену" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Отвори" @@ -2958,7 +2961,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Неуспех при прављењу директоријума." @@ -2969,7 +2971,6 @@ msgstr "Направи нов." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Направи директоријум" @@ -2986,8 +2987,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Хвала од Godot заједнице!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3465,7 +3473,7 @@ msgstr "Додај аутоматско учитавање" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Пут:" @@ -3656,7 +3664,7 @@ msgstr "Нова" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Сачувај" @@ -4685,7 +4693,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Име:" @@ -5788,11 +5795,6 @@ msgstr "Чвор" msgid "History" msgstr "Историја следеће" -#: editor/editor_node.cpp -#, fuzzy -msgid "Expand Bottom Panel" -msgstr "Прошири све" - #: editor/editor_node.cpp msgid "Output" msgstr "Излаз" @@ -5875,7 +5877,7 @@ msgstr "Поново сачувај" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Постави Контролу Верзије" #: editor/editor_node.cpp @@ -6271,6 +6273,17 @@ msgstr "" "Нису пронађене поставке извоза за ову платформу.\n" "Молим, додајте поставке у менију за извоз." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Удаљени уређај " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -7228,14 +7241,15 @@ msgstr "Извези са Инсектицидом" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Сачувај и изађи" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -7265,8 +7279,9 @@ msgstr "Конфигурација лепљења" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7870,6 +7885,17 @@ msgstr "Додај нову сцену." msgid "Filter Groups" msgstr "Обирши распоред" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +#, fuzzy +msgid "Expand Bottom Panel" +msgstr "Прошири све" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7894,12 +7920,12 @@ msgstr "Одабери директоријум" msgid "Move" msgstr "Помери" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "Мрежни Осматрач" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Одабери тренутни директоријум" @@ -7911,18 +7937,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "Одабери овај директоријум" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Сви препознати" @@ -7930,19 +7956,19 @@ msgstr "Сви препознати" msgid "All Files (*)" msgstr "Све датотеке (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Отвори датотеку" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Отвори датотеку/е" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Отвори директоријум" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Отвори датотеку или директоријум" @@ -7995,22 +8021,22 @@ msgstr "Помери нагоре омиљену" msgid "Move Favorite Down" msgstr "Помери надоле омиљену" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "Иди у родитељски директоријум" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "Иди у родитељски директоријум" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "Иди у родитељски директоријум" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "Потражи класе" @@ -8020,12 +8046,17 @@ msgstr "Потражи класе" msgid "(Un)favorite current folder." msgstr "Неуспех при прављењу директоријума." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Toggle the visibility of hidden files." msgstr "Прикажи сакривене датотеке" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Направи нов." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Директоријуми и датотеке:" @@ -8037,7 +8068,7 @@ msgid "Preview:" msgstr "Преглед:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Датотека:" @@ -9202,6 +9233,15 @@ msgstr "" msgid "Generate POT" msgstr "Генерална" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Уграђена Скрипта:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -11054,16 +11094,6 @@ msgstr "Залепи релативно" msgid "Use Pixel Snap" msgstr "Користи лепљење за пикселе" -#: editor/plugins/canvas_item_editor_plugin.cpp -#, fuzzy -msgid "Smart Snapping" -msgstr "Паметно Лепљење" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Поставке лепљења..." - #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Snap to Parent" @@ -11094,6 +11124,16 @@ msgstr "Лепи за остале чворове" msgid "Snap to Guides" msgstr "Залепи за мрежу" +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Smart Snapping" +msgstr "Паметно Лепљење" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Поставке лепљења..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -11372,6 +11412,17 @@ msgstr "Направи чвор" msgid "Error instantiating scene from %s" msgstr "Грешка при прављењу сцене од %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Додај инстанцу" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Нова наслеђена сцена..." + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -13216,6 +13267,10 @@ msgstr "Прикажи околину" msgid "View Gizmos" msgstr "Прикажи справице" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Прикажи мрежу" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Прикажи информације" @@ -13551,10 +13606,6 @@ msgstr "4 прозора" msgid "View Origin" msgstr "Прикажи центар" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Прикажи мрежу" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13762,6 +13813,15 @@ msgstr "Измени полигон" msgid "Select occluder bake file:" msgstr "Одабери шаблонску датотеку" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Претвори у CPU честице" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13904,10 +13964,6 @@ msgstr "Благ Крај" msgid "Handle Tilt #" msgstr "Насумичан нагиб:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Постави позицију тачке криве" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Постави крајњу позицију криве" @@ -13948,6 +14004,10 @@ msgstr "Уметни тачку" msgid "Split Segment (in curve)" msgstr "Подели сегмент (у криви)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Постави позицију тачке криве" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -14424,12 +14484,6 @@ msgstr "Историја претходно" msgid "History Next" msgstr "Историја следеће" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -#, fuzzy -msgid "Theme" -msgstr "Тема" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -14439,6 +14493,12 @@ msgstr "Увези тему..." msgid "Reload Theme" msgstr "Поново учитај тему" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +#, fuzzy +msgid "Theme" +msgstr "Тема" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Сачувај тему" @@ -14613,11 +14673,6 @@ msgstr "Одабери боју" msgid "Folding" msgstr "Онемогућено" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Отвори Документацију" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Велика слова" @@ -15121,12 +15176,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "Грешка: неуспех при учитавању ресурса оквира!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Ресурс за копирање не постоји или није текстура!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Налепи оквир" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Налепи оквир" +#, fuzzy +msgid "Paste Texture" +msgstr "Налепи ресурсе" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -15189,7 +15246,7 @@ msgid "Frame Duration:" msgstr "Ибор рама" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "Умањи" @@ -15211,7 +15268,7 @@ msgstr "Одабери режим" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Налепи оквир" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -19716,10 +19773,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp #, fuzzy msgid "Select a Folder to Scan" @@ -20350,6 +20403,10 @@ msgstr "Промени оца" msgid "Run Instances" msgstr "Додај инстанцу" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -20361,7 +20418,11 @@ msgid "Main Feature Tags:" msgstr "Карактеристике" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -21894,7 +21955,7 @@ msgstr "Радња" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -22909,7 +22970,7 @@ msgid "Starting project..." msgstr "Извези пројекат" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Све датотеке (*)" @@ -23592,74 +23653,6 @@ msgstr "" "Само један видљив CanvasModulate је дозвољен по сцени (или групи " "инстанцираних сцена). Први креиран ће радити, док ће остали бити занемарени." -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Овај члан нема облик, тако да се не моће сударати са осталим објектима.\n" -"Размотри додавање СударнихОблика2Д или СударнихМногоуглова2Д као деце да " -"дефинишеш његов облик." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"СударниМногоугао2Д само служи да обезбеди сударни облик изведеном члану од " -"СударномОбјекту2Д. Молимо користи га само као дете од Области2Д, " -"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д итд. да им даш облик." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Непријатењ СударниМногоугао2Д нема утицаја на судар." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"СударниОблик2Д само служи да обезбеди сударни облик за изведени чвор од " -"СударниОбјекат2Д. Молимо само га користи као дете Области2Д, " -"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д, итд. да им даш облик." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Облик мора бити снабдевен за СударниОблик2Д да би радио. Молимо креирај " -"облик ресурс за њега!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp #, fuzzy msgid "" @@ -23699,26 +23692,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp #, fuzzy msgid "" @@ -23772,7 +23745,96 @@ msgstr "ПаралаксСлој чвор само ради кад је дете msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "ПутањаПраћења2Д само ради кад је дете Путање2Д чвора." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Овај члан нема облик, тако да се не моће сударати са осталим објектима.\n" +"Размотри додавање СударнихОблика2Д или СударнихМногоуглова2Д као деце да " +"дефинишеш његов облик." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"СударниМногоугао2Д само служи да обезбеди сударни облик изведеном члану од " +"СударномОбјекту2Д. Молимо користи га само као дете од Области2Д, " +"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д итд. да им даш облик." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Непријатењ СударниМногоугао2Д нема утицаја на судар." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"СударниОблик2Д само служи да обезбеди сударни облик за изведени чвор од " +"СударниОбјекат2Д. Молимо само га користи као дете Области2Д, " +"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д, итд. да им даш облик." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Облик мора бити снабдевен за СударниОблик2Д да би радио. Молимо креирај " +"облик ресурс за њега!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -23780,19 +23842,19 @@ msgid "" msgstr "" "Коска2Д ради само са Костуром2Д или другом Коска2Д као родитељским чвором." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -23802,16 +23864,16 @@ msgstr "" "Промене величине МекогТела ће бити преписане од стране фитичког мотора током " "рада." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp #, fuzzy msgid "Path property must point to a valid Node2D node to work." msgstr "Путања особина мора показивати ка важећем Чвор2Д чвор да би радила." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp #, fuzzy msgid "This Bone2D chain should end at a Skeleton2D node." @@ -23877,101 +23939,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Овај члан нема облик, тако да се не моће сударати са осталим објектима.\n" -"Размотри додавање СударнихОблика2Д или СударнихМногоуглова2Д као деце да " -"дефинишеш његов облик." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"СударниМногоугао2Д само служи да обезбеди сударни облик изведеном члану од " -"СударномОбјекту2Д. Молимо користи га само као дете од Области2Д, " -"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д итд. да им даш облик." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Непријатењ СударниМногоугао2Д нема утицаја на судар." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"СударниОблик2Д само служи да обезбеди сударни облик за изведени чвор од " -"СударниОбјекат2Д. Молимо само га користи као дете Области2Д, " -"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д, итд. да им даш облик." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Облик мора бити снабдевен за СударниОблик да би радио. Молимо креирајте " -"облик ресурс за њега." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"УдубљениМоногоугаониОблик не подржава ЧврстоТело у другом рећим осим " -"непокретног." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Nothing is visible because no mesh has been assigned." @@ -24073,26 +24040,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -24220,7 +24167,122 @@ msgstr "" "ОРИЈЕНТИСАНА_РОТАЦИЈА ПутањеПраћења захтева \"Горе Вектор\" да би била " "омогућена у свом родитељ ресурсу Путања Криве." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Овај члан нема облик, тако да се не моће сударати са осталим објектима.\n" +"Размотри додавање СударнихОблика2Д или СударнихМногоуглова2Д као деце да " +"дефинишеш његов облик." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"СударниМногоугао2Д само служи да обезбеди сударни облик изведеном члану од " +"СударномОбјекту2Д. Молимо користи га само као дете од Области2Д, " +"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д итд. да им даш облик." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Непријатењ СударниМногоугао2Д нема утицаја на судар." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"СударниОблик2Д само служи да обезбеди сударни облик за изведени чвор од " +"СударниОбјекат2Д. Молимо само га користи као дете Области2Д, " +"НепомичногТела2Д, ЧврстогТела2Д, КинематичкогТела2Д, итд. да им даш облик." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Облик мора бити снабдевен за СударниОблик да би радио. Молимо креирајте " +"облик ресурс за њега." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"УдубљениМоногоугаониОблик не подржава ЧврстоТело у другом рећим осим " +"непокретног." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -24230,6 +24292,26 @@ msgstr "" "Промене величине МекогТела ће бити преписане од стране фитичког мотора током " "рада." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"ТочакВозила служи да снабде точак систем ТелуВозила. Молимо користите га као " +"детете од ТелаВозила." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -24245,17 +24327,6 @@ msgstr "" "\"Даљинска Путања\" подешавање да би радило мора упирати ка важећем " "Просторном или Просторно-изведеном чвору." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp #, fuzzy msgid "This body will be ignored until you set a mesh." @@ -24270,21 +24341,6 @@ msgstr "" "СпрајтРам ресурси морају бити креирани или подешени у \"Рамови\" особини да " "би АнимираниСпрајт3Д приказао рамове." -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"ТочакВозила служи да снабде точак систем ТелуВозила. Молимо користите га као " -"детете од ТелаВозила." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -24416,75 +24472,16 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Анимација" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Анимација није нађена: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Боја: #%s\n" -"LMB: Постави боју\n" -"RMB: Уклони поставку" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Боја: #%s\n" -"LMB: Постави боју\n" -"RMB: Уклони поставку" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Одабери боју из прозора уредника." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Одабери боју из прозора уредника." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Одабери изворну мрежу:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Одабери Чвор" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Switch between hexadecimal and code values." msgstr "Пребаци између хексадецималних и кодних вредности." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Add current color as a preset." -msgstr "Додај тренутну боју као поставку." - #: scene/gui/container.cpp #, fuzzy msgid "" @@ -24517,15 +24514,6 @@ msgstr "" msgid "Alert!" msgstr "Узбуна!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Мора се користити важећа екстензија." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -24533,30 +24521,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Прикажи сакривене датотеке" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Укљ./Искљ. лепљење за мрежу." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Укључи лепљење" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+вучење: померање" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -24569,103 +24533,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Смерови" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Горе Десно" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Смерови" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Важећа слова:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Важећа слова:" - #: scene/gui/range.cpp #, fuzzy msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." @@ -24696,11 +24563,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -#, fuzzy -msgid "(Other)" -msgstr "(Остатак)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sr_Latn.po b/editor/sr_Latn.po index ee67187..e6df67a 100644 --- a/editor/sr_Latn.po +++ b/editor/sr_Latn.po @@ -328,7 +328,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -336,8 +335,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopiraj" @@ -349,15 +346,14 @@ msgstr "Kopiraj" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -490,8 +486,7 @@ msgid "Scroll Down" msgstr "Ukloni Horizontalni Vodič" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1873,13 +1868,13 @@ msgstr "Uključi/Isključi Panel sa Skriptama" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Uveličaj" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Umanji" @@ -1895,10 +1890,20 @@ msgstr "" msgid "Warnings" msgstr "Upozorenja" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Umanji" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Brojevi redova i kolona." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Optimizuj Animaciju" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metod u ciljnom čvoru mora biti naveden." @@ -2290,7 +2295,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2654,7 +2658,6 @@ msgstr[2] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Otvori" @@ -2770,7 +2773,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2781,7 +2783,6 @@ msgstr "Napravi Novi %s" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2798,8 +2799,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3246,7 +3254,7 @@ msgstr "Dodaj Tačku" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3429,7 +3437,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4352,7 +4360,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5335,10 +5342,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5410,8 +5413,9 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." -msgstr "" +#, fuzzy +msgid "Create/Override Version Control Metadata..." +msgstr "Postavke Uređivača..." #: editor/editor_node.cpp #, fuzzy @@ -5762,6 +5766,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Obriši Selekciju" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6618,14 +6633,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Onemogućeno" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6652,8 +6668,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7203,6 +7220,16 @@ msgstr "" msgid "Filter Groups" msgstr "Ukloni Grupu" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7226,11 +7253,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7242,17 +7269,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7260,19 +7287,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7324,19 +7351,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Idi na prethodni direktorijum." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Idi na sledeći direktorijum." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7344,11 +7371,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Napravi Novi %s" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7360,7 +7392,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8443,6 +8475,14 @@ msgstr "" msgid "Generate POT" msgstr "Opšta" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10099,15 +10139,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10132,6 +10163,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10379,6 +10419,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Konstanta" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12023,6 +12073,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12342,10 +12396,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12541,6 +12591,15 @@ msgstr "Napravi" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konvertuj u CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12676,10 +12735,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12718,6 +12773,10 @@ msgstr "Poligoni" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13125,11 +13184,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13138,6 +13192,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13294,11 +13353,6 @@ msgstr "" msgid "Folding" msgstr "Onemogućeno" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Optimizuj Animaciju" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13742,12 +13796,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Obriši Ključ(eve)" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Vrednost:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13807,7 +13863,7 @@ msgid "Frame Duration:" msgstr "Odvajanje:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13827,7 +13883,7 @@ msgstr "Grupiši Označeno" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Kopiraj Trake" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17804,10 +17860,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18358,6 +18410,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18368,7 +18424,11 @@ msgid "Main Feature Tags:" msgstr "Upozorenja" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19721,7 +19781,7 @@ msgstr "Sve sekcije" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20639,7 +20699,7 @@ msgid "Starting project..." msgstr "Izmjeni Selekciju Krivulje" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -21273,58 +21333,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21355,26 +21363,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21416,40 +21404,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21509,82 +21570,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21678,26 +21663,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21816,13 +21781,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21835,17 +21913,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21856,18 +21923,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21981,61 +22036,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Nova Animacija" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Opis:" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22059,15 +22068,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Frejmovi Animacije:" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22075,28 +22075,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Uključi/isključi ovu traku." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Drag: Skaliraj označen čvor." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22109,99 +22087,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Sve sekcije" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22226,10 +22111,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sv.po b/editor/sv.po index 5db3236..4da5ce2 100644 --- a/editor/sv.po +++ b/editor/sv.po @@ -346,7 +346,6 @@ msgstr "End" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Klipp" @@ -354,8 +353,6 @@ msgstr "Klipp" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopiera" @@ -367,15 +364,14 @@ msgstr "Kopiera" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Klistra in" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Ångra" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Återställ" @@ -498,8 +494,7 @@ msgid "Scroll Down" msgstr "Rulla Ner" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Välj Alla" @@ -1794,13 +1789,13 @@ msgstr "Växla Skriptpanel" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Zooma In" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Zooma Ut" @@ -1816,10 +1811,20 @@ msgstr "Fel" msgid "Warnings" msgstr "Varningar" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Zooma till 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Rad- och Kolumnnummer." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Öppna Senaste" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Metod i målnod måste specificeras." @@ -2204,7 +2209,6 @@ msgstr "Starta" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Rensa" @@ -2561,7 +2565,6 @@ msgstr[1] "Öppna scener" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Öppna" @@ -2677,7 +2680,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "Användandet av snedstreck i mappnamn skapar undermappar rekursivt." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Kunde inte skapa mapp." @@ -2687,7 +2689,6 @@ msgstr "Skapa ny katalog i %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Skapa Mapp" @@ -2703,9 +2704,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Tack från Godot-gemenskapen!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Klicka för att kopiera." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3153,7 +3161,7 @@ msgstr "Lägg till Auto laddning" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Sökväg:" @@ -3341,7 +3349,7 @@ msgstr "Ny" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Spara" @@ -4310,7 +4318,6 @@ msgstr "Namn som startar med _ är reserverade enbart för editorns metadata." #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Namn:" @@ -5345,10 +5352,6 @@ msgstr "Nod" msgid "History" msgstr "Historik" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Expandera Nedre Panel" - #: editor/editor_node.cpp msgid "Output" msgstr "Utdata" @@ -5426,7 +5429,8 @@ msgid "Resave" msgstr "Spara om" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Skapa metadata för versionshantering..." #: editor/editor_node.cpp @@ -5792,6 +5796,17 @@ msgstr "" "Snälla lägg till en export-mall innuti Export menyn eller definera en redan " "gjord mall som körbar." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Fjärrdebuggning" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Kör Projekt" @@ -6684,14 +6699,15 @@ msgstr "Export med debug" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Spara & Avsluta" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6718,9 +6734,11 @@ msgid "Configure FBX Importer" msgstr "Konfigurera FBX importerare" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF krävs för att importera FBX filer.\n" "Var vänlig och ladda ner detta och sätt en giltig sökväg till programmet:" @@ -7295,6 +7313,16 @@ msgstr "Lägg till en ny scen." msgid "Filter Groups" msgstr "Ta bort Layout" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Expandera Nedre Panel" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7318,11 +7346,11 @@ msgstr "Välj en Katalog" msgid "Move" msgstr "Flytta" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Nätverk" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Välj Nuvarande Mapp" @@ -7334,7 +7362,7 @@ msgstr "Kan inte spara fil med ett tomt filnamn." msgid "Cannot save file with a name starting with a dot." msgstr "Kan inte spara fil när namnet börjar på en punkt." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7342,11 +7370,11 @@ msgstr "" "Filen \"%s\" finns redan.\n" "Vill du skriva över den?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Välj denna mapp" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Alla Erkända" @@ -7354,19 +7382,19 @@ msgstr "Alla Erkända" msgid "All Files (*)" msgstr "Alla Filer (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Öppna en Fil" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Öppna Fil(er)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Öppna en Katalog" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Öppna en Fil eller Katalog" @@ -7418,19 +7446,19 @@ msgstr "Flytta Favorit Upp" msgid "Move Favorite Down" msgstr "Flytta Favorit Ner" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Gå till föregående mapp." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Gå till nästa mapp." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Gå till överordnad mapp." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Uppdatera filer." @@ -7438,11 +7466,16 @@ msgstr "Uppdatera filer." msgid "(Un)favorite current folder." msgstr "Ta bort nuvarande mapp från favoriter." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Växla synligheten av dolda filer." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Skapa nya noder." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Kataloger & Filer:" @@ -7454,7 +7487,7 @@ msgid "Preview:" msgstr "Förhandsvisning:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Fil:" @@ -8542,6 +8575,15 @@ msgstr "" msgid "Generate POT" msgstr "Allmänt" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Inbyggd Skript:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Sätt %s på %d noder" @@ -10236,15 +10278,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10270,6 +10303,15 @@ msgstr "Klistra in Noder" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10522,6 +10564,17 @@ msgstr "Skapa Node" msgid "Error instantiating scene from %s" msgstr "Fel vid laddning av scen från %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instans" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Ny Ärvd Scen" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12219,6 +12272,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Visa nät" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Visa Information" @@ -12542,10 +12599,6 @@ msgstr "4 vyer" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Visa nät" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12743,6 +12796,15 @@ msgstr "Redigera Polygon" msgid "Select occluder bake file:" msgstr "Välj mall-fil" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Konvertera till Versaler" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12879,10 +12941,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12921,6 +12979,10 @@ msgstr "Infoga Punkt" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13353,11 +13415,6 @@ msgstr "Föregående flik" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Importera Tema..." @@ -13366,6 +13423,11 @@ msgstr "Importera Tema..." msgid "Reload Theme" msgstr "Ladda om Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Spara Tema" @@ -13528,11 +13590,6 @@ msgstr "Välj Färg" msgid "Folding" msgstr "Avaktiverad" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Öppna Senaste" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Versaler" @@ -14007,12 +14064,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Klistra in nycklar" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Klistra in Resurs" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14072,7 +14131,7 @@ msgid "Frame Duration:" msgstr "Sektioner:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Återställ zoom" @@ -14093,7 +14152,7 @@ msgstr "Välj en Node" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Flytta Nod(er)" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18134,10 +18193,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Välj en mapp att skanna" @@ -18699,6 +18754,10 @@ msgstr "" msgid "Run Instances" msgstr "Kör %d instans" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18710,7 +18769,11 @@ msgid "Main Feature Tags:" msgstr "Huvudfunktioner:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20081,7 +20144,7 @@ msgstr "Applikation" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21029,7 +21092,7 @@ msgid "Starting project..." msgstr "Startar projekt..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Alla Filer (*)" @@ -21692,66 +21755,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D tjänar bara till att ge en kollisionsform till en " -"CollisionObject2D-härledd nod. Använd endast det som ett barn till Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. för att ge dem en form." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D tjänar bara till att ge en kollisionsform till en " -"CollisionObject2D-härledd nod. Använd endast det som ett barn till Area2D, " -"StaticBody2D, RigidBody2D, KinematicBody2D, etc. för att ge dem en form." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21782,26 +21785,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21846,41 +21829,122 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "PathFollow2D fungerar bara när den är satt som ett barn till en Path2D-Node." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D tjänar bara till att ge en kollisionsform till en " +"CollisionObject2D-härledd nod. Använd endast det som ett barn till Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. för att ge dem en form." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D tjänar bara till att ge en kollisionsform till en " +"CollisionObject2D-härledd nod. Använd endast det som ett barn till Area2D, " +"StaticBody2D, RigidBody2D, KinematicBody2D, etc. för att ge dem en form." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Sökvägs-egenskapen måste peka på en giltigt Node2D Node för att fungera." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21940,91 +22004,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D tjänar bara till att ge en kollisionsform till en " -"CollisionObject3D-härledd nod.\n" -"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. för att ge dem en form." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D tjänar bara till att ge en kollisionsform till en " -"CollisionObject3D-härledd nod.\n" -"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. för att ge dem en form." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22118,26 +22097,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22260,13 +22219,135 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D tjänar bara till att ge en kollisionsform till en " +"CollisionObject3D-härledd nod.\n" +"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. för att ge dem en form." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "En tom CollisionPolygon2D har ingen effekt på kollision." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D tjänar bara till att ge en kollisionsform till en " +"CollisionObject3D-härledd nod.\n" +"Använd endast det som ett barn till Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. för att ge dem en form." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22281,17 +22362,6 @@ msgid "" msgstr "" "Sökvägs-egenskapen måste peka på en giltigt Node2D Node för att fungera." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22302,18 +22372,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22430,62 +22488,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Animation" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Animeringsverktyg" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Välj en Node" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Lägg till nuvarande färg som en förinställning." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22509,15 +22520,6 @@ msgstr "" msgid "Alert!" msgstr "Varning!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Måste använda en giltigt filändelse." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22525,29 +22527,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Växla synligheten av dolda filer." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Ändra spårets läge till på/av." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Dra: Skala markerad nod." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22560,102 +22539,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Riktningar" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Höger" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Riktningar" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Giltiga tecken:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Infoga kontroltecken" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22680,10 +22563,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Annat)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/sw.po b/editor/sw.po index 7fb4b61..ce7e662 100644 --- a/editor/sw.po +++ b/editor/sw.po @@ -314,7 +314,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -322,8 +321,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -335,15 +332,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -466,8 +462,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1716,13 +1711,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1738,10 +1733,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2118,7 +2121,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2466,7 +2468,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2575,7 +2576,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2585,7 +2585,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2601,8 +2600,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3041,7 +3047,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3218,7 +3224,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4104,7 +4110,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5060,10 +5065,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5135,7 +5136,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5474,6 +5475,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6307,14 +6318,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6341,8 +6353,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6862,6 +6875,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6882,11 +6905,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6898,17 +6921,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6916,19 +6939,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6980,19 +7003,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7000,11 +7023,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7016,7 +7043,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8040,6 +8067,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9640,15 +9675,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9673,6 +9699,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9914,6 +9949,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11494,6 +11538,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11809,10 +11857,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11996,6 +12040,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12127,10 +12179,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12167,6 +12215,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12572,11 +12624,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12585,6 +12632,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12739,10 +12791,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13168,11 +13216,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13228,7 +13276,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13245,7 +13293,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17018,10 +17066,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17555,6 +17599,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17564,7 +17612,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18847,7 +18899,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19723,7 +19775,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20343,58 +20395,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20425,26 +20425,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20486,40 +20466,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20579,82 +20632,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20748,26 +20725,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20885,13 +20842,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20904,17 +20974,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20925,18 +20984,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21049,59 +21096,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21125,14 +21127,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21140,26 +21134,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21172,98 +21146,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21288,10 +21170,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/te.po b/editor/te.po index 590f22b..fb508ad 100644 --- a/editor/te.po +++ b/editor/te.po @@ -314,7 +314,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -322,8 +321,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -335,15 +332,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -470,8 +466,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1770,13 +1765,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1792,10 +1787,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "గణనలు" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2179,7 +2183,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2528,7 +2531,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2638,7 +2640,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2648,7 +2649,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2665,8 +2665,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3105,7 +3112,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3284,7 +3291,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4188,7 +4195,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5154,10 +5160,6 @@ msgstr "నోడ్" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5229,7 +5231,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5572,6 +5574,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "నోడ్" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6416,14 +6429,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6450,8 +6464,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6982,6 +6997,16 @@ msgstr "" msgid "Filter Groups" msgstr "గణనలు" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7003,11 +7028,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7019,17 +7044,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -7037,19 +7062,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7101,19 +7126,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7121,11 +7146,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7137,7 +7166,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8182,6 +8211,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9811,15 +9848,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9844,6 +9872,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10087,6 +10124,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "స్థిరాంకాలు" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11685,6 +11732,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12000,10 +12051,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12189,6 +12236,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12322,10 +12377,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12363,6 +12414,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12770,11 +12825,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12783,6 +12833,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12937,11 +12992,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "గణనలు" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13370,11 +13420,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13435,7 +13485,7 @@ msgid "Frame Duration:" msgstr "గణనలు" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13452,8 +13502,9 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" -msgstr "" +#, fuzzy +msgid "Copy Frame(s)" +msgstr "నోడ్" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Insert Empty (Before Selected)" @@ -17264,10 +17315,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17808,6 +17855,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17817,7 +17868,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19119,7 +19174,7 @@ msgstr "గణనలు" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20006,7 +20061,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20633,58 +20688,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20715,26 +20718,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20776,40 +20759,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20869,82 +20925,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21038,26 +21018,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -21175,13 +21135,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21194,17 +21267,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -21215,18 +21277,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21340,60 +21390,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "స్థిరాంకాలు" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21417,15 +21422,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "గణనలు" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21433,26 +21429,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21465,98 +21441,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21581,10 +21465,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/th.po b/editor/th.po index e900c23..84202e6 100644 --- a/editor/th.po +++ b/editor/th.po @@ -330,7 +330,6 @@ msgstr "ปุ่มเลื่อนไปล่างสุด (End)" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "ตัด" @@ -338,8 +337,6 @@ msgstr "ตัด" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "คัดลอก" @@ -351,15 +348,14 @@ msgstr "คัดลอก" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "วาง" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "ยกเลิกการกระทำ" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "ทำซ้ำ" @@ -483,8 +479,7 @@ msgid "Scroll Down" msgstr "เลื่อนไปด้านล่าง" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "เลือกทั้งหมด" @@ -1828,13 +1823,13 @@ msgstr "เปิด/ปิดแผงสคริปต์" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "ขยาย" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "ย่อ" @@ -1850,10 +1845,20 @@ msgstr "ข้อผิดพลาด" msgid "Warnings" msgstr "คำเตือน" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "ย่อ" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "เลขบรรทัดและคอลัมน์" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "เปิดคู่มือ" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "ต้องระบุเมธอดในโนดเป้าหมาย" @@ -2247,7 +2252,6 @@ msgstr "เริ่ม" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "เคลียร์" @@ -2617,7 +2621,6 @@ msgstr[0] "เปิดฉาก" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "เปิด" @@ -2740,7 +2743,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "ไม่สามารถสร้างโฟลเดอร์" @@ -2751,7 +2753,6 @@ msgstr "สร้างโหนดใหม่" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "สร้างโฟลเดอร์" @@ -2768,9 +2769,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "ขอขอบคุณจากชุมชนผู้ใช้ Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "คลิกเพื่อคัดลอก" +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3234,7 +3242,7 @@ msgstr "เพิ่มออโต้โหลด" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "ตำแหน่ง:" @@ -3422,7 +3430,7 @@ msgstr "ใหม่" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "บันทึก" @@ -4374,7 +4382,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "ชื่อ:" @@ -5424,10 +5431,6 @@ msgstr "โนด" msgid "History" msgstr "ประวัติถัดไป" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "ขยายแผงด้านล่าง" - #: editor/editor_node.cpp msgid "Output" msgstr "ข้อความ" @@ -5505,7 +5508,7 @@ msgstr "บันทึกอีกครั้ง" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "ตั้งเวอร์ชันคอนโทรน" #: editor/editor_node.cpp @@ -5875,6 +5878,17 @@ msgstr "" "ไม่มีพรีเซ็ตส่งออกที่สามารถรันเกมได้ของแพลตฟอร์มนี้\n" "กรุณาเพิ่มพรีเซ็ตส่งออกที่รันเกมได้ในเมนูส่งออกหรือทำให้พรีเซ็ตเดิมสามารถรันได้" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "ดีบักระยะไกล" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6799,14 +6813,15 @@ msgstr "ส่งออกพร้อมการแก้ไขจุดบก #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "บันทึกและเริ่มใหม่" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6836,8 +6851,9 @@ msgstr "ตั้งค่าการจำกัด" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7420,6 +7436,16 @@ msgstr "เพิ่มฉากใหม่" msgid "Filter Groups" msgstr "ลบกลุ่ม" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "ขยายแผงด้านล่าง" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7442,12 +7468,12 @@ msgstr "เลือกโฟลเดอร์" msgid "Move" msgstr "ย้าย" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "โปรไฟล์เน็ตเวิร์ก" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "เลือกโฟลเดอร์ปัจจุบัน" @@ -7459,17 +7485,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "เลือกโฟลเดอร์นี้" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "ทุกนามสุกลที่รู้จัก" @@ -7477,19 +7503,19 @@ msgstr "ทุกนามสุกลที่รู้จัก" msgid "All Files (*)" msgstr "ทุกไฟล์ (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "เปิดไฟล์" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "เปิดไฟล์" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "เปิดโฟลเดอร์" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "เปิดไฟล์หรือโฟลเดอร์" @@ -7542,19 +7568,19 @@ msgstr "เลื่อนโฟลเดอร์ที่ชอบขึ้น msgid "Move Favorite Down" msgstr "เลื่อนโฟลเดอร์ที่ชอบลง" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "ไปยังโฟลเดอร์ก่อนหน้า" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "ไปยังโฟลเดอร์ถัดไป" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "ไปยังโฟลเดอร์หลัก" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "รีเฟรชไฟล์" @@ -7562,11 +7588,16 @@ msgstr "รีเฟรชไฟล์" msgid "(Un)favorite current folder." msgstr "เพิ่ม/ลบโฟลเดอร์ปัจจุบันไปยังที่ชื่นชอบ" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "เปิด/ปิดการแสดงไฟล์ที่ซ่อน" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "สร้างโหนดใหม่" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "ไฟล์และโฟลเดอร์:" @@ -7578,7 +7609,7 @@ msgid "Preview:" msgstr "ตัวอย่าง:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "ไฟล์:" @@ -8706,6 +8737,15 @@ msgstr "" msgid "Generate POT" msgstr "ทั่วไป" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "สคริปต์บิวท์อิน:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "ตั้ง %s บน %d โหนด" @@ -10414,15 +10454,6 @@ msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบ msgid "Use Pixel Snap" msgstr "จำกัดให้ย้ายเป็นพิกเซล" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "สแนปอัจฉริยะ" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "ตั้งค่าการจำกัด..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "สแนปโหนดแม่" @@ -10447,6 +10478,15 @@ msgstr "สแนปโหนดอื่น" msgid "Snap to Guides" msgstr "สแนปเส้นไกด์" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "สแนปอัจฉริยะ" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "ตั้งค่าการจำกัด..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10711,6 +10751,17 @@ msgstr "สร้างโหนด" msgid "Error instantiating scene from %s" msgstr "ผิดพลาดขณะอินสแตนซ์ฉากจาก %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "อินสแตนซ์" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "ฉากสืบทอดใหม่" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "เปลี่ยนชนิดเริ่มต้น" @@ -12455,6 +12506,10 @@ msgstr "แสดงสภาพแวดล้อม" msgid "View Gizmos" msgstr "แสดงสัญลักษณ์" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "แสดงเส้นตาราง" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "แสดงข้อมูล" @@ -12787,10 +12842,6 @@ msgstr "4 วิวพอร์ต" msgid "View Origin" msgstr "แสดงจุดกำเนิด" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "แสดงเส้นตาราง" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12995,6 +13046,15 @@ msgstr "โหมดตัวบังแสง" msgid "Select occluder bake file:" msgstr "เลือกไฟล์ bake ของ lightmap :" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "แปลงเป็น CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13132,10 +13192,6 @@ msgstr "ออกนุ่มนวล" msgid "Handle Tilt #" msgstr "สุ่มการเอียง:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "กำหนดพิกัดจุดเส้นโค้ง" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "กำหนดเส้นโค้งขาออก" @@ -13176,6 +13232,10 @@ msgstr "แทรกจุด" msgid "Split Segment (in curve)" msgstr "แยกส่วน (ในเส้นโค้ง)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "กำหนดพิกัดจุดเส้นโค้ง" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "เลื่อนข้อต่อ" @@ -13594,11 +13654,6 @@ msgstr "ประวัติก่อนหน้า" msgid "History Next" msgstr "ประวัติถัดไป" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "ธีม" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "นำเข้าธีม..." @@ -13607,6 +13662,11 @@ msgstr "นำเข้าธีม..." msgid "Reload Theme" msgstr "โหลดธีมใหม่" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "ธีม" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "บันทึกธีม" @@ -13769,11 +13829,6 @@ msgstr "เลือกสี" msgid "Folding" msgstr "ปิดการทำงานปุ่ม" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "เปิดคู่มือ" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "ตัวพิมพ์ใหญ่" @@ -14234,12 +14289,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ผิดพลาด: โหลดรีซอร์สเฟรมไม่ได้!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "คลิปบอร์ดว่าง หรือไม่ใช่ texture!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "วางเฟรม" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "วางเฟรม" +#, fuzzy +msgid "Paste Texture" +msgstr "วางรีซอร์ส" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14298,7 +14355,7 @@ msgid "Frame Duration:" msgstr "ให้สิ่งที่เลือกเต็มจอ" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "รีเซ็ตการซูม" @@ -14319,7 +14376,7 @@ msgstr "เลือกเฟรม" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "เลื่อนเฟรม" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18581,10 +18638,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "เลือกโฟลเดอร์เพื่อสแกน" @@ -19159,6 +19212,10 @@ msgstr "เลือกโหนดแม่ใหม่" msgid "Run Instances" msgstr "อินสแตนซ์" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19170,7 +19227,11 @@ msgid "Main Feature Tags:" msgstr "ฟีเจอร์" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20586,7 +20647,7 @@ msgstr "การกระทำ" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21568,7 +21629,7 @@ msgid "Starting project..." msgstr "ส่งออกโปรเจกต์" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "ทุกไฟล์ (*)" @@ -22250,71 +22311,6 @@ msgstr "" "จะมี CanvasModulate ที่มองเห็นได้ เพียงโหนดเดียวในฉาก (หรือกลุ่มของฉากที่เป็นอินสแตนซ์) " "โหนดแรกเท่านั้นที่จะทำงานได้ปกติ ที่เหลือจะไม่ทำงาน" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"โหนดนี้ไม่มีโหนดรูปทรง จึงไม่สามารถชนหรือมีปฏิสัมพันธ์กับออบเจกต์อื่นได้\n" -"กรุณาเพิ่ม CollisionShape2D หรือ CollisionPolygon2D " -"เป็นโหนดลูกเพื่อให้สามารถสร้างรูปทรงได้" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " -"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " -"เพื่อให้มีรูปทรง" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "CollisionPolygon2D ที่ว่างเปล่าจะไม่มีผลทางกายภาพ" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "โพลีกอนไม่ถูกต้อง ต้องมีอย่างน้อย 3 จุด ในโหมดการสร้างแบบ 'Solids'" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "โพลีกอนไม่ถูกต้อง ต้องมีอย่างน้อย 2 จุด ในโหมดการสร้างแบบ 'Segments'" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " -"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " -"เพื่อให้มีรูปทรง" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "ต้องมีรูปทรงเพื่อให้ CollisionShape2D ทำงานได้ กรุณาสร้างรูปทรง!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"รูปร่างโพลีกอนไม่สามารถใช้หรือแก้ไขโดยตรงจากโหนด CollisionShape2D กรุณาใช้โหนด " -"CollisionPolygon2D แทน" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22349,26 +22345,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "โหนด A และ โหนด B จะต้องเป็น PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A จะต้องเป็น PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B จะต้องเป็น PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "ข้อต่อไม่ได้เชื่อมโยงกับ PhysicsBody2D สองโหนด" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "โหนด A และโหนด B จะต้องเป็น PhysicsBody2D ที่แตกต่างกัน" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22412,26 +22388,112 @@ msgstr "ParallaxLayer จะทำงานได้ต้องเป็นโ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D จะทำงานได้ต้องเป็นโหนดลูกของโหนด Path2D" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"โหนดนี้ไม่มีโหนดรูปทรง จึงไม่สามารถชนหรือมีปฏิสัมพันธ์กับออบเจกต์อื่นได้\n" +"กรุณาเพิ่ม CollisionShape2D หรือ CollisionPolygon2D " +"เป็นโหนดลูกเพื่อให้สามารถสร้างรูปทรงได้" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " +"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " +"เพื่อให้มีรูปทรง" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "CollisionPolygon2D ที่ว่างเปล่าจะไม่มีผลทางกายภาพ" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "โพลีกอนไม่ถูกต้อง ต้องมีอย่างน้อย 3 จุด ในโหมดการสร้างแบบ 'Solids'" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "โพลีกอนไม่ถูกต้อง ต้องมีอย่างน้อย 2 จุด ในโหมดการสร้างแบบ 'Segments'" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " +"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " +"เพื่อให้มีรูปทรง" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "ต้องมีรูปทรงเพื่อให้ CollisionShape2D ทำงานได้ กรุณาสร้างรูปทรง!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"รูปร่างโพลีกอนไม่สามารถใช้หรือแก้ไขโดยตรงจากโหนด CollisionShape2D กรุณาใช้โหนด " +"CollisionPolygon2D แทน" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "โหนด A และ โหนด B จะต้องเป็น PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A จะต้องเป็น PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B จะต้องเป็น PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "ข้อต่อไม่ได้เชื่อมโยงกับ PhysicsBody2D สองโหนด" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "โหนด A และโหนด B จะต้องเป็น PhysicsBody2D ที่แตกต่างกัน" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "Bone2D สามารถทำงานได้กับ Skeleton2D หรือ Bone2D ตัวอื่นโดยเป็นโหนดแม่" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22441,15 +22503,15 @@ msgstr "" "การเปลี่ยนแปลงขนาดของ SoftBody จะถูกแทนที่โดยเอ็นจิ้นฟิสิกส์เมื่อทำงาน\n" "เปลี่ยนขนาดของขอบเขตการชนลูกแทน" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "ต้องแก้ไข Path ให้ชี้ไปยังโหนด Node2D จึงจะทำงานได้" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "ต้องแก้ไข Path ให้ชี้ไปยังโหนด Node2D จึงจะทำงานได้" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "สายการเชื่มโยงของ Bone2D จะต้องสิ้นสุดลงด้วยโหนด Skeleton2D" @@ -22509,97 +22571,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"โหนดนี้ไม่มีโหนดรูปทรง จึงไม่สามารถชนหรือมีปฏิสัมพันธ์กับออบเจกต์อื่นได้\n" -"กรุณาเพิ่ม CollisionShape2D หรือ CollisionPolygon2D " -"เป็นโหนดลูกเพื่อให้สามารถสร้างรูปทรงได้" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " -"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " -"เพื่อให้มีรูปทรง" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "CollisionPolygon2D ที่ว่างเปล่าจะไม่มีผลทางกายภาพ" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " -"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " -"เพื่อให้มีรูปทรง" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "ต้องมีรูปทรงเพื่อให้ CollisionShape ทำงานได้ กรุณาสร้างรูปทรง" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "ConcavePolygonShape ไม่สนับสนุน RigidBody ในโหมดอื่นๆนอกจากโหมด static" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "ไม่มีสิ่งใดมองเห็นได้เนื่องจากไม่มีการกำหนด mesh" @@ -22699,31 +22670,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "โหนด A และ โหนด B จะต้องเป็น PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A จะต้องเป็น PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B จะต้องเป็น PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "ข้อต่อไม่ได้เชื่อมโยงกับ PhysicsBody ใด ๆ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "โหนด A และโหนด B จะต้องเป็น PhysicsBody2D ที่แตกต่างกัน" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22851,7 +22797,123 @@ msgstr "" "ROTATION_ORIENTED ของ PathFollow จำเป็นเปิด \"Up Vector\" ในที่อยู่ทรัพยากร Curve " "โหนดแม่ของ Path" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"โหนดนี้ไม่มีโหนดรูปทรง จึงไม่สามารถชนหรือมีปฏิสัมพันธ์กับออบเจกต์อื่นได้\n" +"กรุณาเพิ่ม CollisionShape2D หรือ CollisionPolygon2D " +"เป็นโหนดลูกเพื่อให้สามารถสร้างรูปทรงได้" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " +"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " +"เพื่อให้มีรูปทรง" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "CollisionPolygon2D ที่ว่างเปล่าจะไม่มีผลทางกายภาพ" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D ใช้เป็นรูปทรงสำหรับโหนดกลุ่ม CollisionObject2D " +"จึงควรให้เป็นโหนดลูกของ Area2D, StaticBody2D, RigidBody2D, KinematicBody2D ฯลฯ " +"เพื่อให้มีรูปทรง" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "ต้องมีรูปทรงเพื่อให้ CollisionShape ทำงานได้ กรุณาสร้างรูปทรง" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "ConcavePolygonShape ไม่สนับสนุน RigidBody ในโหมดอื่นๆนอกจากโหมด static" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "โหนด A และ โหนด B จะต้องเป็น PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A จะต้องเป็น PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B จะต้องเป็น PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "ข้อต่อไม่ได้เชื่อมโยงกับ PhysicsBody ใด ๆ" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "โหนด A และโหนด B จะต้องเป็น PhysicsBody2D ที่แตกต่างกัน" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22861,6 +22923,24 @@ msgstr "" "การเปลี่ยนแปลงขนาดของ SoftBody จะถูกแทนที่โดยเอ็นจิ้นฟิสิกส์เมื่อทำงาน\n" "เปลี่ยนขนาดของขอบเขตการชนลูกแทน" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "VehicleWheel เป็นระบบล้อของ VehicleBody กรุณาใช้เป็นโหนดลูกของ VehicleBody" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22876,17 +22956,6 @@ msgstr "" "คุณสมบัติ \"Remote Path\" จะต้องชี้ไปยังโหนด Spatial หรือ Spatialย่อย " "ที่ถูกต้องเพื่อที่จะทำงานได้" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "วัตถุนี้จะถูกละเว้นจนกว่าจะตั้ง mesh" @@ -22899,19 +22968,6 @@ msgstr "" "ทรัพยากร SpriteFrames ต้องสร้างหรือตั้งค่าในคุณสมบัติ \"Frames\" เพื่อให้ " "AnimatedSprite3D แสดงเฟรม" -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "VehicleWheel เป็นระบบล้อของ VehicleBody กรุณาใช้เป็นโหนดลูกของ VehicleBody" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -23033,73 +23089,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "แอนิเมชันใหม่" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "ไม่พบแอนิเมชัน: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"สี: #%s\n" -"คลิกซ้าย: เลือกสี\n" -"คลิกขวา: ลบพรีเซ็ต" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"สี: #%s\n" -"คลิกซ้าย: เลือกสี\n" -"คลิกขวา: ลบพรีเซ็ต" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "เลือกสีจากหน้าต่างตัวแก้ไข" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "เลือกสีจากหน้าต่างตัวแก้ไข" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "เลือก Mesh ต้นฉบับ:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "เลือกโหนด" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "สลับระหว่างค่าฐานสิบหกและโค้ด" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "เพิ่มสีปัจจุบันเป็นพรีเซ็ต" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23127,15 +23125,6 @@ msgstr "" msgid "Alert!" msgstr "แจ้งเตือน!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "นามสกุลไม่ถูกต้อง" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23143,30 +23132,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "เปิด/ปิดการแสดงไฟล์ที่ซ่อน" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "เปิด/ปิดสแนปเส้นกริด" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "เปิดเส้นกริดมินิแมพ" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+ลาก: ย้าย" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23179,103 +23144,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "ทิศทาง" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "บนขวา" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "ทิศทาง" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "ตัวอักษรที่ใช้ได้:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "ตัวอักษรที่ใช้ได้:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "ถ้า \"Exp Edit\" เปิดใช้งาน \"Min Value\" จะต้องมากกว่า 0" @@ -23302,10 +23170,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(อื่น)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/tk.po b/editor/tk.po index bb32328..b9b0294 100644 --- a/editor/tk.po +++ b/editor/tk.po @@ -314,7 +314,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -322,7 +321,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -334,15 +332,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -465,8 +462,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1104,7 +1100,8 @@ msgstr "" #: editor/animation_track_editor.cpp editor/create_dialog.cpp #: editor/editor_audio_buses.cpp editor/editor_feature_profile.cpp -#: editor/plugin_config_dialog.cpp editor/plugins/abstract_polygon_2d_editor.cpp +#: editor/plugin_config_dialog.cpp +#: editor/plugins/abstract_polygon_2d_editor.cpp #: editor/plugins/gpu_particles_3d_editor_plugin.cpp #: editor/plugins/mesh_instance_3d_editor_plugin.cpp #: editor/plugins/version_control_editor_plugin.cpp @@ -1714,13 +1711,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1736,10 +1733,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2116,7 +2121,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2464,7 +2468,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2483,8 +2486,8 @@ msgstr "" #: editor/dependency_editor.cpp msgid "" "Remove the selected files from the project? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved to " -"the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved " +"to the system trash or deleted permanently." msgstr "" #: editor/dependency_editor.cpp @@ -2492,8 +2495,8 @@ msgid "" "The files being removed are required by other resources in order for them to " "work.\n" "Remove them anyway? (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved to " -"the system trash or deleted permanently." +"Depending on your filesystem configuration, the files will either be moved " +"to the system trash or deleted permanently." msgstr "" #: editor/dependency_editor.cpp editor/surface_upgrade_tool.cpp @@ -2573,7 +2576,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2583,7 +2585,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2599,8 +2600,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -2676,9 +2684,9 @@ msgstr "" #: editor/editor_about.cpp msgid "" "Godot Engine relies on a number of third-party free and open source " -"libraries, all compatible with the terms of its MIT license. The following is " -"an exhaustive list of all such third-party components with their respective " -"copyright statements and license terms." +"libraries, all compatible with the terms of its MIT license. The following " +"is an exhaustive list of all such third-party components with their " +"respective copyright statements and license terms." msgstr "" #: editor/editor_about.cpp @@ -3039,7 +3047,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3139,7 +3147,8 @@ msgid "" msgstr "" #: editor/editor_build_profile.cpp -msgid "OpenGL back-end (if disabled, the RenderingDevice back-end is required)." +msgid "" +"OpenGL back-end (if disabled, the RenderingDevice back-end is required)." msgstr "" #: editor/editor_build_profile.cpp @@ -3170,8 +3179,8 @@ msgstr "" #: editor/editor_build_profile.cpp msgid "" -"SIL Graphite smart font technology support (supported by Advanced Text Server " -"only)." +"SIL Graphite smart font technology support (supported by Advanced Text " +"Server only)." msgstr "" #: editor/editor_build_profile.cpp @@ -3215,7 +3224,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -3370,7 +3379,8 @@ msgstr "" #: editor/editor_feature_profile.cpp msgid "" -"Allows to work with signals and groups of the node selected in the Scene dock." +"Allows to work with signals and groups of the node selected in the Scene " +"dock." msgstr "" #: editor/editor_feature_profile.cpp @@ -3437,7 +3447,8 @@ msgstr "" #: editor/editor_feature_profile.cpp msgid "" -"Profile '%s' already exists. Remove it first before importing, import aborted." +"Profile '%s' already exists. Remove it first before importing, import " +"aborted." msgstr "" #: editor/editor_feature_profile.cpp @@ -3472,7 +3483,8 @@ msgstr "" #: editor/editor_feature_profile.cpp editor/editor_node.cpp #: editor/export/project_export.cpp platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Export" msgstr "" @@ -3695,8 +3707,8 @@ msgstr "" #: editor/editor_help.cpp msgid "" -"There are notable differences when using this API with C#. See [url=%s]C# API " -"differences to GDScript[/url] for more information." +"There are notable differences when using this API with C#. See [url=%s]C# " +"API differences to GDScript[/url] for more information." msgstr "" #: editor/editor_help.cpp @@ -3972,7 +3984,8 @@ msgid "Pin Value [Disabled because '%s' is editor-only]" msgstr "" #: editor/editor_inspector.cpp -msgid "Pinning a value forces it to be saved even if it's equal to the default." +msgid "" +"Pinning a value forces it to be saved even if it's equal to the default." msgstr "" #: editor/editor_inspector.cpp @@ -4097,7 +4110,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -4462,8 +4474,8 @@ msgstr "" #: editor/editor_node.cpp msgid "" -"The current scene has no root node, but %d modified external resource(s) were " -"saved anyway." +"The current scene has no root node, but %d modified external resource(s) " +"were saved anyway." msgstr "" #: editor/editor_node.cpp @@ -4606,7 +4618,8 @@ msgid "" msgstr "" #: editor/editor_node.cpp -msgid "Unable to load addon script from path: '%s'. Script is not in tool mode." +msgid "" +"Unable to load addon script from path: '%s'. Script is not in tool mode." msgstr "" #: editor/editor_node.cpp @@ -4617,8 +4630,8 @@ msgstr "" #: editor/editor_node.cpp msgid "" -"Error loading scene, it must be inside the project path. Use 'Import' to open " -"the scene, then save it inside the project path." +"Error loading scene, it must be inside the project path. Use 'Import' to " +"open the scene, then save it inside the project path." msgstr "" #: editor/editor_node.cpp @@ -4686,7 +4699,8 @@ msgstr "" msgid "Delete Layout..." msgstr "" -#: editor/editor_node.cpp editor/import_dock.cpp editor/shader_create_dialog.cpp +#: editor/editor_node.cpp editor/import_dock.cpp +#: editor/shader_create_dialog.cpp msgid "Default" msgstr "" @@ -5042,7 +5056,8 @@ msgstr "" msgid "Inspector" msgstr "" -#: editor/editor_node.cpp modules/multiplayer/editor/editor_network_profiler.cpp +#: editor/editor_node.cpp +#: modules/multiplayer/editor/editor_network_profiler.cpp msgid "Node" msgstr "" @@ -5050,10 +5065,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5125,7 +5136,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5310,8 +5321,8 @@ msgstr "" #: editor/editor_properties.cpp msgid "" -"Can't create a ViewportTexture on this resource because it's not set as local " -"to scene.\n" +"Can't create a ViewportTexture on this resource because it's not set as " +"local to scene.\n" "Please switch on the 'local to scene' property on it (and all resources " "containing it up to a node)." msgstr "" @@ -5379,8 +5390,8 @@ msgstr "" #: editor/editor_resource_picker.cpp msgid "" -"The selected resource (%s) does not match any type expected for this property " -"(%s)." +"The selected resource (%s) does not match any type expected for this " +"property (%s)." msgstr "" #: editor/editor_resource_picker.cpp @@ -5403,7 +5414,8 @@ msgstr "" msgid "Inspect" msgstr "" -#: editor/editor_resource_picker.cpp editor/plugins/animation_library_editor.cpp +#: editor/editor_resource_picker.cpp +#: editor/plugins/animation_library_editor.cpp msgid "Make Unique" msgstr "" @@ -5463,6 +5475,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -5715,14 +5737,16 @@ msgstr "" #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Custom debug template not found." msgstr "" #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Custom release template not found." msgstr "" @@ -5973,8 +5997,8 @@ msgstr "" #: editor/export/export_template_manager.cpp msgid "" -"Download and install templates for the current version from the best possible " -"mirror." +"Download and install templates for the current version from the best " +"possible mirror." msgstr "" #: editor/export/export_template_manager.cpp @@ -6294,14 +6318,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6328,8 +6353,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6405,8 +6431,8 @@ msgstr "" msgid "" "This file extension is not recognized by the editor.\n" "If you want to rename it anyway, use your operating system's file manager.\n" -"After renaming to an unknown extension, the file won't be shown in the editor " -"anymore." +"After renaming to an unknown extension, the file won't be shown in the " +"editor anymore." msgstr "" #: editor/filesystem_dock.cpp @@ -6849,6 +6875,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6869,11 +6905,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6885,17 +6921,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6903,19 +6939,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6967,19 +7003,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -6987,11 +7023,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7003,16 +7043,16 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" #: editor/gui/editor_file_dialog.cpp msgid "" -"Remove the selected files? For safety only files and empty directories can be " -"deleted from here. (Cannot be undone.)\n" -"Depending on your filesystem configuration, the files will either be moved to " -"the system trash or deleted permanently." +"Remove the selected files? For safety only files and empty directories can " +"be deleted from here. (Cannot be undone.)\n" +"Depending on your filesystem configuration, the files will either be moved " +"to the system trash or deleted permanently." msgstr "" #: editor/gui/editor_object_selector.cpp @@ -7423,7 +7463,8 @@ msgstr "" #: editor/import/3d/scene_import_settings.cpp msgid "" -"This animation already saves to an external resource, no action will be taken." +"This animation already saves to an external resource, no action will be " +"taken." msgstr "" #: editor/import/3d/scene_import_settings.cpp @@ -7527,8 +7568,8 @@ msgstr "" msgid "" "Configure the amount of Beats used for music-aware looping. If zero, it will " "be autodetected from the length.\n" -"It is recommended to set this value (either manually or by clicking on a beat " -"number in the preview) to ensure looping works properly." +"It is recommended to set this value (either manually or by clicking on a " +"beat number in the preview) to ensure looping works properly." msgstr "" #: editor/import/audio_stream_import_settings.cpp @@ -7648,8 +7689,8 @@ msgstr "" msgid "" "Add or remove glyphs from the character map to pre-render list:\n" "Note: Some stylistic alternatives and glyph variants do not have one-to-one " -"correspondence to character, and not shown in this map, use \"Glyphs from the " -"text\" tab to add these." +"correspondence to character, and not shown in this map, use \"Glyphs from " +"the text\" tab to add these." msgstr "" #: editor/import/resource_importer_dynamic_font.cpp @@ -7700,8 +7741,8 @@ msgstr "" #: editor/import/resource_importer_texture_atlas.cpp msgid "" "%s: Atlas texture significantly larger on one axis (%d), consider changing " -"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, " -"making the result more even in size." +"the `editor/import/atlas_max_width` Project Setting to allow a wider " +"texture, making the result more even in size." msgstr "" #: editor/import_defaults_editor.cpp @@ -7746,8 +7787,8 @@ msgstr "" #: editor/import_dock.cpp msgid "" -"The imported resource is currently loaded. All instances will be replaced and " -"undo history will be cleared." +"The imported resource is currently loaded. All instances will be replaced " +"and undo history will be cleared." msgstr "" #: editor/import_dock.cpp @@ -7758,8 +7799,8 @@ msgstr "" #: editor/import_dock.cpp msgid "" -"Select a resource file in the filesystem or in the inspector to adjust import " -"settings." +"Select a resource file in the filesystem or in the inspector to adjust " +"import settings." msgstr "" #: editor/input_event_configuration_dialog.cpp @@ -8026,6 +8067,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -8060,8 +8109,8 @@ msgstr "" #: editor/plugin_config_dialog.cpp msgid "" -"C# doesn't support activating the plugin on creation because the project must " -"be built first." +"C# doesn't support activating the plugin on creation because the project " +"must be built first." msgstr "" #: editor/plugin_config_dialog.cpp @@ -8118,8 +8167,8 @@ msgstr "" #: editor/plugin_config_dialog.cpp msgid "" -"Optional. A human-readable version identifier used for informational purposes " -"only." +"Optional. A human-readable version identifier used for informational " +"purposes only." msgstr "" #: editor/plugin_config_dialog.cpp @@ -8539,14 +8588,14 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp msgid "" -"This animation can't be saved because it does not belong to the edited scene. " -"Make it unique first." +"This animation can't be saved because it does not belong to the edited " +"scene. Make it unique first." msgstr "" #: editor/plugins/animation_library_editor.cpp msgid "" -"This animation can't be saved because it was imported from another file. Make " -"it unique first." +"This animation can't be saved because it was imported from another file. " +"Make it unique first." msgstr "" #: editor/plugins/animation_library_editor.cpp @@ -8882,7 +8931,8 @@ msgstr "" #: editor/plugins/animation_player_editor_plugin.cpp #: editor/plugins/resource_preloader_editor_plugin.cpp -#: editor/plugins/script_editor_plugin.cpp editor/plugins/script_text_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Error!" msgstr "" @@ -8955,8 +9005,8 @@ msgstr "" msgid "" "Select and move nodes.\n" "RMB: Add node at position clicked.\n" -"Shift+LMB+Drag: Connects the selected node with another node or creates a new " -"node if you select an area without nodes." +"Shift+LMB+Drag: Connects the selected node with another node or creates a " +"new node if you select an area without nodes." msgstr "" #: editor/plugins/animation_state_machine_editor.cpp @@ -9625,15 +9675,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9658,6 +9699,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9899,6 +9949,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -9917,8 +9976,8 @@ msgstr "" #: editor/plugins/control_editor_plugin.cpp msgid "" -"Use the appropriate layout properties depending on where you are going to put " -"it." +"Use the appropriate layout properties depending on where you are going to " +"put it." msgstr "" #: editor/plugins/control_editor_plugin.cpp @@ -10329,8 +10388,8 @@ msgstr "" #: editor/plugins/debugger_editor_plugin.cpp msgid "" -"When this option is enabled, any changes made to the scene in the editor will " -"be replicated in the running project.\n" +"When this option is enabled, any changes made to the scene in the editor " +"will be replicated in the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -10341,8 +10400,8 @@ msgstr "" #: editor/plugins/debugger_editor_plugin.cpp msgid "" -"When this option is enabled, any script that is saved will be reloaded in the " -"running project.\n" +"When this option is enabled, any script that is saved will be reloaded in " +"the running project.\n" "When used remotely on a device, this is more efficient when the network " "filesystem option is enabled." msgstr "" @@ -10917,8 +10976,8 @@ msgstr "" #: editor/plugins/mesh_instance_3d_editor_plugin.cpp msgid "" -"Creates a static outline mesh. The outline mesh will have its normals flipped " -"automatically.\n" +"Creates a static outline mesh. The outline mesh will have its normals " +"flipped automatically.\n" "This can be used instead of the StandardMaterial Grow property when using " "that property isn't possible." msgstr "" @@ -11479,6 +11538,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11794,10 +11857,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11825,8 +11884,8 @@ msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" -"FOV is defined as a vertical value, as the editor camera always uses the Keep " -"Height aspect mode." +"FOV is defined as a vertical value, as the editor camera always uses the " +"Keep Height aspect mode." msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp @@ -11951,8 +12010,8 @@ msgstr "" #: editor/plugins/node_3d_editor_plugin.cpp msgid "" -"Adds a WorldEnvironment node matching the preview environment settings to the " -"current scene.\n" +"Adds a WorldEnvironment node matching the preview environment settings to " +"the current scene.\n" "Hold Shift while clicking to also add the preview sun to the current scene." msgstr "" @@ -11965,8 +12024,8 @@ msgstr "" #: editor/plugins/occluder_instance_3d_editor_plugin.cpp msgid "" "No meshes to bake.\n" -"Make sure there is at least one MeshInstance3D node in the scene whose visual " -"layers are part of the OccluderInstance3D's Bake Mask property." +"Make sure there is at least one MeshInstance3D node in the scene whose " +"visual layers are part of the OccluderInstance3D's Bake Mask property." msgstr "" #: editor/plugins/occluder_instance_3d_editor_plugin.cpp @@ -11981,6 +12040,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12112,10 +12179,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12152,6 +12215,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12275,7 +12342,8 @@ msgstr "" #: editor/plugins/polygon_2d_editor_plugin.cpp msgid "" -"Remove a custom polygon. If none remain, custom polygon rendering is disabled." +"Remove a custom polygon. If none remain, custom polygon rendering is " +"disabled." msgstr "" #: editor/plugins/polygon_2d_editor_plugin.cpp @@ -12381,7 +12449,8 @@ msgstr "" #: editor/plugins/root_motion_editor_plugin.cpp msgid "" -"AnimationMixer has no valid root node path, so unable to retrieve track names." +"AnimationMixer has no valid root node path, so unable to retrieve track " +"names." msgstr "" #: editor/plugins/script_editor_plugin.cpp @@ -12428,7 +12497,8 @@ msgstr "" msgid "Open File" msgstr "" -#: editor/plugins/script_editor_plugin.cpp editor/plugins/script_text_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp msgid "Could not load file at:" msgstr "" @@ -12491,11 +12561,13 @@ msgstr "" msgid "%s Class Reference" msgstr "" -#: editor/plugins/script_editor_plugin.cpp editor/plugins/script_text_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp msgid "Find Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp editor/plugins/script_text_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp msgid "Find Previous" msgstr "" @@ -12552,11 +12624,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12565,6 +12632,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12583,13 +12655,15 @@ msgstr "" msgid "Run" msgstr "" -#: editor/plugins/script_editor_plugin.cpp editor/plugins/script_text_editor.cpp -#: editor/plugins/text_editor.cpp editor/plugins/text_shader_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp +#: editor/plugins/text_shader_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp msgid "Search" msgstr "" -#: editor/plugins/script_editor_plugin.cpp editor/plugins/text_shader_editor.cpp +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/text_shader_editor.cpp msgid "Online Docs" msgstr "" @@ -12655,7 +12729,8 @@ msgstr "" msgid "Connections to method:" msgstr "" -#: editor/plugins/script_text_editor.cpp scene/resources/visual_shader_nodes.cpp +#: editor/plugins/script_text_editor.cpp +#: scene/resources/visual_shader_nodes.cpp msgid "Source" msgstr "" @@ -12716,10 +12791,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13145,11 +13216,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13205,7 +13276,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13222,7 +13293,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13615,8 +13686,8 @@ msgstr "" #: editor/plugins/theme_editor_plugin.cpp msgid "" -"Import Items tab has some items selected. Selection will be lost upon closing " -"this window.\n" +"Import Items tab has some items selected. Selection will be lost upon " +"closing this window.\n" "Close anyway?" msgstr "" @@ -13986,7 +14057,8 @@ msgstr "" #: editor/plugins/theme_editor_preview.cpp msgid "" -"Toggle the control picker, allowing to visually select control types for edit." +"Toggle the control picker, allowing to visually select control types for " +"edit." msgstr "" #: editor/plugins/theme_editor_preview.cpp @@ -14295,8 +14367,8 @@ msgstr "" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "" -"The selected scene collection source has no scenes. Add scenes in the TileSet " -"bottom tab." +"The selected scene collection source has no scenes. Add scenes in the " +"TileSet bottom tab." msgstr "" #: editor/plugins/tiles/tile_map_layer_editor.cpp @@ -14739,8 +14811,8 @@ msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" -"The tile's unique identifier within this TileSet. Each tile stores its source " -"ID, so changing one may make tiles invalid." +"The tile's unique identifier within this TileSet. Each tile stores its " +"source ID, so changing one may make tiles invalid." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -14756,8 +14828,8 @@ msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The margins on the image's edges that should not be selectable as tiles (in " -"pixels). Increasing this can be useful if you download a tilesheet image that " -"has margins on the edges (e.g. for attribution)." +"pixels). Increasing this can be useful if you download a tilesheet image " +"that has margins on the edges (e.g. for attribution)." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -14810,8 +14882,8 @@ msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "Determines how animation will start. In \"Default\" mode all tiles start " -"animating at the same frame. In \"Random Start Times\" mode, each tile starts " -"animation with a random offset." +"animating at the same frame. In \"Random Start Times\" mode, each tile " +"starts animation with a random offset." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -14824,12 +14896,12 @@ msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" -"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/i] " -"and then flipped vertically. In practice, this means that to rotate a tile by " -"90 degrees clockwise without flipping it, you should enable [b]Flip H[/b] and " -"[b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, enable [b]Flip " -"H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees clockwise, enable " -"[b]Flip V[/b] and [b]Transpose[/b]." +"If [code]true[/code], the tile is rotated 90 degrees [i]counter-clockwise[/" +"i] and then flipped vertically. In practice, this means that to rotate a " +"tile by 90 degrees clockwise without flipping it, you should enable [b]Flip " +"H[/b] and [b]Transpose[/b]. To rotate a tile by 180 degrees clockwise, " +"enable [b]Flip H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees " +"clockwise, enable [b]Flip V[/b] and [b]Transpose[/b]." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -14851,17 +14923,17 @@ msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The sorting order for this tile. Higher values will make the tile render in " -"front of others on the same layer. The index is relative to the TileMap's own " -"Z index." +"front of others on the same layer. The index is relative to the TileMap's " +"own Z index." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The vertical offset to use for tile sorting based on its Y coordinate (in " -"pixels). This allows using layers as if they were on different height for top-" -"down games. Adjusting this can help alleviate issues with sorting certain " -"tiles. Only effective if Y Sort Enabled is true on the TileMap layer the tile " -"is placed on." +"pixels). This allows using layers as if they were on different height for " +"top-down games. Adjusting this can help alleviate issues with sorting " +"certain tiles. Only effective if Y Sort Enabled is true on the TileMap layer " +"the tile is placed on." msgstr "" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -15022,8 +15094,9 @@ msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" -"The human-readable name for the scene collection. Use a descriptive name here " -"for organizational purposes (such as \"obstacles\", \"decoration\", etc.)." +"The human-readable name for the scene collection. Use a descriptive name " +"here for organizational purposes (such as \"obstacles\", \"decoration\", " +"etc.)." msgstr "" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp @@ -15770,8 +15843,8 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"Returns an associated integer scalar if the provided boolean value is true or " -"false." +"Returns an associated integer scalar if the provided boolean value is true " +"or false." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16062,8 +16135,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " -"Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " +"using Hermite polynomials." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16075,7 +16148,8 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'." +"(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and " +"'y'." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16108,7 +16182,8 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"Returns the result of bitwise AND (a & b) operation for two unsigned integers." +"Returns the result of bitwise AND (a & b) operation for two unsigned " +"integers." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16491,8 +16566,8 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"Returns falloff based on the dot product of surface normal and view direction " -"of camera (pass associated inputs to it)." +"Returns falloff based on the dot product of surface normal and view " +"direction of camera (pass associated inputs to it)." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16538,8 +16613,8 @@ msgid "" "SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " -"Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " +"using Hermite polynomials." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16547,8 +16622,8 @@ msgid "" "SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n" "\n" "Returns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than " -"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using " -"Hermite polynomials." +"'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 " +"using Hermite polynomials." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16567,7 +16642,8 @@ msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp msgid "" -"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'." +"(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and " +"'y'." msgstr "" #: editor/plugins/visual_shader_editor_plugin.cpp @@ -16771,7 +16847,8 @@ msgid "" "\n" "You have three options:\n" "- Convert only the configuration file (\"project.godot\"). Use this to open " -"the project without attempting to convert its scenes, resources and scripts.\n" +"the project without attempting to convert its scenes, resources and " +"scripts.\n" "- Convert the entire project including its scenes, resources and scripts " "(recommended if you are upgrading).\n" "- Do nothing and go back.\n" @@ -16835,8 +16912,8 @@ msgstr "" #: editor/project_manager.cpp msgid "" -"Warning: This project uses the following features not supported by this build " -"of Godot:\n" +"Warning: This project uses the following features not supported by this " +"build of Godot:\n" "\n" "%s\n" "\n" @@ -16926,8 +17003,8 @@ msgstr "" #: editor/project_manager.cpp msgid "" "This field filters projects by name and last path component.\n" -"To filter projects by name and full path, the query must contain at least one " -"`/` character." +"To filter projects by name and full path, the query must contain at least " +"one `/` character." msgstr "" #: editor/project_manager.cpp @@ -16989,10 +17066,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17526,6 +17599,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17535,7 +17612,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -17650,8 +17731,8 @@ msgstr "" #: editor/scene_tree_dock.cpp msgid "" -"Cannot instantiate the scene '%s' because the current scene exists within one " -"of its nodes." +"Cannot instantiate the scene '%s' because the current scene exists within " +"one of its nodes." msgstr "" #: editor/scene_tree_dock.cpp @@ -17727,7 +17808,8 @@ msgid "Some nodes are referenced by animation tracks." msgstr "" #: editor/scene_tree_dock.cpp -msgid "Saving the branch as a scene requires having a scene open in the editor." +msgid "" +"Saving the branch as a scene requires having a scene open in the editor." msgstr "" #: editor/scene_tree_dock.cpp @@ -17777,8 +17859,8 @@ msgstr "" #: editor/scene_tree_dock.cpp msgid "" -"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and cause " -"all properties of the node to be reverted to their default." +"Enabling \"Load as Placeholder\" will disable \"Editable Children\" and " +"cause all properties of the node to be reverted to their default." msgstr "" #: editor/scene_tree_dock.cpp @@ -18169,8 +18251,8 @@ msgstr "" #: editor/script_create_dialog.cpp msgid "" -"Warning: Having the script name be the same as a built-in type is usually not " -"desired." +"Warning: Having the script name be the same as a built-in type is usually " +"not desired." msgstr "" #: editor/script_create_dialog.cpp @@ -18304,10 +18386,11 @@ msgstr "" #: editor/surface_upgrade_tool.cpp msgid "" "This project uses meshes with an outdated mesh format from previous Godot " -"versions. The engine needs to update the format in order to use those meshes. " -"Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > Tools' menu. " -"You can ignore this message and keep using outdated meshes, but keep in mind " -"that this leads to increased load times every time you load the project." +"versions. The engine needs to update the format in order to use those " +"meshes. Please use the 'Upgrade Mesh Surfaces' tool from the 'Project > " +"Tools' menu. You can ignore this message and keep using outdated meshes, but " +"keep in mind that this leads to increased load times every time you load the " +"project." msgstr "" #: editor/surface_upgrade_tool.cpp @@ -18330,8 +18413,8 @@ msgstr "" #: editor/surface_upgrade_tool.cpp msgid "" "The mesh format has changed in Godot 4.2, which affects both imported meshes " -"and meshes authored inside of Godot. The engine needs to update the format in " -"order to use those meshes.\n" +"and meshes authored inside of Godot. The engine needs to update the format " +"in order to use those meshes.\n" "\n" "If your project predates Godot 4.2 and contains meshes, we recommend you run " "this one time conversion tool. This update will restart the editor and may " @@ -18427,8 +18510,8 @@ msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp msgid "" -"Invalid type argument for is_instance_of(), use TYPE_* constants for built-in " -"types." +"Invalid type argument for is_instance_of(), use TYPE_* constants for built-" +"in types." msgstr "" #: modules/gdscript/gdscript_utility_functions.cpp @@ -18501,8 +18584,8 @@ msgstr "" #: modules/gltf/editor/editor_scene_importer_blend.cpp msgid "" -"Disables Blender '.blend' files import for this project. Can be re-enabled in " -"Project Settings." +"Disables Blender '.blend' files import for this project. Can be re-enabled " +"in Project Settings." msgstr "" #: modules/gltf/editor/editor_scene_importer_blend.cpp @@ -18702,8 +18785,8 @@ msgid "" "Unable to load .NET runtime, no compatible version was found.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" +"en-us/download and restart Godot." msgstr "" #: modules/mono/mono_gd/gd_mono.cpp @@ -18725,8 +18808,8 @@ msgid "" "Unable to load .NET runtime, specifically hostfxr.\n" "Attempting to create/edit a project will lead to a crash.\n" "\n" -"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/en-" -"us/download and restart Godot." +"Please install the .NET SDK 6.0 or later from https://dotnet.microsoft.com/" +"en-us/download and restart Godot." msgstr "" #: modules/multiplayer/editor/editor_network_profiler.cpp @@ -18816,7 +18899,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19100,7 +19183,8 @@ msgid "\"Export AAB\" is only valid when \"Use Gradle Build\" is enabled." msgstr "" #: platform/android/export/export_plugin.cpp -msgid "\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." +msgid "" +"\"Min SDK\" can only be overridden when \"Use Gradle Build\" is enabled." msgstr "" #: platform/android/export/export_plugin.cpp @@ -19109,8 +19193,8 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"\"Min SDK\" cannot be lower than %d, which is the version needed by the Godot " -"library." +"\"Min SDK\" cannot be lower than %d, which is the version needed by the " +"Godot library." msgstr "" #: platform/android/export/export_plugin.cpp @@ -19162,7 +19246,8 @@ msgid "Could not execute on device." msgstr "" #: platform/android/export/export_plugin.cpp -msgid "Error: There was a problem validating the keystore username and password" +msgid "" +"Error: There was a problem validating the keystore username and password" msgstr "" #: platform/android/export/export_plugin.cpp @@ -19271,7 +19356,8 @@ msgid "" msgstr "" #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Code Signing" msgstr "" @@ -19279,14 +19365,14 @@ msgstr "" #: platform/android/export/export_plugin.cpp msgid "" "All 'apksigner' tools located in Android SDK 'build-tools' directory failed " -"to execute. Please check that you have the correct version installed for your " -"target sdk version. The resulting %s is unsigned." +"to execute. Please check that you have the correct version installed for " +"your target sdk version. The resulting %s is unsigned." msgstr "" #: platform/android/export/export_plugin.cpp msgid "" -"'apksigner' could not be found. Please check that the command is available in " -"the Android SDK build-tools directory. The resulting %s is unsigned." +"'apksigner' could not be found. Please check that the command is available " +"in the Android SDK build-tools directory. The resulting %s is unsigned." msgstr "" #: platform/android/export/export_plugin.cpp @@ -19324,7 +19410,8 @@ msgid "'apksigner' verification of %s failed." msgstr "" #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Target folder does not exist or is inaccessible: \"%s\"" msgstr "" @@ -19460,12 +19547,14 @@ msgstr "" #: platform/ios/export/export_plugin.cpp #: platform/linuxbsd/export/export_plugin.cpp -#: platform/macos/export/export_plugin.cpp platform/web/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp +#: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Prepare Templates" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Export template not found." msgstr "" @@ -19509,7 +19598,8 @@ msgstr "" msgid "Failed to create a file at path \"%s\" with code %d." msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Code signing failed, see editor log for details." msgstr "" @@ -19543,7 +19633,8 @@ msgstr "" msgid "Exporting to iOS when using C#/.NET is experimental." msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Invalid additional PList content: " msgstr "" @@ -19684,7 +19775,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -19852,7 +19943,8 @@ msgid "Calendar access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp -msgid "Photo library access is enabled, but usage description is not specified." +msgid "" +"Photo library access is enabled, but usage description is not specified." msgstr "" #: platform/macos/export/export_plugin.cpp @@ -19987,8 +20079,8 @@ msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" -"Relative symlinks are not supported on this OS, the exported project might be " -"broken!" +"Relative symlinks are not supported on this OS, the exported project might " +"be broken!" msgstr "" #: platform/macos/export/export_plugin.cpp @@ -20072,9 +20164,9 @@ msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" -"Cannot export for universal or arm64 if ETC2 ASTC texture format is disabled. " -"Enable it in the Project Settings (Rendering > Textures > VRAM Compression > " -"Import ETC2 ASTC)." +"Cannot export for universal or arm64 if ETC2 ASTC texture format is " +"disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " +"Compression > Import ETC2 ASTC)." msgstr "" #: platform/macos/export/export_plugin.cpp @@ -20101,8 +20193,8 @@ msgstr "" #: platform/macos/export/export_plugin.cpp msgid "" -"Code signing: Using ad-hoc signature. The exported project will be blocked by " -"Gatekeeper" +"Code signing: Using ad-hoc signature. The exported project will be blocked " +"by Gatekeeper" msgstr "" #: platform/macos/export/export_plugin.cpp @@ -20253,15 +20345,15 @@ msgstr "" #: platform/windows/export/export_plugin.cpp msgid "" "Could not start signtool executable. Configure signtool path in the Editor " -"Settings (Export > Windows > signtool), or disable \"Codesign\" in the export " -"preset." +"Settings (Export > Windows > signtool), or disable \"Codesign\" in the " +"export preset." msgstr "" #: platform/windows/export/export_plugin.cpp msgid "" "Could not start osslsigncode executable. Configure signtool path in the " -"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in " -"the export preset." +"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" " +"in the export preset." msgstr "" #: platform/windows/export/export_plugin.cpp @@ -20274,8 +20366,8 @@ msgstr "" #: platform/windows/export/export_plugin.cpp msgid "" -"The rcedit tool must be configured in the Editor Settings (Export > Windows > " -"rcedit) to change the icon or app information data." +"The rcedit tool must be configured in the Editor Settings (Export > Windows " +"> rcedit) to change the icon or app information data." msgstr "" #: platform/windows/export/export_plugin.cpp @@ -20303,58 +20395,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to define " -"its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20385,26 +20425,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20446,40 +20466,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20516,14 +20609,14 @@ msgstr "" #: scene/2d/tile_map.cpp msgid "" -"Isometric TileSet will likely not look as intended without Y-sort enabled for " -"the TileMap and all of its layers." +"Isometric TileSet will likely not look as intended without Y-sort enabled " +"for the TileMap and all of its layers." msgstr "" #: scene/3d/bone_attachment_3d.cpp msgid "" -"External Skeleton3D node not set! Please set a path to an external Skeleton3D " -"node." +"External Skeleton3D node not set! Please set a path to an external " +"Skeleton3D node." msgstr "" #: scene/3d/bone_attachment_3d.cpp @@ -20539,82 +20632,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to define " -"its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20633,8 +20650,8 @@ msgstr "" #: scene/3d/decal.cpp msgid "" -"The decal has no textures loaded into any of its texture properties, and will " -"therefore not be visible." +"The decal has no textures loaded into any of its texture properties, and " +"will therefore not be visible." msgstr "" #: scene/3d/decal.cpp @@ -20663,7 +20680,8 @@ msgid "" msgstr "" #: scene/3d/gpu_particles_3d.cpp -msgid "Nothing is visible because meshes have not been assigned to draw passes." +msgid "" +"Nothing is visible because meshes have not been assigned to draw passes." msgstr "" #: scene/3d/gpu_particles_3d.cpp @@ -20684,8 +20702,8 @@ msgstr "" #: scene/3d/gpu_particles_3d.cpp msgid "" -"Only one Trail mesh is supported. If you want to use more than a single mesh, " -"a Skin is needed (see documentation)." +"Only one Trail mesh is supported. If you want to use more than a single " +"mesh, a Skin is needed (see documentation)." msgstr "" #: scene/3d/gpu_particles_3d.cpp @@ -20707,26 +20725,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20811,8 +20809,8 @@ msgstr "" #: scene/3d/occluder_instance_3d.cpp msgid "" -"No occluder mesh is defined in the Occluder property, so no occlusion culling " -"will be performed using this OccluderInstance3D.\n" +"No occluder mesh is defined in the Occluder property, so no occlusion " +"culling will be performed using this OccluderInstance3D.\n" "To resolve this, set the Occluder property to one of the primitive occluder " "types or bake the scene meshes by selecting the OccluderInstance3D and " "pressing the Bake Occluders button at the top of the 3D editor viewport." @@ -20844,13 +20842,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20863,17 +20974,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20884,18 +20984,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21008,63 +21096,18 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" -"Container by itself serves no purpose unless a script configures its children " -"placement behavior.\n" +"Container by itself serves no purpose unless a script configures its " +"children placement behavior.\n" "If you don't intend to add a script, use a plain Control node instead." msgstr "" @@ -21084,14 +21127,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21099,26 +21134,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21131,98 +21146,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21247,10 +21170,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " @@ -21272,7 +21191,8 @@ msgstr "" #: scene/main/missing_node.cpp msgid "" "Data from the original node is kept as a placeholder until this type of node " -"is available again. It can hence be safely re-saved without risk of data loss." +"is available again. It can hence be safely re-saved without risk of data " +"loss." msgstr "" #: scene/main/missing_node.cpp @@ -21301,8 +21221,8 @@ msgstr "" msgid "" "Very low timer wait times (< 0.05 seconds) may behave in significantly " "different ways depending on the rendered or physics frame rate.\n" -"Consider using a script's process loop instead of relying on a Timer for very " -"low wait times." +"Consider using a script's process loop instead of relying on a Timer for " +"very low wait times." msgstr "" #: scene/main/viewport.cpp @@ -21400,7 +21320,8 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Invalid argument type when calling stage function '%s', type expected is '%s'." +"Invalid argument type when calling stage function '%s', type expected is " +"'%s'." msgstr "" #: servers/rendering/shader_language.cpp @@ -21421,7 +21342,8 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Argument %d of function '%s' can only take a local variable, array, or member." +"Argument %d of function '%s' can only take a local variable, array, or " +"member." msgstr "" #: servers/rendering/shader_language.cpp @@ -21507,7 +21429,8 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" "Sampler argument %d of function '%s' called more than once using both built-" -"ins and uniform textures, this is not supported (use either one or the other)." +"ins and uniform textures, this is not supported (use either one or the " +"other)." msgstr "" #: servers/rendering/shader_language.cpp @@ -21589,9 +21512,9 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Unable to pass a multiview texture sampler as a parameter to custom function. " -"Consider to sample it in the main function and then pass the vector result to " -"it." +"Unable to pass a multiview texture sampler as a parameter to custom " +"function. Consider to sample it in the main function and then pass the " +"vector result to it." msgstr "" #: servers/rendering/shader_language.cpp @@ -21606,7 +21529,8 @@ msgid "" msgstr "" #: servers/rendering/shader_language.cpp -msgid "Varying with '%s' data type may only be used in the 'fragment' function." +msgid "" +"Varying with '%s' data type may only be used in the 'fragment' function." msgstr "" #: servers/rendering/shader_language.cpp @@ -21724,7 +21648,8 @@ msgid "Expected initialization of constant." msgstr "" #: servers/rendering/shader_language.cpp -msgid "Expected constant expression for argument %d of function call after '='." +msgid "" +"Expected constant expression for argument %d of function call after '='." msgstr "" #: servers/rendering/shader_language.cpp @@ -21801,8 +21726,8 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Expected an identifier after '%s', indicating the type of shader. Valid types " -"are: %s." +"Expected an identifier after '%s', indicating the type of shader. Valid " +"types are: %s." msgstr "" #: servers/rendering/shader_language.cpp @@ -21819,14 +21744,16 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'." +"Redefinition of render mode: '%s'. The '%s' mode has already been set to " +"'%s'." msgstr "" #: servers/rendering/shader_language.cpp msgid "Invalid render mode: '%s'." msgstr "" -#: servers/rendering/shader_language.cpp servers/rendering/shader_preprocessor.h +#: servers/rendering/shader_language.cpp +#: servers/rendering/shader_preprocessor.h msgid "Unexpected token: '%s'." msgstr "" @@ -22046,8 +21973,8 @@ msgstr "" #: servers/rendering/shader_language.cpp msgid "" -"Global non-constant variables are not supported. Expected '%s' keyword before " -"constant definition." +"Global non-constant variables are not supported. Expected '%s' keyword " +"before constant definition." msgstr "" #: servers/rendering/shader_language.cpp @@ -22267,6 +22194,6 @@ msgstr "" #: servers/rendering/shader_warnings.cpp msgid "" -"The total size of the %s for this shader on this device has been exceeded (%d/" -"%d). The shader may not work correctly." +"The total size of the %s for this shader on this device has been exceeded " +"(%d/%d). The shader may not work correctly." msgstr "" diff --git a/editor/tl.po b/editor/tl.po index 7d52c9a..49b591d 100644 --- a/editor/tl.po +++ b/editor/tl.po @@ -332,7 +332,6 @@ msgstr "Iwakas" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Gupitin" @@ -340,8 +339,6 @@ msgstr "Gupitin" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopyahin" @@ -353,15 +350,14 @@ msgstr "Kopyahin" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "I-pasta" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "I-undo" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "I-redo" @@ -502,8 +498,7 @@ msgid "Scroll Down" msgstr "Usog:" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Piliin Lahat" @@ -1889,13 +1884,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Palakihin Ang Tanaw" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Paliitin Ang Tanaw" @@ -1911,10 +1906,20 @@ msgstr "" msgid "Warnings" msgstr "Mga Babala" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Paliitin Ang Tanaw" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Mga Kasulatan sa Online" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2309,7 +2314,6 @@ msgstr "Magsimula" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Linisin" @@ -2673,7 +2677,6 @@ msgstr[1] "Magbukas ng Eksena" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Buksan" @@ -2792,7 +2795,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Nabigong lumikha ng folder." @@ -2803,7 +2805,6 @@ msgstr "Gumawa ng bagong mga node." #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Gumawa ng Folder" @@ -2820,9 +2821,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Salamat mula sa komunidad ng Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Pindutin para kopyahin." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3279,7 +3287,7 @@ msgstr "Baguhin Ang Pangalan ng Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Kinaroroonan:" @@ -3463,7 +3471,7 @@ msgstr "Bago" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "I-save" @@ -4420,7 +4428,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Pangalan:" @@ -5436,10 +5443,6 @@ msgstr "Node" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Palakihin ang Babang Tabing" - #: editor/editor_node.cpp msgid "Output" msgstr "Kalabasan" @@ -5512,7 +5515,7 @@ msgstr "Isalba muli" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Pagmamahala ng Bersyon" #: editor/editor_node.cpp @@ -5871,6 +5874,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Pangalan ng Node:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6743,14 +6757,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "I-save & Simulan muli" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6777,8 +6792,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7345,6 +7361,16 @@ msgstr "Magdagdag ng panibagong eksena." msgid "Filter Groups" msgstr "Salain ang mga skrip" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Palakihin ang Babang Tabing" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7368,11 +7394,11 @@ msgstr "Pumili ng Lalagyanan" msgid "Move" msgstr "Ilipat" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Piliin Ang Tinututukang Folder" @@ -7384,17 +7410,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Piliin ang Folder na Ito" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Lahat na Kilalang Ekstensyon" @@ -7402,19 +7428,19 @@ msgstr "Lahat na Kilalang Ekstensyon" msgid "All Files (*)" msgstr "Lahat ng Files (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Buksan ang File" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Buksan Ang (Mga) File" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Bumukas ng Directory" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Bumukas ng File o Directory" @@ -7467,19 +7493,19 @@ msgstr "Ilipat Pataas Ang Paborito" msgid "Move Favorite Down" msgstr "Ilipat Pababa ang Paborito" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Pumunta sa nakaraang Folder." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Pumunta sa susunod na folder." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Pumunta sa ugat na folder." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "I-refresh ang mga file." @@ -7487,11 +7513,16 @@ msgstr "I-refresh ang mga file." msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "I-toggle ang pagkakakita ng mga nakatagong file." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Gumawa ng bagong mga node." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Mga Direktoryo at mga File:" @@ -7503,7 +7534,7 @@ msgid "Preview:" msgstr "Pasilip:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "File:" @@ -8598,6 +8629,14 @@ msgstr "" msgid "Generate POT" msgstr "Pangkalahatan" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -10298,15 +10337,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10331,6 +10361,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10585,6 +10624,16 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "Nabigong ang pagsave ang file: %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instance:" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -12251,6 +12300,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Tignan ang Grid" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12570,10 +12623,6 @@ msgstr "4 na Tinginan" msgid "View Origin" msgstr "Tingnan ang Pinagmulan" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Tignan ang Grid" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12770,6 +12819,15 @@ msgstr "Usog:" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Gawing %s" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12906,10 +12964,6 @@ msgstr "Suwabeng Paglabas" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12948,6 +13002,10 @@ msgstr "Maglagay ng Punto" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -13357,11 +13415,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Umangkat ng Tema..." @@ -13370,6 +13423,11 @@ msgstr "Umangkat ng Tema..." msgid "Reload Theme" msgstr "Sariwain ang Tema" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Iimpok ang Tema" @@ -13527,11 +13585,6 @@ msgstr "Pumili ng Kulay" msgid "Folding" msgstr "Folder:" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Mga Kasulatan sa Online" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13986,12 +14039,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "ERROR: Hindi mai-karga ang frame resource!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Tanggalin Ang (mga) Key" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "Halaga:" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14051,7 +14106,7 @@ msgid "Frame Duration:" msgstr "Animasyon" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Ibalik sa Dati ang Zoom" @@ -14071,7 +14126,7 @@ msgstr "Magpili" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Susunod na tab" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18084,10 +18139,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Pumili ng Folder na Paghahanapan" @@ -18646,6 +18697,10 @@ msgstr "" msgid "Run Instances" msgstr "Instance:" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18657,7 +18712,11 @@ msgid "Main Feature Tags:" msgstr "Pangunahing Mga Tampok:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20033,7 +20092,7 @@ msgstr "Animasyon" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20986,7 +21045,7 @@ msgid "Starting project..." msgstr "Umangkat ng Proyekto" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Lahat ng Files (*)" @@ -21648,58 +21707,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21730,26 +21737,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21791,40 +21778,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21884,82 +21944,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22053,26 +22037,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22193,13 +22157,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22212,17 +22289,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22233,18 +22299,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22360,70 +22414,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Itakda ang Animasyon" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "Di-mahanap ang animation: '%s'" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Kulay: #%s\n" -"LMB: Magtakda ng kulay\n" -"RMB: Magalis ng preset" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Kulay: #%s\n" -"LMB: Magtakda ng kulay\n" -"RMB: Magalis ng preset" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Paraan ng Pagpili" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22447,15 +22446,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Di-wastong pangalan." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22463,29 +22453,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "I-toggle ang pagkakakita ng mga nakatagong file." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Ipalit sa on/off ang track na ito." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Drag: Maglipat ng napiling node." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22498,103 +22465,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Mga Direksyon" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "I-urong Pakanan" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Mga Direksyon" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Mga Pinapayagang Karakter:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Mga Pinapayagang Karakter:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22619,10 +22489,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/tok.po b/editor/tok.po index b420220..4ee1699 100644 --- a/editor/tok.po +++ b/editor/tok.po @@ -317,7 +317,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -325,8 +324,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -338,15 +335,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -469,8 +465,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1719,13 +1714,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1741,10 +1736,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2121,7 +2124,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2469,7 +2471,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2578,7 +2579,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2588,7 +2588,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2604,8 +2603,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3044,7 +3050,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3221,7 +3227,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4107,7 +4113,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5063,10 +5068,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5138,7 +5139,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5477,6 +5478,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6310,14 +6321,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6344,8 +6356,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6865,6 +6878,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6884,11 +6907,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6900,17 +6923,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6918,19 +6941,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6982,19 +7005,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7002,11 +7025,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7018,7 +7045,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8043,6 +8070,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9643,15 +9678,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9676,6 +9702,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9917,6 +9952,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11497,6 +11541,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11812,10 +11860,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11999,6 +12043,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12130,10 +12182,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12170,6 +12218,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12575,11 +12627,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12588,6 +12635,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12742,10 +12794,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13171,11 +13219,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13231,7 +13279,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13248,7 +13296,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17021,10 +17069,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17558,6 +17602,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17567,7 +17615,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18850,7 +18902,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19726,7 +19778,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20346,58 +20398,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20428,26 +20428,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20489,40 +20469,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20582,82 +20635,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20751,26 +20728,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20888,13 +20845,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20907,17 +20977,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20928,18 +20987,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21052,59 +21099,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21128,14 +21130,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21143,26 +21137,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21175,98 +21149,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21291,10 +21173,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/tr.po b/editor/tr.po index ff74ec6..7ed330d 100644 --- a/editor/tr.po +++ b/editor/tr.po @@ -417,7 +417,6 @@ msgstr "Bitiş" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Kes" @@ -425,8 +424,6 @@ msgstr "Kes" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Kopyala" @@ -438,15 +435,14 @@ msgstr "Kopyala" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Yapıştır" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Geri al" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Yinele" @@ -569,8 +565,7 @@ msgid "Scroll Down" msgstr "Aşağı Kaydır" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Hepsini Seç" @@ -1850,13 +1845,13 @@ msgstr "Betikler Panelini Aç/Kapa" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Yakınlaştır" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Uzaklaştır" @@ -1872,10 +1867,19 @@ msgstr "Hatalar" msgid "Warnings" msgstr "Uyarılar" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "%25'e yakınlaştır" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Satır ve sütun numaraları." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Girinti" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Hedef düğümdeki yöntem belirtilmeli." @@ -2259,7 +2263,6 @@ msgstr "Başlat" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Temizle" @@ -2618,7 +2621,6 @@ msgstr[1] "Sahneleri Aç" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Aç" @@ -2737,7 +2739,6 @@ msgstr "" "olarak oluşturur." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Klasör oluşturulamadı." @@ -2747,7 +2748,6 @@ msgstr "Şurada yeni klasör oluştur: %s :" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Klasör Oluştur" @@ -2763,9 +2763,18 @@ msgstr "Tarayıcıda açmak için çift tıklayın." msgid "Thanks from the Godot community!" msgstr "Godot topluluğundan teşekkürler!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Kopyalamak için tıkla." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Bilinmeyen" + +#: editor/editor_about.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "Sürüm bilgisini kopyalamak için tıklayın." #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3209,7 +3218,7 @@ msgstr "Otomatik Yükleme Ekle" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Yol:" @@ -3404,7 +3413,7 @@ msgstr "Yeni" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Kaydet" @@ -4340,7 +4349,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "İsim:" @@ -5383,10 +5391,6 @@ msgstr "Düğüm" msgid "History" msgstr "Geçmiş" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Alt Paneli Genişlet" - #: editor/editor_node.cpp msgid "Output" msgstr "Çıktı" @@ -5460,7 +5464,8 @@ msgid "Resave" msgstr "Yeniden Kaydet" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Sürüm Kontrol Metaverisi Oluştur..." #: editor/editor_node.cpp @@ -5828,6 +5833,17 @@ msgstr "" "Lütfen Dışa Aktar menüsüne çalıştırılabilir bir hazıayar ekleyin, veya " "mevcut bir hazırayarı çalıştırılabilir olarak tanımlayın." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Uzaktan Hata Ayıklama" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Projeyi Çalıştır" @@ -6702,14 +6718,17 @@ msgid "Export With Debug" msgstr "Hata Ayıklama İle Dışa Aktar" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "FBX'i Devre Dışı Bırak ve Yeniden Başlat" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6742,9 +6761,11 @@ msgid "Configure FBX Importer" msgstr "FBX İçe Aktarıcıyı Yapılandır" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX dosyalarını içe aktarmak için FBX2glTF gereklidir.\n" "Lütfen bunu indirin ve ikili-tip dosyanın geçerli yolunu girin:" @@ -7290,6 +7311,17 @@ msgstr "Yeni bir grup ekle." msgid "Filter Groups" msgstr "Grupları Filtrele" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "Sürüm bilgisini kopyalamak için tıklayın." + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Alt Paneli Genişlet" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7310,11 +7342,11 @@ msgstr "Hedef dizini seçin:" msgid "Move" msgstr "Taşı" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Ağ" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Açık Olan Klasörü Seç" @@ -7326,7 +7358,7 @@ msgstr "Dosya, boş bir dosya ismiyle kaydedilemez." msgid "Cannot save file with a name starting with a dot." msgstr "İsmi nokta ile başlayan bir dosya kaydedilemez." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7334,11 +7366,11 @@ msgstr "" "\"%s\" dosyası zaten var.\n" "Üzerine yazmayı istiyor musun?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Bu Klasörü Seç" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Hepsi Tanındı" @@ -7346,19 +7378,19 @@ msgstr "Hepsi Tanındı" msgid "All Files (*)" msgstr "Tüm Dosyalar (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Bir Dosya Aç" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Dosya(ları) Aç" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Bir Klasör Aç" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Bir Dosya ya da Klasör Aç" @@ -7410,19 +7442,19 @@ msgstr "Sık Kullanılanı Yukarı Taşı" msgid "Move Favorite Down" msgstr "Sık Kullanılanı Aşağı Taşı" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Önceki klasöre git." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Sonraki klasöre git." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Üst klasöre git." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Dosya listesini yenile." @@ -7430,11 +7462,16 @@ msgstr "Dosya listesini yenile." msgid "(Un)favorite current folder." msgstr "Bu klasörü, sık kullanılanlara ekle/çıkar." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Gizli Dosyaların görünürlüğü aç/kapat." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Yeni düğümler oluştur." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Klasörler ve Dosyalar:" @@ -7446,7 +7483,7 @@ msgid "Preview:" msgstr "Önizleme:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Dosya:" @@ -8572,6 +8609,15 @@ msgstr "Çeviri dizeleri içeren dosyalar:" msgid "Generate POT" msgstr "POT Üret" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Yerleşik Betik:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "%s ayarını, %d düğümleri üzerinde ayarla" @@ -10225,15 +10271,6 @@ msgstr "Göreceli Tutun" msgid "Use Pixel Snap" msgstr "Piksel Tutunmasını Kullan" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Akıllı Tutunma" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Tutunmayı Yapılandır..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Üst Ögeye Tutun" @@ -10258,6 +10295,15 @@ msgstr "Diğer Düğümlere Tutun" msgid "Snap to Guides" msgstr "Kılavuz Çizgilere Tutun" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Akıllı Tutunma" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Tutunmayı Yapılandır..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10508,6 +10554,17 @@ msgstr "Düğüm Oluştur" msgid "Error instantiating scene from %s" msgstr "Şuradan sahne örnekleme hatası: %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Örnek Oluştur" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Yeni Miras Alınmış Sahne" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Varsayılan Türü Değiştir" @@ -12174,6 +12231,10 @@ msgstr "Çevreyi Gör" msgid "View Gizmos" msgstr "Aletleri Gör" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Izgarayı Gör" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Bilgiyi Gör" @@ -12511,10 +12572,6 @@ msgstr "4 Çerçeve" msgid "View Origin" msgstr "Sıfır Noktasını Gör" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Izgarayı Gör" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12712,6 +12769,15 @@ msgstr "Perdeleyicileri Pişir" msgid "Select occluder bake file:" msgstr "Perdeleyici pişirme dosyasını seç:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "GPUParticles2D'ye dönüştür" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12845,10 +12911,6 @@ msgstr "Dış Tutamaç #" msgid "Handle Tilt #" msgstr "Eğme Tutamacı #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Eğri Noktası Konumu Ayarla" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Eğri Çıkış Konumunu Ayarla" @@ -12885,6 +12947,10 @@ msgstr "Nokta Eğimini Sıfırla" msgid "Split Segment (in curve)" msgstr "Parçayı Böl (eğride)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Eğri Noktası Konumu Ayarla" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Eklemi Taşı" @@ -13304,11 +13370,6 @@ msgstr "Geçmiş Önceki" msgid "History Next" msgstr "Geçmiş Sonraki" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tema" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Tema İçe Aktar..." @@ -13317,6 +13378,11 @@ msgstr "Tema İçe Aktar..." msgid "Reload Theme" msgstr "Temayı Yeniden Yükle" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tema" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Temayı Kaydet" @@ -13479,10 +13545,6 @@ msgstr "Renk Seç" msgid "Folding" msgstr "Daraltılıyor" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Girinti" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Büyük harf" @@ -13919,12 +13981,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "HATA: Kare kaynağı yüklenemedi!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Kaynak panosu boş ya da bir doku değil!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Kareyi Yapıştır" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Kareyi Yapıştır" +#, fuzzy +msgid "Paste Texture" +msgstr "Kaynağı Yapıştır" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13979,7 +14043,7 @@ msgid "Frame Duration:" msgstr "Kare Süresi:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Yakınlaştırmayı Sıfırlama" @@ -13996,7 +14060,8 @@ msgid "Delete Frame" msgstr "Kareyi Sil" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Kareyi Kopyala" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18038,10 +18103,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "Sürüm bilgisini kopyalamak için tıklayın." - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Tarama İçin Bir Klasör Seç" @@ -18608,6 +18669,10 @@ msgstr "Üst-Öğeyi Değiştir" msgid "Run Instances" msgstr "Örneklemeleri Çalıştır" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "Çoklu Örneklemeleri Etkinleştir" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "Ana Çalıştırma Argümanları:" @@ -18617,8 +18682,12 @@ msgid "Main Feature Tags:" msgstr "Ana Özellik Etiketleri:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" -msgstr "Çoklu Örneklemeleri Etkinleştir" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" @@ -20001,9 +20070,10 @@ msgid "Replicate" msgstr "Çoğalt" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Yukarıdaki seçenekleri kullanarak özellikler ekleyin veya\n" "onları denetleyiciden sürükleyin ve buraya bırakın." @@ -20972,7 +21042,7 @@ msgid "Starting project..." msgstr "Proje başlatılıyor..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Tüm Dosyalar" @@ -21659,79 +21729,6 @@ msgstr "" "Birden fazla olduğunda, bunlardan yalnızca biri etkin olacaktır. Hangisinin " "olacağı tamamen belirsizdir." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " -"onlarla etkileşime giremez.\n" -"Şeklini tanımlamak için alt-düğüm olarak bir ÇarpışmaŞekil2B veya " -"ÇarpışmaÇokgen2B eklemeyi düşünün." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"ÇarpışmaÇokgen2B, yalnızca ÇarpışmaNesne2B'den türeyen düğümlere bir " -"çarpışma şekli sağlamaya hizmet eder. Lütfen onu yalnızca, şunlara şekil " -"vermek için, onların alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, " -"KatıCisim2D, HareketliCisim2B, vb." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Boş bir ÇarpışmaÇokgen2B'nin çarpışmaya hiçbir etkisi yoktur." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "Geçersiz çokgen. 'Katılar' derleme kipinde en az 3 nokta gereklidir." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Geçersiz çokgen. 'Kesitler' oluşturma modunda en az 2 nokta gereklidir." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Tek Yönlü Çarpışma özelliği, çarpışma nesnesi bir Alan2B olduğunda yok " -"sayılır." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D (ÇarpışmaŞekil2B) yalnızca CollisionObject2D " -"(ÇarpışmaŞekil2B) 'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" -"Lütfen bunu sadece Area2D (Alan2B), StaticBody2D (DuranCisim2B), RigidBody2D " -"(KatıCisim2B), CharacterBody2D (HareketliCisim2B), vb. öğelerin alt öğesi " -"olarak ve onlara bir şekil vermek için kullanın." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"ÇarpışmaŞekil2B'nin işlevini yerine getirmesi için ona bir şekil verilmesi " -"gerekir. Lütfen onun için bir şekil kaynağı oluşturun!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Çokgen-tabanlı şekiller, doğrudan ÇarpışmaŞekil2B düğümü aracılığıyla " -"kullanılamak veya düzenlenemek için yapılmadılar. Lütfen bunun yerine " -"ÇarpışmaÇokgen2B düğümünü kullanın." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21772,26 +21769,6 @@ msgstr "" "Parçacık alt-yayıcıları, GL Uyumluluğu işleme arka-ucu kullanılırken mevcut " "değildir." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Düğüm A, bir FizikCisim2B olmalıdır" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Düğüm B, bir FizimCisim2B olmalıdır" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Eklem, iki FizikCisim2B'ye bağlı değil" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Düğüm A ve Düğüm B, iki farklı FizikCisim2B olmalıdır" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21844,7 +21821,101 @@ msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" "Yolİzle2B, yalnızca Yol2B düğümünün alt-öğesi olarak ayarlanınca çalışır." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " +"onlarla etkileşime giremez.\n" +"Şeklini tanımlamak için alt-düğüm olarak bir ÇarpışmaŞekil2B veya " +"ÇarpışmaÇokgen2B eklemeyi düşünün." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen2B, yalnızca ÇarpışmaNesne2B'den türeyen düğümlere bir " +"çarpışma şekli sağlamaya hizmet eder. Lütfen onu yalnızca, şunlara şekil " +"vermek için, onların alt-öğesi olarak kullanın: Alan2B, DuranCisim2B, " +"KatıCisim2D, HareketliCisim2B, vb." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Boş bir ÇarpışmaÇokgen2B'nin çarpışmaya hiçbir etkisi yoktur." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "Geçersiz çokgen. 'Katılar' derleme kipinde en az 3 nokta gereklidir." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Geçersiz çokgen. 'Kesitler' oluşturma modunda en az 2 nokta gereklidir." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Tek Yönlü Çarpışma özelliği, çarpışma nesnesi bir Alan2B olduğunda yok " +"sayılır." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D (ÇarpışmaŞekil2B) yalnızca CollisionObject2D " +"(ÇarpışmaŞekil2B) 'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" +"Lütfen bunu sadece Area2D (Alan2B), StaticBody2D (DuranCisim2B), RigidBody2D " +"(KatıCisim2B), CharacterBody2D (HareketliCisim2B), vb. öğelerin alt öğesi " +"olarak ve onlara bir şekil vermek için kullanın." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"ÇarpışmaŞekil2B'nin işlevini yerine getirmesi için ona bir şekil verilmesi " +"gerekir. Lütfen onun için bir şekil kaynağı oluşturun!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Çokgen-tabanlı şekiller, doğrudan ÇarpışmaŞekil2B düğümü aracılığıyla " +"kullanılamak veya düzenlenemek için yapılmadılar. Lütfen bunun yerine " +"ÇarpışmaÇokgen2B düğümünü kullanın." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Düğüm A, bir FizikCisim2B olmalıdır" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Düğüm B, bir FizimCisim2B olmalıdır" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Eklem, iki FizikCisim2B'ye bağlı değil" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Düğüm A ve Düğüm B, iki farklı FizikCisim2B olmalıdır" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21852,7 +21923,7 @@ msgstr "" "Bir PhysicalBone2D -2B fiziksel kemik-, yalnızca Skeleton2D -2B iskelet- " "ile, ya da başka bir PhysicalBone2D 'nin alt-düğümü olarak çalışabilir!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21860,7 +21931,7 @@ msgstr "" "Bir FizikselKemik2B'nin çalışabilmesi için, bir Kemik2B düğümüne atanması " "gerekir! Lütfen denetçide bir Kemik2B düğümü ayarlayın." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21869,7 +21940,7 @@ msgstr "" "alt düğüme sahip olmalıdır! Lütfen bu düğüme alt-düğüm olarak Eklem2B " "tabanlı bir düğüm ekleyin!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21879,18 +21950,18 @@ msgstr "" "üzerine yazılacaktır.\n" "Bunun yerine boyutu, alt-öğenin çarpışma şekillerinde değiştirin." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" +"Bu düğüm, bir Şekil2B atanmadığı sürece, diğer nesnelerle etkileşime giremez." + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Yol özelliği, çalışabilmesi için geçerli bir Düğüm2B düğümüne işaret " "etmelidir." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" -"Bu düğüm, bir Şekil2B atanmadığı sürece, diğer nesnelerle etkileşime giremez." - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Bu Kemik2B zinciri, İskelet2B düğümünde sonlanmalı." @@ -21975,116 +22046,6 @@ msgstr "" "Kemikİliştirme3B düğümü (BoneAttachment3D), herhangi bir kemiğe bağlı değil! " "Lütfen bu düğüme bağlamak için bir kemik seçin." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " -"etkileşime giremez.\n" -"Şeklini tanımlamak için, alt-düğüm olarak bir ÇarpışmaŞekil3B " -"(CollisionShape3D) veya ÇarpışmaÇokgen3B (CollisionPolygon3D) eklemeyi " -"düşünün." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"Düzenli-olmayan bir ölçekle, bu düğüm muhtemelen beklendiği gibi " -"çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " -"alt-öğe çarpışma şekillerinin boyutunu değiştirin." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"ÇarpışmaÇokgen3B (CollisionPolygon3D), yalnızca ÇarpışmaNesne3B " -"(CollisionObject3D)'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" -"Lütfen bunu, yalnızca Alan3B (Area3D), DuranCisim3B (StaticBody3D), " -"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " -"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" -"Boş bir ÇarpışmaÇokgen3B (CollisionPolygon3D)'nin çarpışmaya hiçbir etkisi " -"yoktur." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Düzensiz ölçekli bir ÇarpışmaÇokgen3B düğümü (CollisionPolygon3D), " -"muhtemelen beklendiği gibi çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli hale getirin (yani tüm eksenlerde " -"aynı) ve çokgeninin köşelerini değiştirin." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"ÇarpışmaŞekil3B (CollisionShape3D), yalnızca ÇarpışmaNesne3B " -"(CollisionObject3D)'den türetilmiş bir düğüme, çarpışma şekli vermeye " -"yarar.\n" -"Lütfen bunu, yalnızca Alan3B (Area3D), DurgunCisim3B (StaticBody3D), " -"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " -"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " -"verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde " -"KatıCisim3B (RigidBody3D)'yi desteklemez." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Düzensiz ölçekli bir ÇarpışmaŞekil3B düğümü (CollisionShape3D), muhtemelen " -"beklendiği gibi çalışmayacaktır.\n" -"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " -"şekil kaynağının boyutunu değiştirin." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Hiçbirşey görünebilir değil çünkü hiçbir örgü atanmış değil." @@ -22215,27 +22176,6 @@ msgstr "" "bir çarpışma üretilmeyecektir.\n" "Bunu çözmek için, Pişirme Maskesi özelliğinde en az bir biti etkinleştirin." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır (PhysicsBody2D)" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Düğüm A bir FizikCisim2B olmalıdır (PhysicsBody2D)" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Düğüm B bir FizikCisim2B olmalıdır (PhysicsBody2D)" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Eklem, herhangi bir FizikCisim3B'ye bağlı değil (PhysicsBody3D)" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" -"Düğüm A ve Düğüm B, farklı birer FizikCisim3B olmalıdır (PhysicsBody3D)" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "Bir ışığın ölçeği, ışığın görsel boyutunu etkilemez." @@ -22392,7 +22332,138 @@ msgstr "" "yönelimli), 3B Yol (Path3D) üst-öğesindeki Eğri kaynağında \"Yukarı Vektör\" " "özelliğinin etkinleştirilmesini gerektiriyor." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Bu düğümün bir şekli yok, bu nedenle diğer nesnelerle çarpışamaz veya " +"etkileşime giremez.\n" +"Şeklini tanımlamak için, alt-düğüm olarak bir ÇarpışmaŞekil3B " +"(CollisionShape3D) veya ÇarpışmaÇokgen3B (CollisionPolygon3D) eklemeyi " +"düşünün." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"Düzenli-olmayan bir ölçekle, bu düğüm muhtemelen beklendiği gibi " +"çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " +"alt-öğe çarpışma şekillerinin boyutunu değiştirin." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaÇokgen3B (CollisionPolygon3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme çarpışma şekli vermeye yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DuranCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" +"Boş bir ÇarpışmaÇokgen3B (CollisionPolygon3D)'nin çarpışmaya hiçbir etkisi " +"yoktur." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaÇokgen3B düğümü (CollisionPolygon3D), " +"muhtemelen beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli hale getirin (yani tüm eksenlerde " +"aynı) ve çokgeninin köşelerini değiştirin." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D), yalnızca ÇarpışmaNesne3B " +"(CollisionObject3D)'den türetilmiş bir düğüme, çarpışma şekli vermeye " +"yarar.\n" +"Lütfen bunu, yalnızca Alan3B (Area3D), DurgunCisim3B (StaticBody3D), " +"KatıCisim3B (RigidBody3D), KarakterCisim3B (CharacterBody3D), vb. düğümlere " +"bir şekil vermek amacıyla, onların alt-öğesi olarak kullanın." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"ÇarpışmaŞekil3B (CollisionShape3D)'in çalışması için ona bir şekil " +"verilmelidir. Lütfen bunun için bir şekil kaynağı oluşturun." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"DünyaSınırŞekil3B (WorldBoundaryShape3D), durağan harici kiplerde " +"KatıCisim3B (RigidBody3D)'yi desteklemez." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Düzensiz ölçekli bir ÇarpışmaŞekil3B düğümü (CollisionShape3D), muhtemelen " +"beklendiği gibi çalışmayacaktır.\n" +"Lütfen bunun yerine, ölçeğini düzenli (yani tüm eksenlerde aynı) yapın ve " +"şekil kaynağının boyutunu değiştirin." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Düğüm A ve Düğüm B, birer FizikCisim2B olmalıdır (PhysicsBody2D)" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Düğüm A bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Düğüm B bir FizikCisim2B olmalıdır (PhysicsBody2D)" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Eklem, herhangi bir FizikCisim3B'ye bağlı değil (PhysicsBody3D)" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" +"Düğüm A ve Düğüm B, farklı birer FizikCisim3B olmalıdır (PhysicsBody3D)" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22402,6 +22473,30 @@ msgstr "" "fizik motoru tarafından, üzerine yazılacaktır.\n" "Bunun yerine boyutları, alt-öğenin çarpışma şekillerinde değiştirin." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Bu düğüm, bir 3B Şekil (Shape3D) ataması yapılmazsa, diğer nesnelerle " +"etkileşime giremez." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"3B Şekil Yayılımı (ShapaCast3D), 3B İçbükey Çokgen Şekilleri " +"(ConcavePolygonShape3D) desteklemez. Çarpışmalar bildirilmeyecektir." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"Bir 3B Araç Tekeri (VehicleWheel3D), 3B Araç Cismine (VehicleBody3D) bir " +"tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" +"öğesi olarak kullanın." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22418,21 +22513,6 @@ msgstr "" "\"Uzak Yol\" özelliğinin çalışması için, geçerli bir 3B Düğüme (Node3D) veya " "bir 3B düğümden türetilmiş bir öğeye işaret etmelidir." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Bu düğüm, bir 3B Şekil (Shape3D) ataması yapılmazsa, diğer nesnelerle " -"etkileşime giremez." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"3B Şekil Yayılımı (ShapaCast3D), 3B İçbükey Çokgen Şekilleri " -"(ConcavePolygonShape3D) desteklemez. Çarpışmalar bildirilmeyecektir." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Bu cisim, siz bir örgü ayarlayana kadar yok sayılır." @@ -22446,24 +22526,6 @@ msgstr "" "\"Kareler\" özelliğinde bir Grafik Öğe Kareleri (SpriteFrames) ayarlanmalı " "veya yenisi oluşturulmalıdır." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"Bir 3B Araç Tekeri (VehicleWheel3D), 3B Araç Cismine (VehicleBody3D) bir " -"tekerlek sistemi sağlamaya hizmet eder. Lütfen bunu VehicleBody3D'nin alt-" -"öğesi olarak kullanın." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"GL Uyumluluğu arka-ucu kullanılırken, 3B Görünür Ekran Bilridirimi düğümleri " -"(VisibleOnScreenNotifier3D) henüz desteklenmemektedir. Destek gelecekteki " -"bir sürümde eklenecektir." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22616,66 +22678,14 @@ msgstr "" "\"true\" (doğru) olarak ayarlanmış düğmelerle kullanılmak üzere " "tasarlanmıştır." -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "Yeni Kod Bölgesi" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Bu yapıcı yöntemi, bir betik içinde kopyala." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Bir onaltılık kod (\"#ff0000\") veya isimlendirilmiş bir renk (\"kırmızı\") " -"girin." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Renk: #%s\n" -"Sol Fare Düğmesi: Rengi Uygula\n" -"Sağ Fare Düğmesi: Hazırayarı kaldır" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Renk: #%s\n" -"Sol Fare Düğmesi: Rengi Uygula" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "Ekrandan bir renk seçin." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Uygulama penceresinden bir renk seç." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Bir seçici şekil seçin." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Bir seçici kip seçin." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Onaltılık (hexadecimal) ve kod değerleri arasında geçiş yapın." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Onaltılı kod veya isimlendirilimiş renk" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Şuanki rengi bir hazırayar olarak kaydet." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22709,14 +22719,6 @@ msgstr "" msgid "Alert!" msgstr "Uyarı!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "Bu klasörün içeriğine erişim izniniz yok." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Geçersiz uzantı, veya boş dosya ismi." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22727,26 +22729,6 @@ msgstr "" "gelecekteki 4.x sürümünde, uyumluluğu-bozacak API değişikliklerini içeren " "kapsamlı bir yeniden düzenleme işleminden geçecekler." -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "Görsel ızgarayı aç/kapat." - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "Izgaraya tutunmayı aç/kapat." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Tutunma mesafesini değiştirin." - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "Grafik mini haritasını aç/kapat." - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "Seçilen düğümleri otomatik olarak düzenle." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22764,98 +22746,6 @@ msgstr "" "Geçerli yazı tipi, bu Etiketin (Label) metninde kullanılan bir veya daha " "fazla karakterin işlenmesini desteklemiyor." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Yerleşim Düzeni Yönü ile Aynı" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Yönü Otomatik Algıla" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Soldan-Sağa" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Sağdan-Sola" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Soldan-Sağa İşaret (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Sağdan-Sola İşaret (RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Soldan-sağa gömme (LRE) başlangıcı" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Sağdan-Sola Gömme (RLE) başlangıcı" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Soldan-Sağa Üzerine yazma (LRO) Başlangıcı" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Sağdan-Sola Üzerine yazma (RLO) başlangıcı" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "Çıkarma Yönü Biçimi (PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Arapça Harf İşareti (ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Soldan-Sağa Ayrık(LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Sağdan-Sola Ayrık (RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "İlk Güçlü Ayrık (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Çıkarma Yönü Ayrık (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "Sıfır-Genişlikli Birleştirici (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Sıfır-Genişlikli Birleştirici-Olmayan (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "Kelime Birleştirici (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "Yumuşak Kısa Çizgi (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Metin Yazım Yönü" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Denetim Karakterlerini Görüntüle" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Denetim Karakteri Ekle" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "\"Üstel Düzenleme\" etkinse, \"En küçük Değer\" 0'dan büyük olmalıdır." @@ -22891,10 +22781,6 @@ msgstr "" "yoktur.\n" "Başlangıç değeri olan `CURSOR_ARROW`da bırakmayı düşünün." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Diğer)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/uk.po b/editor/uk.po index 0b094bd..2528236 100644 --- a/editor/uk.po +++ b/editor/uk.po @@ -355,7 +355,6 @@ msgstr "Кінець" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Вирізати" @@ -363,8 +362,6 @@ msgstr "Вирізати" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Копіювати" @@ -376,15 +373,14 @@ msgstr "Копіювати" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Вставити" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Скасувати" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Повернути" @@ -507,8 +503,7 @@ msgid "Scroll Down" msgstr "Прокрутити вниз" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Виділити все" @@ -1819,13 +1814,13 @@ msgstr "Перемкнути панель скриптів" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Збільшувати" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Зменшення" @@ -1841,10 +1836,19 @@ msgstr "Помилки" msgid "Warnings" msgstr "Попередження" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Масштаб у 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Номери рядків і позицій." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "Відступ" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Має бути вказано метод у цільовому вузлі." @@ -2228,7 +2232,6 @@ msgstr "Початок" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Очистити" @@ -2588,7 +2591,6 @@ msgstr[2] "Відкрити сцен" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Відкрити" @@ -2707,7 +2709,6 @@ msgstr "" "підтек." #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Не вдалося створити теку." @@ -2717,7 +2718,6 @@ msgstr "Створити теку в %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Створити теку" @@ -2733,9 +2733,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Спасибі від спільноти Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Клацніть, щоб скопіювати." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "Невідомо" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3180,7 +3188,7 @@ msgstr "Додати автозавантаження" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Шлях:" @@ -3373,7 +3381,7 @@ msgstr "Новий" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Зберегти" @@ -4337,7 +4345,6 @@ msgstr "Назви, що починаються з _, зарезервовані #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Ім'я:" @@ -5379,10 +5386,6 @@ msgstr "Вузол" msgid "History" msgstr "Історія" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Розгорнути нижню панель" - #: editor/editor_node.cpp msgid "Output" msgstr "Вивід" @@ -5458,7 +5461,8 @@ msgid "Resave" msgstr "Перезаписати" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "Створення метаданих керування версіями..." #: editor/editor_node.cpp @@ -5817,6 +5821,17 @@ msgstr "" "Будь ласка, додайте придатний до використання набір параметрів за допомогою " "меню «Експорт» або визначне наявний набір як придатний до використання." +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Віддалене налагодження" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "Запуск проєкту" @@ -6687,14 +6702,17 @@ msgid "Export With Debug" msgstr "Експортувати із діагностикою" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "Вимкнути FBX та перезапустити" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6726,9 +6744,11 @@ msgid "Configure FBX Importer" msgstr "Налаштування імпортера FBX" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "FBX2glTF необхідний для імпорту FBX файлів.\n" "Будь ласка, завантажте його та вкажіть правильний шлях до бінарного файлу:" @@ -7285,6 +7305,16 @@ msgstr "Додати нову сцену." msgid "Filter Groups" msgstr "Фільтрувати за групою" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Розгорнути нижню панель" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7309,11 +7339,11 @@ msgstr "Виберіть каталог" msgid "Move" msgstr "Перемістити" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Мережа" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Вибрати поточну теку" @@ -7325,7 +7355,7 @@ msgstr "Неможливо зберегти файл з порожнім іме msgid "Cannot save file with a name starting with a dot." msgstr "Неможливо зберегти файл з іменем, що починається з крапки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7333,11 +7363,11 @@ msgstr "" "Файл \"%s\" вже існує.\n" "Хочете його перезаписати?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Вибрати цю теку" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Усе розпізнано" @@ -7345,19 +7375,19 @@ msgstr "Усе розпізнано" msgid "All Files (*)" msgstr "Усі файли (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Відкрити файл" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Відкрити файл(и)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Відкрити каталог" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Відкрити файл або каталог" @@ -7409,19 +7439,19 @@ msgstr "Перемістити вибране вище" msgid "Move Favorite Down" msgstr "Перемістити вибране нижче" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Перейти до попередньої теки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Перейти до наступної теки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Перейти до батьківської теки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Освіжити файли." @@ -7429,11 +7459,16 @@ msgstr "Освіжити файли." msgid "(Un)favorite current folder." msgstr "Перемкнути стан вибраності для поточної теки." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Увімкнути або вимкнути видимість прихованих файлів." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Створити вузли." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Каталоги та файли:" @@ -7445,7 +7480,7 @@ msgid "Preview:" msgstr "Попередній перегляд:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Файл:" @@ -8573,6 +8608,15 @@ msgstr "Файли з рядками перекладу:" msgid "Generate POT" msgstr "Згенерувати POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Вбудований скрипт:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Встановити %s на вузлах %d" @@ -10252,15 +10296,6 @@ msgstr "Відносна прив'язка" msgid "Use Pixel Snap" msgstr "Використати прилипання до пікселів" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Інтелектуальне прилипання" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Налаштування прив'язки..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Прилипання до предка" @@ -10285,6 +10320,15 @@ msgstr "Прилипання до інших вузлів" msgid "Snap to Guides" msgstr "Прилипання до напрямних" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Інтелектуальне прилипання" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Налаштування прив'язки..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10541,6 +10585,17 @@ msgstr "Створити вузол" msgid "Error instantiating scene from %s" msgstr "Помилка вставки екземпляра сцени з %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Створити екземпляр" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Нова успадкована сцена" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Змінити стандартний тип" @@ -12217,6 +12272,10 @@ msgstr "Перегляд середовища" msgid "View Gizmos" msgstr "Перегляд гаджетів" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Перегляд ґратки" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Перегляд відомостей" @@ -12553,10 +12612,6 @@ msgstr "4 панелі перегляду" msgid "View Origin" msgstr "Перегляд центра" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Перегляд ґратки" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12753,6 +12808,15 @@ msgstr "Запекти Оклюдери" msgid "Select occluder bake file:" msgstr "Виберіть файл запікання окклюдера:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Перетворити на GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12889,10 +12953,6 @@ msgstr "Перейти з" msgid "Handle Tilt #" msgstr "Нахил ручки #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Задати положення точки кривої" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "Встановити положення виходу кривої" @@ -12933,6 +12993,10 @@ msgstr "Вставити точку" msgid "Split Segment (in curve)" msgstr "Розділити сегмент (кривої)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Задати положення точки кривої" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Пересунути з'єднання" @@ -13353,11 +13417,6 @@ msgstr "Попередній у журналі" msgid "History Next" msgstr "Наступний файл" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Тема" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Імпортувати тему…" @@ -13366,6 +13425,11 @@ msgstr "Імпортувати тему…" msgid "Reload Theme" msgstr "Перезавантажити тему" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Тема" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Зберегти тему" @@ -13534,10 +13598,6 @@ msgstr "Вибрати колір" msgid "Folding" msgstr "Згортання" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "Відступ" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "ВЕРХНІЙ РЕГІСТР" @@ -13982,12 +14042,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "Помилка: не вдалося завантажити ресурс кадру!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Буфер ресурсів порожній або не містить текстури!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Вставити кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Вставити кадр" +#, fuzzy +msgid "Paste Texture" +msgstr "Вставити ресурс" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14043,7 +14105,7 @@ msgid "Frame Duration:" msgstr "Тривалість кадру:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Відновити початковий масштаб" @@ -14060,7 +14122,8 @@ msgid "Delete Frame" msgstr "Видалити кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "Копіювати кадр" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18135,10 +18198,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Виберіть теку для сканування" @@ -18714,6 +18773,11 @@ msgstr "Змінити батьківський" msgid "Run Instances" msgstr "Запустити %d вставлений екземпляр" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "Запуск кількох вставлених екземплярів" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18725,9 +18789,12 @@ msgid "Main Feature Tags:" msgstr "Основні можливості:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "Запуск кількох вставлених екземплярів" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -20143,7 +20210,7 @@ msgstr "Реплікація" #, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "Додайте властивості за допомогою кнопок вище або\n" "перетягніть їх з інспектора і скиньте сюди." @@ -21141,7 +21208,7 @@ msgid "Starting project..." msgstr "Старт проекту..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "Усі файли" @@ -21856,80 +21923,6 @@ msgstr "" "CanvasModulate.\n" "Працюватиме перший зі створених, решту буде проігноровано." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"У цього вузла немає форми, отже він не може взаємодіяти із іншими " -"об'єктами.\n" -"Спробуйте додати дочірні вузли CollisionShape2D або CollisionPolygon2D для " -"визначення його форми." - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " -"форми." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "Порожній CollisionPolygon2D ніяк не вплине на зіткнення." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" -"Некоректний полігон. У режимі збирання «Solids» потрібно принаймні 3 точки." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" -"Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" -"Властивість One Way Collision буде ігноруватися, якщо батьком є Area2D." - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " -"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " -"форми." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"Для забезпечення працездатності CollisionShape2D слід надати форму. Будь " -"ласка, створіть ресурс форми для цього елемента!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Засновані на багатокутниках форми не призначено для використання або " -"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість " -"нього вузлом CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21971,26 +21964,6 @@ msgstr "" "Сліди частинок доступні лише при використанні бекендів рендерингу Forward+ " "або Мобільний." -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Вузол A і вузол B мають бути PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Вузол A має бути PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Вузол B має бути PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "З'єднання не з'єднано із двома PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Вузол A і вузол B мають бути різними PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22045,7 +22018,102 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D працюватиме лише як дочірній елемент вузла Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"У цього вузла немає форми, отже він не може взаємодіяти із іншими " +"об'єктами.\n" +"Спробуйте додати дочірні вузли CollisionShape2D або CollisionPolygon2D для " +"визначення його форми." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D призначено лише для надання форми для зіткнень похідному " +"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " +"форми." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "Порожній CollisionPolygon2D ніяк не вплине на зіткнення." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" +"Некоректний полігон. У режимі збирання «Solids» потрібно принаймні 3 точки." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" +"Некоректний полігон. У режимі збирання «Segments» потрібні принаймні 2 точки." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" +"Властивість One Way Collision буде ігноруватися, якщо батьком є Area2D." + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D призначено лише для надання форми для зіткнень похідному " +"вузлу CollisionObject2D. Будь ласка, використовуйте його як дочірній елемент " +"Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, тощо, щоб надати їм " +"форми." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"Для забезпечення працездатності CollisionShape2D слід надати форму. Будь " +"ласка, створіть ресурс форми для цього елемента!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Засновані на багатокутниках форми не призначено для використання або " +"редагування з вузла CollisionShape2D. Будь ласка, скористайтеся замість " +"нього вузлом CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Вузол A і вузол B мають бути PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Вузол A має бути PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Вузол B має бути PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "З'єднання не з'єднано із двома PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Вузол A і вузол B мають бути різними PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -22053,7 +22121,7 @@ msgstr "" "PhysicalBone2D працює тільки з Skeleton2D або іншим PhysicalBone2D в якості " "батьківського вузла!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -22061,7 +22129,7 @@ msgstr "" "Для того, щоб PhysicalBone2D функціонував, його потрібно призначити вузлу " "Bone2D! Будь ласка, встановіть вузол Bone2D в інспекторі." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -22070,7 +22138,7 @@ msgstr "" "зберегти зв'язок між кістками! Будь ласка, додайте до цього вузла дочірній " "вузол на основі Joint2D!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -22080,19 +22148,19 @@ msgstr "" "запуску.\n" "Вам варто змінити розмір у дочірніх формах зіткнення." -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" -"Щоб усе працювало як слід, властивість шляху (path) має вказувати на " -"коректний вузол Node2D." - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" "Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " "Shape2D." +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" +"Щоб усе працювало як слід, властивість шляху (path) має вказувати на " +"коректний вузол Node2D." + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Цей ланцюжок Bone2D має завершуватися вузлом Skeleton2D." @@ -22176,110 +22244,6 @@ msgstr "" "Вузол BoneAttachment3D не прив'язаний до жодної кістки! Будь ласка, виберіть " "кістку для прикріплення цього вузла." -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"У цього вузла немає форми, отже він не може стикатися, або взаємодіяти із " -"іншими об'єктами.\n" -"Спробуйте додати дочірні вузли CollisionShape3D або CollisionPolygon3D для " -"визначення його форми." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати " -"належним чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть розмір у дочірніх формах зіткнення." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D призначено лише для надання форми зіткнень похідному " -"вузлу CollisionObject3D.\n" -"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D, тощо, щоб надати їм форми." - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "Порожній CollisionPolygon3D ніяк не вплине на зіткнення." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не " -"працюватиме належним чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть вершини багатокутника." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D призначено лише для надання форми для зіткнень похідному " -"вузлу CollisionObject3D.\n" -"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " -"StaticBody3D, RigidBody3D, CharacterBody3D тощо, щоб надати їм форми." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Для забезпечення працездатності CollisionShape3D слід надати форму. Будь " -"ласка, створіть ресурс форми для цього елемента." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"У WorldBoundaryShape3D не передбачено підтримки RigidBody3D у режимі, " -"відмінному від статичного." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"Нерівномірно масштабований вузол CollisionShape3D, ймовірно, не працюватиме " -"належним чином.\n" -"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " -"а замість цього змініть розмір форми його ресурсу." - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Нічого не видно, оскільки не призначено сітки." @@ -22408,26 +22372,6 @@ msgstr "" "спричинить жодної колізії для цього GPUParticlesCollisionSDF3D.\n" "Щоб вирішити цю проблему, увімкніть хоча б один біт у властивості Bake Mask." -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Вузол A і вузол B мають бути PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Вузол A має бути PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Вузол B має бути PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint не з'єднано із жодним PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Вузол A і вузол B мають бути різними PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "Масштаб світильника не впливає на візуальний розмір світла." @@ -22577,7 +22521,131 @@ msgstr "" "ROTATION_ORIENTED у PathFollow3D потребує вмикання \"Up Vector\" у його " "батьківському ресурсі Curve у Path3D." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"У цього вузла немає форми, отже він не може стикатися, або взаємодіяти із " +"іншими об'єктами.\n" +"Спробуйте додати дочірні вузли CollisionShape3D або CollisionPolygon3D для " +"визначення його форми." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"З нерівномірним масштабом цей вузол, ймовірно, не буде функціонувати " +"належним чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть розмір у дочірніх формах зіткнення." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D призначено лише для надання форми зіткнень похідному " +"вузлу CollisionObject3D.\n" +"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D, тощо, щоб надати їм форми." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "Порожній CollisionPolygon3D ніяк не вплине на зіткнення." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"Нерівномірно масштабований вузол CollisionPolygon3D, ймовірно, не " +"працюватиме належним чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть вершини багатокутника." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D призначено лише для надання форми для зіткнень похідному " +"вузлу CollisionObject3D.\n" +"Будь ласка, використовуйте його лише як дочірній елемент Area3D, " +"StaticBody3D, RigidBody3D, CharacterBody3D тощо, щоб надати їм форми." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Для забезпечення працездатності CollisionShape3D слід надати форму. Будь " +"ласка, створіть ресурс форми для цього елемента." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"У WorldBoundaryShape3D не передбачено підтримки RigidBody3D у режимі, " +"відмінному від статичного." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"Нерівномірно масштабований вузол CollisionShape3D, ймовірно, не працюватиме " +"належним чином.\n" +"Будь ласка, зробіть його масштаб рівномірним (тобто однаковим на всіх осях), " +"а замість цього змініть розмір форми його ресурсу." + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Вузол A і вузол B мають бути PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Вузол A має бути PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Вузол B має бути PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint не з'єднано із жодним PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Вузол A і вузол B мають бути різними PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -22587,6 +22655,30 @@ msgstr "" "роботи.\n" "Замість змінювати це, вам варто змінити розміри дочірніх форм зіткнення." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" +"Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " +"Shape3D." + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" +"ShapeCast3D не підтримує ConcavePolygonShape3D. Про зіткнення не буде " +"повідомлено." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D слугує для забезпечення роботи системи коліс у VehicleBody3D. " +"Будь ласка, використовуйте цей елемент як дочірній елемент вузла " +"VehicleBody3D." + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22603,21 +22695,6 @@ msgstr "" "Властивість \"Remote Path\" має вказувати на дійсний вузол Node3D або " "похідний вузол Node3D, щоб працювати." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" -"Цей вузол не може взаємодіяти з іншими об'єктами, якщо йому не призначено " -"Shape3D." - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" -"ShapeCast3D не підтримує ConcavePolygonShape3D. Про зіткнення не буде " -"повідомлено." - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "Це тіло буде проігноровано, аж доки ви не встановите сітку." @@ -22630,23 +22707,6 @@ msgstr "" "Щоб AnimatedSprite3D могла показувати кадри, має бути створено або " "встановлено у властивості «Frames» ресурс SpriteFrames." -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D слугує для забезпечення роботи системи коліс у VehicleBody3D. " -"Будь ласка, використовуйте цей елемент як дочірній елемент вузла " -"VehicleBody3D." - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"Вузли VisibleOnScreenNotifier3D поки що не підтримуються при використанні " -"бекенду сумісності з GL. Підтримка буде додана у наступному випуску." - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22784,67 +22844,14 @@ msgstr "" "ButtonGroup призначено для використання лише з кнопками, для яких " "toggle_mode встановлено у true." -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Нова конфігурація" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Скопіюйте цей конструктор у скрипт." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" -"Введите шестнадцатеричный код (\"#ff0000\") или названный цвет (\"красный\")." - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"Колір: #%s\n" -"Ліва кнопка: застосувати колір\n" -"Права кнопка: вилучити взірець" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"Колір: #%s\n" -"Ліва кнопка: Застосувати колір" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Вибрати колір з вікна програми." - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "Вибрати колір з вікна програми." - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "Виберіть фігуру вибору." - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "Виберіть режим вибору." - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "Перемикання між шістнадцятковими значеннями і кодами." -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "Шестнадцатеричный код или названный цвет" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "Додати поточний колір як шаблон." - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22877,14 +22884,6 @@ msgstr "" msgid "Alert!" msgstr "Увага!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "У вас немає дозволу на доступ до вмісту цієї папки." - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "Некоректний суфікс, або порожня назва файлу." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22895,30 +22894,6 @@ msgstr "" "рефакторингу в майбутній версії 4.x, що включає зміни API, які порушують " "сумісність." -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Увімкнути або вимкнути видимість прихованих файлів." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Увімкнути або вимкнути прилипання до ґратки." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "Изменение расстояния привязки." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Увімкнути мінікарту ґратки." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Перетягнути: масштабувати позначений вузол." - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22935,99 +22910,6 @@ msgstr "" "Поточний шрифт не підтримує відображення одного або декількох символів, що " "використовуються в тексті цієї мітки." -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "Те саме, що напрямок макета" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "Автоматичне визначення напрямку" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "Зліва направо" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "Справа наліво" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "Позначка зліва направо (LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "Позначка справа наліво (ПЛП)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "Початок вбудовування зліва направо (ЛПВ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "Початок вбудовування справа наліво (ПЛВ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "Початок перевизначення зліва направо (ЛПЗ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "Початок перевизначення справа наліво (ПЛЗ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Pop Direction Formatting (PDF)" -msgstr "Форматування популярного напрямку (ФПН)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "Знак арабської літери (ЗАЛ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "Ізоляція зліва направо (ЛПІ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "Ізоляція справа наліво (ПЛІ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "Первый сильный изолят (FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "Поп-направление Изолировать (PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "З'єднувач нульової ширини (ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "Нез’єднувач нульової ширини (ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "З'єднувач слів (WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "М'який дефіс (SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "Напрямок написання тексту" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "Відображення контрольних символів" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "Вставлення контрольного символу" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "Якщо увімкнено «Exp Edit», «Min Value» має бути > 0." @@ -23063,10 +22945,6 @@ msgstr "" "эффекта.\n" "Рассмотрите возможность оставить ее в начальном значении `CURSOR_ARROW`." -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Інші)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/editor/ur_PK.po b/editor/ur_PK.po index e0833a2..79ea88a 100644 --- a/editor/ur_PK.po +++ b/editor/ur_PK.po @@ -325,7 +325,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -333,8 +332,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -346,15 +343,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -487,8 +483,7 @@ msgid "Scroll Down" msgstr "سب سکریپشن بنائیں" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1823,13 +1818,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1845,10 +1840,19 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "سب سکریپشن بنائیں" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2245,7 +2249,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2604,7 +2607,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2714,7 +2716,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2725,7 +2726,6 @@ msgstr "سب سکریپشن بنائیں" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2742,8 +2742,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3194,7 +3201,7 @@ msgstr ".تمام کا انتخاب" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3377,7 +3384,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4316,7 +4323,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5310,10 +5316,6 @@ msgstr "نوڈ" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5388,7 +5390,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5742,6 +5744,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "ریموٹ " + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6613,14 +6626,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6647,8 +6661,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7209,6 +7224,16 @@ msgstr "" msgid "Filter Groups" msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7231,12 +7256,12 @@ msgstr "سب سکریپشن بنائیں" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr ".تمام کا انتخاب" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -7248,17 +7273,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr ".سب کچھ تسلیم ہوچکا ہے" @@ -7266,19 +7291,19 @@ msgstr ".سب کچھ تسلیم ہوچکا ہے" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -7332,22 +7357,22 @@ msgstr "پسندیدہ اوپر منتقل کریں" msgid "Move Favorite Down" msgstr "پسندیدہ نیچے منتقل کریں" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to previous folder." msgstr "سب سکریپشن بنائیں" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to next folder." msgstr "سب سکریپشن بنائیں" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "سب سکریپشن بنائیں" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7355,11 +7380,16 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "سب سکریپشن بنائیں" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7371,7 +7401,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8460,6 +8490,15 @@ msgstr "" msgid "Generate POT" msgstr ".تمام کا انتخاب" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "سب سکریپشن بنائیں" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10162,15 +10201,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10195,6 +10225,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10448,6 +10487,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "مستقل" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "سب سکریپشن بنائیں" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12110,6 +12160,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12431,10 +12485,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12631,6 +12681,15 @@ msgstr "سب سکریپشن بنائیں" msgid "Select occluder bake file:" msgstr ".تمام کا انتخاب" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr ".تمام کا انتخاب" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12765,11 +12824,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr ".تمام کا انتخاب" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -12812,6 +12866,11 @@ msgstr "سب سکریپشن بنائیں" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr ".تمام کا انتخاب" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13234,11 +13293,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -13247,6 +13301,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13406,11 +13465,6 @@ msgstr "" msgid "Folding" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "سب سکریپشن بنائیں" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13872,12 +13926,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr ".تمام کا انتخاب" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13938,7 +13994,7 @@ msgid "Frame Duration:" msgstr ".تمام کا انتخاب" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13958,7 +14014,7 @@ msgstr ".تمام کا انتخاب" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "ایکشن منتقل کریں" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17991,10 +18047,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -18555,6 +18607,10 @@ msgstr "" msgid "Run Instances" msgstr "ایک مینو منظر چنیں" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -18565,7 +18621,11 @@ msgid "Main Feature Tags:" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -19944,7 +20004,7 @@ msgstr "ایکشن منتقل کریں" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -20878,7 +20938,7 @@ msgid "Starting project..." msgstr ".تمام کا انتخاب" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "اثاثہ کی زپ فائل" @@ -21528,58 +21588,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21610,26 +21618,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21671,40 +21659,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -21764,82 +21825,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -21933,26 +21918,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22072,13 +22037,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22091,17 +22169,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22112,18 +22179,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22237,61 +22292,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "سب سکریپشن بنائیں" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "سب سکریپشن بنائیں" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22315,15 +22324,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "'%s' کی تعمیر کے لیے غلط دلائل" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22331,27 +22331,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr ".تمام کا انتخاب" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22364,100 +22343,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "سب سکریپشن بنائیں" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "سب سکریپشن بنائیں" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -22482,10 +22367,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/uz.po b/editor/uz.po index 3b99423..20cf062 100644 --- a/editor/uz.po +++ b/editor/uz.po @@ -314,7 +314,6 @@ msgstr "" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "" @@ -322,8 +321,6 @@ msgstr "" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "" @@ -335,15 +332,14 @@ msgstr "" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "" @@ -466,8 +462,7 @@ msgid "Scroll Down" msgstr "" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "" @@ -1716,13 +1711,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "" @@ -1738,10 +1733,18 @@ msgstr "" msgid "Warnings" msgstr "" +#: editor/code_editor.cpp +msgid "Zoom factor" +msgstr "" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2118,7 +2121,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "" @@ -2466,7 +2468,6 @@ msgstr[1] "" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "" @@ -2575,7 +2576,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "" @@ -2585,7 +2585,6 @@ msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "" @@ -2601,8 +2600,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3041,7 +3047,7 @@ msgstr "" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "" @@ -3218,7 +3224,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "" @@ -4104,7 +4110,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "" @@ -5060,10 +5065,6 @@ msgstr "" msgid "History" msgstr "" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5135,7 +5136,7 @@ msgid "Resave" msgstr "" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "" #: editor/editor_node.cpp @@ -5474,6 +5475,16 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +msgid "Run 'Remote Debug' anyway?" +msgstr "" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "" @@ -6307,14 +6318,15 @@ msgid "Export With Debug" msgstr "" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6341,8 +6353,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -6862,6 +6875,16 @@ msgstr "" msgid "Filter Groups" msgstr "" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -6882,11 +6905,11 @@ msgstr "" msgid "Move" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "" @@ -6898,17 +6921,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "" @@ -6916,19 +6939,19 @@ msgstr "" msgid "All Files (*)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "" @@ -6980,19 +7003,19 @@ msgstr "" msgid "Move Favorite Down" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "" @@ -7000,11 +7023,15 @@ msgstr "" msgid "(Un)favorite current folder." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +msgid "Create a new folder." +msgstr "" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "" @@ -7016,7 +7043,7 @@ msgid "Preview:" msgstr "" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "" @@ -8041,6 +8068,14 @@ msgstr "" msgid "Generate POT" msgstr "" +#: editor/localization_editor.cpp +msgid "Add Built-in Strings to POT" +msgstr "" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "" @@ -9641,15 +9676,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -9674,6 +9700,15 @@ msgstr "" msgid "Snap to Guides" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -9915,6 +9950,15 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Instantiating:" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Creating inherited scene from: " +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "" @@ -11495,6 +11539,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -11810,10 +11858,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -11997,6 +12041,14 @@ msgstr "" msgid "Select occluder bake file:" msgstr "" +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "Convert to Parallax2D" +msgstr "" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12128,10 +12180,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -12168,6 +12216,10 @@ msgstr "" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "" @@ -12573,11 +12625,6 @@ msgstr "" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "" @@ -12586,6 +12633,11 @@ msgstr "" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -12740,10 +12792,6 @@ msgstr "" msgid "Folding" msgstr "" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -13169,11 +13217,11 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" +msgid "Paste Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" +msgid "Paste Texture" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -13229,7 +13277,7 @@ msgid "Frame Duration:" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "" @@ -13246,7 +13294,7 @@ msgid "Delete Frame" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17019,10 +17067,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -17556,6 +17600,10 @@ msgstr "" msgid "Run Instances" msgstr "" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "" @@ -17565,7 +17613,11 @@ msgid "Main Feature Tags:" msgstr "" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -18848,7 +18900,7 @@ msgstr "" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -19724,7 +19776,7 @@ msgid "Starting project..." msgstr "" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "" @@ -20344,58 +20396,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -20426,26 +20426,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -20487,40 +20467,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -20580,82 +20633,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -20749,26 +20726,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -20886,13 +20843,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -20905,17 +20975,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -20926,18 +20985,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21050,59 +21097,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21126,14 +21128,6 @@ msgstr "" msgid "Alert!" msgstr "" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21141,26 +21135,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21173,98 +21147,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -21289,10 +21171,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/vi.po b/editor/vi.po index c02f3e6..7bf046b 100644 --- a/editor/vi.po +++ b/editor/vi.po @@ -352,7 +352,6 @@ msgstr "Cuối" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "Cắt" @@ -360,8 +359,6 @@ msgstr "Cắt" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "Sao chép" @@ -373,15 +370,14 @@ msgstr "Sao chép" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "Dán" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "Hoàn tác" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "Làm lại" @@ -517,8 +513,7 @@ msgid "Scroll Down" msgstr "Kéo Xuống" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "Chọn Toàn Bộ" @@ -1896,13 +1891,13 @@ msgstr "Hiện/Ẩn bảng tập lệnh" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "Phóng to" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "Thu nhỏ" @@ -1918,10 +1913,20 @@ msgstr "Lỗi" msgid "Warnings" msgstr "Cảnh báo" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "Thu nhỏ đến 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "Số dòng và cột." +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "Hướng xoay" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "Phương thức trong nút đích phải được chỉ định." @@ -2314,7 +2319,6 @@ msgstr "Bắt đầu" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "Xoá" @@ -2678,7 +2682,6 @@ msgstr[0] "Mở Cảnh" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "Mở" @@ -2801,7 +2804,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "Không thể tạo folder." @@ -2811,7 +2813,6 @@ msgstr "Tạo thư mục mới ở %s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "Tạo thư mục" @@ -2828,9 +2829,16 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Cảm ơn từ cộng đồng Godot!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "Nháy để sao chép." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3288,7 +3296,7 @@ msgstr "Thêm AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "Đường dẫn:" @@ -3473,7 +3481,7 @@ msgstr "Mới" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "Lưu" @@ -4429,7 +4437,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "Tên:" @@ -5479,10 +5486,6 @@ msgstr "Nút" msgid "History" msgstr "Thư mục trước" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "Mở rộng bảng điều khiển dưới" - #: editor/editor_node.cpp msgid "Output" msgstr "Đầu ra" @@ -5559,7 +5562,7 @@ msgstr "Lưu lại" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "Cài đặt trình điều khiển phiên bản" #: editor/editor_node.cpp @@ -5920,6 +5923,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "Tên Node:" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6827,14 +6841,15 @@ msgstr "Xuất cùng gỡ lỗi" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "Lưu & Khởi động lại" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6864,8 +6879,9 @@ msgstr "Cài đặt Dính" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7441,6 +7457,16 @@ msgstr "Thêm cảnh mới." msgid "Filter Groups" msgstr "Xoá Nhóm" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "Mở rộng bảng điều khiển dưới" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7463,11 +7489,11 @@ msgstr "Chọn một Thư mục" msgid "Move" msgstr "Di chuyển" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "Mạng" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "Chọn thư mục hiện tại" @@ -7479,17 +7505,17 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "Chọn thư mục này" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "Đã nhận diện hết" @@ -7497,19 +7523,19 @@ msgstr "Đã nhận diện hết" msgid "All Files (*)" msgstr "Tất cả tệp tin (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "Mở một Tệp tin" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "Mở Tệp tin" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "Mở một thư mục" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "Mở một tệp tin hoặc thư mục" @@ -7562,19 +7588,19 @@ msgstr "Di chuyển mục Ưa thích lên" msgid "Move Favorite Down" msgstr "Di chuyển mục Ưa thích xuống" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "Quay lại thư mục trước." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "Đến thư mục tiếp theo." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "Đến thư mục mẹ." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "Làm mới các tệp." @@ -7582,11 +7608,16 @@ msgstr "Làm mới các tệp." msgid "(Un)favorite current folder." msgstr "Bỏ yêu thích thư mục hiện tại." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "Hiện/ẩn tệp ẩn." -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "Tạo các nút mới." + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "Các Thư mục và Tệp tin:" @@ -7598,7 +7629,7 @@ msgid "Preview:" msgstr "Xem thử:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "Tệp tin:" @@ -8717,6 +8748,15 @@ msgstr "" msgid "Generate POT" msgstr "Tổng quan" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "Tệp lệnh có sẵn:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "Chỉnh %s trên %d nút" @@ -10410,15 +10450,6 @@ msgstr "Dính tương đối" msgid "Use Pixel Snap" msgstr "Dính điểm ảnh" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "Dính thông minh" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "Cài đặt Dính..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "Dính về nút Mẹ" @@ -10443,6 +10474,15 @@ msgstr "Dính vào các Nút khác" msgid "Snap to Guides" msgstr "Dính vào Đường căn" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "Dính thông minh" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "Cài đặt Dính..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10705,6 +10745,17 @@ msgstr "Tạo Nút" msgid "Error instantiating scene from %s" msgstr "Lỗi khởi tạo cảnh từ %s" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Thêm vào Cảnh" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "Tạo Cảnh kế thừa mới" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "Đổi dạng mặc định" @@ -12449,6 +12500,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "Xem Lưới" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "Xem thông tin" @@ -12776,10 +12831,6 @@ msgstr "4 Cổng xem" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "Xem Lưới" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12980,6 +13031,15 @@ msgstr "Tạo" msgid "Select occluder bake file:" msgstr "Chọn tệp bake lightmap:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "Chuyển thành CPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13119,10 +13179,6 @@ msgstr "Trườn ra" msgid "Handle Tilt #" msgstr "Nghiêng ngẫu nhiên:" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "Đặt vị trí điểm uốn" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "" @@ -13163,6 +13219,10 @@ msgstr "Chén điểm" msgid "Split Segment (in curve)" msgstr "Phân tách đoạn (trong đường cong)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "Đặt vị trí điểm uốn" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "Di chuyển Khớp" @@ -13581,11 +13641,6 @@ msgstr "Thư mục trước" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "Tông màu" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "Nhập Tông màu..." @@ -13594,6 +13649,11 @@ msgstr "Nhập Tông màu..." msgid "Reload Theme" msgstr "Tải lại Tông màu" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "Tông màu" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "Lưu Tông màu" @@ -13755,11 +13815,6 @@ msgstr "Chọn màu" msgid "Folding" msgstr "Gập mã" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "Hướng xoay" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "Chữ hoa" @@ -14220,12 +14275,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "LỖI: Không thể nạp khung hình!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "Khay nhớ tạm tài nguyên bị trống hoặc không chứa họa tiết!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "Dán Khung hình" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "Dán Khung hình" +#, fuzzy +msgid "Paste Texture" +msgstr "Dán tài nguyên" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14285,7 +14342,7 @@ msgid "Frame Duration:" msgstr "Lựa chọn khung hình" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "Đặt lại Thu phóng" @@ -14306,7 +14363,7 @@ msgstr "Chọn Khung hình" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "Di chuyển Khung hình" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18508,10 +18565,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "Chọn một Folder để Quét" @@ -19090,6 +19143,10 @@ msgstr "Đổi nút mẹ" msgid "Run Instances" msgstr "Chạy %d Thực thể" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19101,7 +19158,11 @@ msgid "Main Feature Tags:" msgstr "Tính năng chính:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20527,7 +20588,7 @@ msgstr "Ứng dụng" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21517,7 +21578,7 @@ msgid "Starting project..." msgstr "Xuất bản Dự án" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "Tất cả tệp tin (*)" @@ -22177,74 +22238,6 @@ msgstr "" "Chỉ cho phép một CanvasModulate (không ẩn) ứng với một Cảnh (hoặc một tập " "Cảnh đã được tạo). Cái đầu tiên sẽ chạy, những cái sau sẽ bị lờ đi." -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"Nút này không có hình thù, nên không thể va chạm hoặc tương tác với các vật " -"khác.\n" -"Hãy thêm nút con CollisionShape2D hoặc CollisionPolygon2D để định dạng cho " -"nút này." - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " -"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "ColiisionPolygon2D rỗng sẽ không phản ứng gì khi có va chạm." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "Đa giác không hợp lệ. Cần ít nhất 3 điểm trong chế độ dựng \"Solids\"." - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "Đa giác không hợp lệ. Cần ít nhất 2 điểm trong chế độ dựng 'Segments'." - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " -"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" -"CollisionShape2D cần một khối hình mới hoạt động được. Hãy tạo một tài " -"nguyên khối hình cho nó!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"Khối hình đa giác không được nhằm để dùng hoặc chỉnh sửa thông qua nút " -"CollisionShape2D. Hãy chuyển qua dùng nút CollisionPolygon2D." - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22277,26 +22270,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Nút A và Nút B phải là PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Nút A phải là PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Nút B phải là PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Khớp nối chưa kết nối tới hai PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Nút A và Nút B phải là 2 PhysicsBody2D khác nhau" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22342,7 +22315,96 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D chỉ hoạt động khi được đặt làm con của một nút Path2D." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"Nút này không có hình thù, nên không thể va chạm hoặc tương tác với các vật " +"khác.\n" +"Hãy thêm nút con CollisionShape2D hoặc CollisionPolygon2D để định dạng cho " +"nút này." + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " +"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "ColiisionPolygon2D rỗng sẽ không phản ứng gì khi có va chạm." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "Đa giác không hợp lệ. Cần ít nhất 3 điểm trong chế độ dựng \"Solids\"." + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "Đa giác không hợp lệ. Cần ít nhất 2 điểm trong chế độ dựng 'Segments'." + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " +"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" +"CollisionShape2D cần một khối hình mới hoạt động được. Hãy tạo một tài " +"nguyên khối hình cho nó!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"Khối hình đa giác không được nhằm để dùng hoặc chỉnh sửa thông qua nút " +"CollisionShape2D. Hãy chuyển qua dùng nút CollisionPolygon2D." + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Nút A và Nút B phải là PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Nút A phải là PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Nút B phải là PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Khớp nối chưa kết nối tới hai PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Nút A và Nút B phải là 2 PhysicsBody2D khác nhau" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " @@ -22350,19 +22412,19 @@ msgid "" msgstr "" "Bone2D chỉ hoạt động khi là con một nút Skeleton2D hoặc một Bone2D khác ." -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp #, fuzzy msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " @@ -22372,17 +22434,17 @@ msgstr "" "Thay đổi về kích cỡ của SoftBody sẽ bị ghi đè khi tính toán vật lí.\n" "Hãy sửa kích cỡ khối va chạm của nút con ý." +#: scene/2d/physics/shape_cast_2d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape2D is assigned." +msgstr "" + #: scene/2d/remote_transform_2d.cpp msgid "Path property must point to a valid Node2D node to work." msgstr "" "Thuộc tính Đường dẫn phải chỉ đến một nút Node2D hợp lệ thì mới hoạt động " "được." -#: scene/2d/shape_cast_2d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape2D is assigned." -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "Chuỗi Bone2D này phải kết thúc với một nút Skeleton2D." @@ -22443,102 +22505,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"Nút này không có hình thù, nên không thể va chạm hoặc tương tác với các vật " -"khác.\n" -"Hãy thêm nút con CollisionShape2D hoặc CollisionPolygon2D để định dạng cho " -"nút này." - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " -"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." - -#: scene/3d/collision_polygon_3d.cpp -#, fuzzy -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "ColiisionPolygon2D rỗng sẽ không phản ứng gì khi có va chạm." - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " -"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " -"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" -"Một hình phải được cung cấp CollisionShape thì mới hoạt động. Hãy tạo cho nó " -"một cái." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -#, fuzzy -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" -"ConcavePolygonShape không hỗ trợ RigidBody ở bất kì chế độ nào khác ngoài " -"chế độ Tĩnh." - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "Không có gì hiển thị vì không có lưới nào được chỉ định." @@ -22636,31 +22602,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Nút A và Nút B phải là PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A must be a PhysicsBody3D" -msgstr "Nút A phải là PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B must be a PhysicsBody3D" -msgstr "Nút B phải là PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Khớp nối chưa kết nối tới hai PhysicsBody2D" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Nút A và Nút B phải là 2 PhysicsBody2D khác nhau" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22782,7 +22723,128 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"Nút này không có hình thù, nên không thể va chạm hoặc tương tác với các vật " +"khác.\n" +"Hãy thêm nút con CollisionShape2D hoặc CollisionPolygon2D để định dạng cho " +"nút này." + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " +"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." + +#: scene/3d/physics/collision_polygon_3d.cpp +#, fuzzy +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "ColiisionPolygon2D rỗng sẽ không phản ứng gì khi có va chạm." + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape2D nhằm mục đích tạo khối va chạm cho những nút kế thừa từ " +"CollisionObject2D. Vậy nên hãy cho nút ấy làm con của Area2D, StaticBody2D, " +"RigidBody2D, KinematicBody2D, ... để tạo khối va chạm." + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" +"Một hình phải được cung cấp CollisionShape thì mới hoạt động. Hãy tạo cho nó " +"một cái." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +#, fuzzy +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" +"ConcavePolygonShape không hỗ trợ RigidBody ở bất kì chế độ nào khác ngoài " +"chế độ Tĩnh." + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Nút A và Nút B phải là PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A must be a PhysicsBody3D" +msgstr "Nút A phải là PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B must be a PhysicsBody3D" +msgstr "Nút B phải là PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Khớp nối chưa kết nối tới hai PhysicsBody2D" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Nút A và Nút B phải là 2 PhysicsBody2D khác nhau" + +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " @@ -22792,6 +22854,23 @@ msgstr "" "Thay đổi về kích cỡ của SoftBody sẽ bị ghi đè khi tính toán vật lí.\n" "Hãy sửa kích cỡ khối va chạm của nút con ý." +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22807,17 +22886,6 @@ msgstr "" "Thuộc tính Đường dẫn phải chỉ đến một nút Node2D hợp lệ thì mới hoạt động " "được." -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22828,18 +22896,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22958,64 +23014,14 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "Hoạt hình mới" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "Sao chép constructor này vào một script." -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the screen." -msgstr "Chọn một màu từ cửa sổ biên tập." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Pick a color from the application window." -msgstr "Chọn một màu từ cửa sổ biên tập." - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker shape." -msgstr "Chọn một lưới nguồn:" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "Chọn một Nút" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -23039,15 +23045,6 @@ msgstr "" msgid "Alert!" msgstr "Cảnh báo!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "Tên đuôi không hợp lệ." - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -23055,30 +23052,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "Hiện/ẩn tệp ẩn." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle snapping to the grid." -msgstr "Bật tắt Dính lưới." - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the graph minimap." -msgstr "Bật tắt Dính lưới." - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "Alt+Kéo: Di chuyển" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23091,103 +23064,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "Hướng đi" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Left-to-Right" -msgstr "Góc trên phải" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "Hướng đi" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "Ký tự hợp lệ:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "Ký tự hợp lệ:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "" @@ -23212,10 +23088,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(Khác)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/zh_CN.po b/editor/zh_CN.po index 26e878f..b274e4f 100644 --- a/editor/zh_CN.po +++ b/editor/zh_CN.po @@ -409,7 +409,6 @@ msgstr "行尾" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "剪切" @@ -417,8 +416,6 @@ msgstr "剪切" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "复制" @@ -430,15 +427,14 @@ msgstr "复制" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "粘贴" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "撤销" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "重做" @@ -561,8 +557,7 @@ msgid "Scroll Down" msgstr "向下滚动" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "全选" @@ -1822,13 +1817,13 @@ msgstr "开关脚本面板" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "放大" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "缩小" @@ -1844,10 +1839,19 @@ msgstr "错误" msgid "Warnings" msgstr "警告" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "缩放至 25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行号和列号。" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "缩进" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "必须指定目标节点的方法。" @@ -2227,7 +2231,6 @@ msgstr "开始" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "清除" @@ -2583,7 +2586,6 @@ msgstr[0] "打开场景" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "打开" @@ -2697,7 +2699,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "在文件夹名称中使用斜杠会递归创建子文件夹。" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "无法创建文件夹。" @@ -2707,7 +2708,6 @@ msgstr "在 %s 中新建文件夹:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "创建文件夹" @@ -2723,9 +2723,18 @@ msgstr "双击在浏览器中打开。" msgid "Thanks from the Godot community!" msgstr "Godot 社区感谢大家!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "点击复制。" +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "未知" + +#: editor/editor_about.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "点击复制版本信息。" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3164,7 +3173,7 @@ msgstr "添加自动加载" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "路径:" @@ -3349,7 +3358,7 @@ msgstr "新建" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "保存" @@ -3910,8 +3919,9 @@ msgstr "目前没有这个主题属性的描述。" msgid "" "There is currently no description for this theme property. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" -msgstr "目前没有这个主题属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/c" -"olor]!" +msgstr "" +"目前没有这个主题属性的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" +"color]!" #: editor/editor_help.cpp msgid "This signal may be changed or removed in future versions." @@ -3925,8 +3935,9 @@ msgstr "目前没有这个信号的描述。" msgid "" "There is currently no description for this signal. Please help us by " "[color=$color][url=$url]contributing one[/url][/color]!" -msgstr "目前没有这个信号的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/color" -"]!" +msgstr "" +"目前没有这个信号的描述。请帮我们[color=$color][url=$url]贡献一个[/url][/" +"color]!" #: editor/editor_help.cpp msgid "Enumerations" @@ -4258,7 +4269,6 @@ msgstr "以 _ 开头的名称已为编辑器元数据保留。" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "名称:" @@ -4814,7 +4824,8 @@ msgstr "场景 “%s” 的依赖已损坏:" msgid "" "Multi-window support is not available because the `--single-window` command " "line argument was used to start the editor." -msgstr "多窗口支持不可用,因为启动编辑器时使用了 `--single-window` 命令行参数。" +msgstr "" +"多窗口支持不可用,因为启动编辑器时使用了 `--single-window` 命令行参数。" #: editor/editor_node.cpp msgid "" @@ -5253,10 +5264,6 @@ msgstr "节点" msgid "History" msgstr "历史" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "展开底部面板" - #: editor/editor_node.cpp msgid "Output" msgstr "输出" @@ -5330,7 +5337,8 @@ msgid "Resave" msgstr "重新保存" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "创建版本控制元数据..." #: editor/editor_node.cpp @@ -5685,6 +5693,17 @@ msgstr "" "没有对应该平台的可执行导出预设。\n" "请在导出菜单中添加可执行预设,或将已有预设设为可执行。" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "远程调试" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "项目运行" @@ -6485,7 +6504,8 @@ msgstr "导出 PCK/ZIP..." msgid "" "Export the project resources as a PCK or ZIP package. This is not a playable " "build, only the project data without a Godot executable." -msgstr "将项目资源以 PCK 或 ZIP 包的形式导出。无法运行,仅包含项目数据,不包含 Godot " +msgstr "" +"将项目资源以 PCK 或 ZIP 包的形式导出。无法运行,仅包含项目数据,不包含 Godot " "可执行文件。" #: editor/export/project_export.cpp @@ -6535,14 +6555,17 @@ msgid "Export With Debug" msgstr "使用调试导出" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "禁用 FBX 并重启" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6572,9 +6595,11 @@ msgid "Configure FBX Importer" msgstr "配置 FBX 导入器" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "导入 FBX 文件需要 FBX2glTF。\n" "请下载 FBX2glTF 并提供可执行文件的有效路径:" @@ -6696,8 +6721,8 @@ msgid "" "external_programs/terminal_emulator_flags` in the Editor Settings." msgstr "" "无法运行外部终端程序(错误码 %d):%s %s\n" -"请检查“编辑器设置”中的 `filesystem/external_programs/terminal_emulator` 和 `" -"filesystem/external_programs/terminal_emulator_flags`。" +"请检查“编辑器设置”中的 `filesystem/external_programs/terminal_emulator` 和 " +"`filesystem/external_programs/terminal_emulator_flags`。" #: editor/filesystem_dock.cpp msgid "Duplicating file:" @@ -7106,6 +7131,17 @@ msgstr "添加新分组。" msgid "Filter Groups" msgstr "分组过滤" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +#, fuzzy +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "点击复制版本信息。" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "展开底部面板" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp msgid "Move/Duplicate: %s" @@ -7125,11 +7161,11 @@ msgstr "选择目标目录:" msgid "Move" msgstr "移动" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "网络" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "选择当前文件夹" @@ -7141,7 +7177,7 @@ msgstr "无法使用空文件名保存文件。" msgid "Cannot save file with a name starting with a dot." msgstr "无法使用以点开头的名称保存文件。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7149,11 +7185,11 @@ msgstr "" "文件“%s”已存在。\n" "是否要覆盖?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "选择此文件夹" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "所有可用类型" @@ -7161,19 +7197,19 @@ msgstr "所有可用类型" msgid "All Files (*)" msgstr "所有文件 (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "打开文件" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "打开文件" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "打开目录" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "打开文件或目录" @@ -7225,19 +7261,19 @@ msgstr "向上移动收藏" msgid "Move Favorite Down" msgstr "向下移动收藏" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "转到上个文件夹。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "转到下个文件夹。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "转到父文件夹。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "刷新文件。" @@ -7245,11 +7281,16 @@ msgstr "刷新文件。" msgid "(Un)favorite current folder." msgstr "收藏/取消收藏当前文件夹。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "切换隐藏文件的可见性。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "创建新节点。" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "目录与文件:" @@ -7261,7 +7302,7 @@ msgid "Preview:" msgstr "预览:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "文件:" @@ -8333,6 +8374,15 @@ msgstr "包含可翻译字符串的文件:" msgid "Generate POT" msgstr "生成 POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "内置脚本:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "设置 %s 共 %d 个节点" @@ -9954,15 +10004,6 @@ msgstr "相对吸附" msgid "Use Pixel Snap" msgstr "使用像素吸附" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "智能吸附" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "设置吸附..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "吸附到父节点" @@ -9987,6 +10028,15 @@ msgstr "吸附到其他节点" msgid "Snap to Guides" msgstr "吸附到参考线" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "智能吸附" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "设置吸附..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10011,7 +10061,8 @@ msgstr "解锁所选节点" msgid "" "Groups the selected node with its children. This causes the parent to be " "selected when any child node is clicked in 2D and 3D view." -msgstr "将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" +msgstr "" +"将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp @@ -10231,6 +10282,17 @@ msgstr "创建节点" msgid "Error instantiating scene from %s" msgstr "从 %s 实例化场景时出错" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "实例化" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "新建继承场景" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "修改默认类型" @@ -11068,8 +11130,8 @@ msgid "" "`lightmap_size_hint` value set high enough, and `texel_scale` value of " "LightmapGI is not too low." msgstr "" -"创建光照贴图图像失败。请确保所选需要烘焙的网格的 `lightmap_size_hint` " -"足够大,不要将 LightmapGI 的 `texel_scale` 设得太低。" +"创建光照贴图图像失败。请确保所选需要烘焙的网格的 `lightmap_size_hint` 足够" +"大,不要将 LightmapGI 的 `texel_scale` 设得太低。" #: editor/plugins/lightmap_gi_editor_plugin.cpp msgid "Bake Lightmaps" @@ -11856,6 +11918,10 @@ msgstr "查看环境" msgid "View Gizmos" msgstr "查看小工具" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "显示栅格" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "查看信息" @@ -12039,7 +12105,8 @@ msgstr "" msgid "" "Groups the selected node with its children. This selects the parent when any " "child node is clicked in 2D and 3D view." -msgstr "将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" +msgstr "" +"将所选节点与其子节点组合。这样在 2D 和 3D 视图中点击子节点就会选中父节点。" #: editor/plugins/node_3d_editor_plugin.cpp msgid "Use Local Space" @@ -12188,10 +12255,6 @@ msgstr "4 个视口" msgid "View Origin" msgstr "显示原点" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "显示栅格" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12384,6 +12447,15 @@ msgstr "烘焙遮挡器" msgid "Select occluder bake file:" msgstr "选择遮挡器烘焙文件:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "转换为 GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "按住 Shift 围绕中点缩放,不移动。" @@ -12515,10 +12587,6 @@ msgstr "手柄出 #" msgid "Handle Tilt #" msgstr "手柄倾斜 #" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "设置曲线的顶点位置" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "设置曲线外控点位置" @@ -12555,6 +12623,10 @@ msgstr "重置点倾斜" msgid "Split Segment (in curve)" msgstr "拆分线段(在曲线中)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "设置曲线的顶点位置" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "移动关节" @@ -12962,11 +13034,6 @@ msgstr "后退" msgid "History Next" msgstr "前进" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "主题" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "导入主题..." @@ -12975,6 +13042,11 @@ msgstr "导入主题..." msgid "Reload Theme" msgstr "重新加载主题" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "主题" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "保存主题" @@ -13133,10 +13205,6 @@ msgstr "拾取颜色" msgid "Folding" msgstr "折叠" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "缩进" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大写" @@ -13566,12 +13634,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "错误:无法加载帧资源!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "资源剪切板中无内容,或内容不是纹理贴图!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "粘贴帧" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "粘贴帧" +#, fuzzy +msgid "Paste Texture" +msgstr "粘贴资源" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13626,7 +13696,7 @@ msgid "Frame Duration:" msgstr "帧持续时间:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "重置缩放" @@ -13643,7 +13713,8 @@ msgid "Delete Frame" msgstr "删除帧" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "复制帧" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -14840,7 +14911,8 @@ msgstr "图块" msgid "" "This TileMap's TileSet has no source configured. Go to the TileSet bottom " "panel to add one." -msgstr "这个 TileMap 的 TileSet 中没有配置任何源。请在 TileSet 底部面板中进行添加。" +msgstr "" +"这个 TileMap 的 TileSet 中没有配置任何源。请在 TileSet 底部面板中进行添加。" #: editor/plugins/tiles/tile_map_layer_editor.cpp msgid "Sort sources" @@ -15177,14 +15249,16 @@ msgstr "从全透明纹理区域中移除图块" msgid "" "The tile's unique identifier within this TileSet. Each tile stores its " "source ID, so changing one may make tiles invalid." -msgstr "图块在该 TileSet 中的唯一标识符。每个图块都会存储来源 " -"ID,所以修改后可能会让图块失效。" +msgstr "" +"图块在该 TileSet 中的唯一标识符。每个图块都会存储来源 ID,所以修改后可能会让" +"图块失效。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The human-readable name for the atlas. Use a descriptive name here for " "organizational purposes (such as \"terrain\", \"decoration\", etc.)." -msgstr "图集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“地形”“装饰品”等" +msgstr "" +"图集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“地形”“装饰品”等" "名称)。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -15196,7 +15270,8 @@ msgid "" "The margins on the image's edges that should not be selectable as tiles (in " "pixels). Increasing this can be useful if you download a tilesheet image " "that has margins on the edges (e.g. for attribution)." -msgstr "图像边缘不应作为可选图块的边距(单位为像素)。如果你下载的图块表图像在边缘存" +msgstr "" +"图像边缘不应作为可选图块的边距(单位为像素)。如果你下载的图块表图像在边缘存" "在边距(例如为了归属问题),就可以增大这个属性。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -15204,23 +15279,26 @@ msgid "" "The separation between each tile on the atlas in pixels. Increasing this can " "be useful if the tilesheet image you're using contains guides (such as " "outlines between every tile)." -msgstr "图集中图块与图块之间的距离,单位为像素。如果你使用的图块表图像中包含参考线(" -"例如图块之间的轮廓),就可以增大这个属性。" +msgstr "" +"图集中图块与图块之间的距离,单位为像素。如果你使用的图块表图像中包含参考线" +"(例如图块之间的轮廓),就可以增大这个属性。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The size of each tile on the atlas in pixels. In most cases, this should " "match the tile size defined in the TileMap property (although this is not " "strictly necessary)." -msgstr "图集中每个图块的大小,单位为像素。大多数情况下应该与 TileMap " -"属性中定义的图块大小一致(但这并不是硬性规定)。" +msgstr "" +"图集中每个图块的大小,单位为像素。大多数情况下应该与 TileMap 属性中定义的图块" +"大小一致(但这并不是硬性规定)。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "If checked, adds a 1-pixel transparent edge around each tile to prevent " "texture bleeding when filtering is enabled. It's recommended to leave this " "enabled unless you're running into rendering issues due to texture padding." -msgstr "勾选后会在每个图块周围添加 1 个像素的透明边缘,防止启用过滤时的纹理出血现象。" +msgstr "" +"勾选后会在每个图块周围添加 1 个像素的透明边缘,防止启用过滤时的纹理出血现象。" "推荐保持启用,除非遇到了由于纹理内边距而导致的渲染问题。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -15231,8 +15309,8 @@ msgid "" "cause your TileMaps to not display properly." msgstr "" "图块左上角在图集中的位置。位置和大小必须位于图集之中,不能与其他图块重叠。\n" -"绘制出的每个图块都有对应的图集坐标,所以修改这个属性可能会导致 TileMap " -"无法正确显示。" +"绘制出的每个图块都有对应的图集坐标,所以修改这个属性可能会导致 TileMap 无法正" +"确显示。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The unit size of the tile." @@ -15278,17 +15356,17 @@ msgid "" "enable [b]Flip H[/b] and [b]Flip V[/b]. To rotate a tile by 270 degrees " "clockwise, enable [b]Flip V[/b] and [b]Transpose[/b]." msgstr "" -"如果为 [code]true[/code],则图块会在[i]逆时针[/i]旋转 90 " -"度后上下翻转。实践中,如果需要将图块顺时针旋转 90 " -"度但不翻转,就应该启用[b]水平翻转[/b]和[b]转置[/b]。如果要将图块顺时针旋转 " -"180 度,请启用[b]水平翻转[/b]和[b]垂直翻转[/b]。如果要将图块顺时针旋转 270 " -"度,请启用[b]垂直翻转[/b]和[b]转置[/b]。" +"如果为 [code]true[/code],则图块会在[i]逆时针[/i]旋转 90 度后上下翻转。实践" +"中,如果需要将图块顺时针旋转 90 度但不翻转,就应该启用[b]水平翻转[/b]和[b]转" +"置[/b]。如果要将图块顺时针旋转 180 度,请启用[b]水平翻转[/b]和[b]垂直翻转[/" +"b]。如果要将图块顺时针旋转 270 度,请启用[b]垂直翻转[/b]和[b]转置[/b]。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" "The origin to use for drawing the tile. This can be used to visually offset " "the tile compared to the base tile." -msgstr "绘制该图块所使用的原点。可以用来在视觉上将图块进行相对于基础图块的偏移。" +msgstr "" +"绘制该图块所使用的原点。可以用来在视觉上将图块进行相对于基础图块的偏移。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "The color multiplier to use when rendering the tile." @@ -15305,7 +15383,8 @@ msgid "" "The sorting order for this tile. Higher values will make the tile render in " "front of others on the same layer. The index is relative to the TileMap's " "own Z index." -msgstr "图块的排序顺序。在同一层中,值越大的图块在渲染时越靠前。该索引号是以 TileMap " +msgstr "" +"图块的排序顺序。在同一层中,值越大的图块在渲染时越靠前。该索引号是以 TileMap " "本身 Z 索引为基础的相对值。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -15317,8 +15396,8 @@ msgid "" "the tile is placed on." msgstr "" "根据 Y 坐标(以像素为单位)进行图块排序时使用的垂直偏移量。这样就能够将不同的" -"层视为在不同高度上,适用于俯视角游戏。调整这个值可以帮助缓解某些图块排序问题" -"。仅当放置图块的 TileMap 图层上的 Y Sort Enabled 为 true 时才有效。" +"层视为在不同高度上,适用于俯视角游戏。调整这个值可以帮助缓解某些图块排序问" +"题。仅当放置图块的 TileMap 图层上的 Y Sort Enabled 为 true 时才有效。" #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp msgid "" @@ -15492,15 +15571,17 @@ msgid "" "The human-readable name for the scene collection. Use a descriptive name " "here for organizational purposes (such as \"obstacles\", \"decoration\", " "etc.)." -msgstr "场景合集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“障碍物”“装饰" +msgstr "" +"场景合集的人类可读名称。请在此处使用有意义的名称,方便组织(例如“障碍物”“装饰" "品”等名称)。" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "" "ID of the scene tile in the collection. Each painted tile has associated ID, " "so changing this property may cause your TileMaps to not display properly." -msgstr "合集中场景图块的 ID。绘制的图块都有对应的 ID,修改这个属性可能导致 TileMap " -"无法正确显示。" +msgstr "" +"合集中场景图块的 ID。绘制的图块都有对应的 ID,修改这个属性可能导致 TileMap 无" +"法正确显示。" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp msgid "Absolute path to the scene associated with this tile." @@ -15511,7 +15592,8 @@ msgid "" "If [code]true[/code], a placeholder marker will be displayed on top of the " "scene's preview. The marker is displayed anyway if the scene has no valid " "preview." -msgstr "如果为 [code]true[/code],则会在场景预览的顶部显示占位标记。该标记也会在场景" +msgstr "" +"如果为 [code]true[/code],则会在场景预览的顶部显示占位标记。该标记也会在场景" "不存在有效预览时显示。" #: editor/plugins/tiles/tile_set_scenes_collection_source_editor.cpp @@ -17557,10 +17639,6 @@ msgid "" "disabled)." msgstr "资产库不可用(使用的是 Web 编辑器或禁用了 SSL 支持)。" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "点击复制版本信息。" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "选择要扫描的文件夹" @@ -18110,6 +18188,10 @@ msgstr "重设父节点" msgid "Run Instances" msgstr "运行实例" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "启用多实例" + #: editor/run_instances_dialog.cpp msgid "Main Run Args:" msgstr "主要运行参数:" @@ -18119,8 +18201,12 @@ msgid "Main Feature Tags:" msgstr "主要特性标签:" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" -msgstr "启用多实例" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp msgid "Instance Configuration" @@ -19451,9 +19537,10 @@ msgid "Replicate" msgstr "复制" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "请使用上面的选项添加属性或\n" "将属性从检查器中拖放到这里。" @@ -20018,14 +20105,16 @@ msgstr "" msgid "" "Java SDK path must be configured in Editor Settings at 'export/android/" "java_sdk_path'." -msgstr "必须在“编辑器设置”的“export/android/java_sdk_path”中配置 Java SDK 路径。" +msgstr "" +"必须在“编辑器设置”的“export/android/java_sdk_path”中配置 Java SDK 路径。" #: platform/android/export/export_plugin.cpp msgid "" "Android SDK path must be configured in Editor Settings at 'export/android/" "android_sdk_path'." -msgstr "必须在“编辑器设置”的“export/android/android_sdk_path”中配置 Android SDK " -"路径。" +msgstr "" +"必须在“编辑器设置”的“export/android/android_sdk_path”中配置 Android SDK 路" +"径。" #: platform/android/export/export_plugin.cpp msgid "Unable to overwrite res/*.xml files with project name." @@ -20350,7 +20439,7 @@ msgid "Starting project..." msgstr "正在启动项目..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "所有文件" @@ -20744,8 +20833,8 @@ msgid "" "disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " "Compression > Import S3TC BPTC)." msgstr "" -"禁用 S3TC BPTC 纹理格式时无法为 universal 和 x86_64 " -"进行导出。请在“项目设置”中启用(渲染 > 纹理 > VRAM 压缩 > 导入 S3TC BPTC)。" +"禁用 S3TC BPTC 纹理格式时无法为 universal 和 x86_64 进行导出。请在“项目设" +"置”中启用(渲染 > 纹理 > VRAM 压缩 > 导入 S3TC BPTC)。" #: platform/macos/export/export_plugin.cpp msgid "" @@ -20753,8 +20842,8 @@ msgid "" "disabled. Enable it in the Project Settings (Rendering > Textures > VRAM " "Compression > Import ETC2 ASTC)." msgstr "" -"禁用 ETC2 ASTC 纹理格式时无法为 universal 和 arm64 " -"进行导出。请在“项目设置”中启用(渲染 > 纹理 > VRAM 压缩 > 导入 ETC2 ASTC)。" +"禁用 ETC2 ASTC 纹理格式时无法为 universal 和 arm64 进行导出。请在“项目设置”中" +"启用(渲染 > 纹理 > VRAM 压缩 > 导入 ETC2 ASTC)。" #: platform/macos/export/export_plugin.cpp msgid "Notarization: Xcode command line tools are not installed." @@ -21004,69 +21093,6 @@ msgstr "" "每个场景只允许一个可见的 CanvasModulate。\n" "存在多个时,只有一个会激活。具体激活哪一个是未定义的。" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形" -"状。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其" -"作为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形" -"状。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "多边形无效。“Solids”构建模式需要至少三个点。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "多边形无效。“Segments”构建模式需要至少两个点。" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状。\n" -"请将其作为 Area2D、StaticBody2D、RigidBody2D、CharacterBody2D " -"等节点的子节点以提供形状。" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"基于多边形的形状不应该被 CollisionShape2D 节点直接使用或编辑。请使用 " -"CollisionPolygon2D 节点。" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21100,26 +21126,6 @@ msgid "" "rendering backend." msgstr "粒子的子发射器在使用 GL 兼容渲染后端时不可用。" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A 与 Node B 必须为 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A 必须为 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B 必须为 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Joint 未连接 2 个 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A 与 Node B 必须为不同的 PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21164,7 +21170,91 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D 类型的节点只有作为 Path2D 的子节点节才能正常工作。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"该节点没有描述其形状的子节点,因此它无法与其他物体产生碰撞或者进行交互。\n" +"请添加一个 CollisionShape2D 或 CollisionPolygon2D 类型的子节点来定义它的形" +"状。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状,请将其" +"作为 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子节点以提供形" +"状。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "空的 CollisionPolygon2D 不起任何碰撞检测作用。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "多边形无效。“Solids”构建模式需要至少三个点。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "多边形无效。“Segments”构建模式需要至少两个点。" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "碰撞对象为 Area2D 时将忽略 One Way Collision 属性。" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D 节点只能为 CollisionObject2D 的派生类提供碰撞形状。\n" +"请将其作为 Area2D、StaticBody2D、RigidBody2D、CharacterBody2D 等节点的子节点" +"以提供形状。" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "CollisionShape2D 必须有形状才能工作。请先为其创建形状资源!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"基于多边形的形状不应该被 CollisionShape2D 节点直接使用或编辑。请使用 " +"CollisionPolygon2D 节点。" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A 与 Node B 必须为 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A 必须为 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B 必须为 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Joint 未连接 2 个 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A 与 Node B 必须为不同的 PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" @@ -21172,7 +21262,7 @@ msgstr "" "PhysicalBone2D 只有在有 Skeleton2D 或其他 PhysicalBone2D 作为父节点的情况下才" "能工作!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21180,7 +21270,7 @@ msgstr "" "PhysicalBone2D 需要分配给 Bone2D 节点,才能发挥作用!请在检查器中设置 Bone2D " "节点。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21188,7 +21278,7 @@ msgstr "" "一个 PhysicalBone2D 节点应该有一个基于 Joint2D 的子节点来保持骨骼的连接!请添" "加一个基于 Joint2D 的节点作为其子节点!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21197,15 +21287,15 @@ msgstr "" "对 RigidBody2D 大小的修改,将会在运行时被物理引擎所覆盖。\n" "建议修改子节点的碰撞体形状大小。" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "Path 属性必须指向有效的 Node2D 节点才能正常工作。" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "除非指定 Shape2D,否则该节点不能与其他对象交互。" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "Path 属性必须指向有效的 Node2D 节点才能正常工作。" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "这条 Bone2D 链应该以 Skeleton2D 节点结束。" @@ -21275,104 +21365,6 @@ msgid "" "attach this node." msgstr "BoneAttachment3D 节点未绑定至任何骨头!请选择这个节点附加的骨头。" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"这个节点没有形状,因此无法与其他物体产生碰撞或者进行交互。\n" -"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形" -"状。" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"缩放不统一,这个节点很可能无法正常工作。\n" -"请统一其缩放(即各轴均相同),修改子碰撞形状节点的大小。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D 类型节点只能为 CollisionObject3D 的派生类提供碰撞形状。\n" -"请将其放在 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 等节点下提供形" -"状。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空的 CollisionPolygon3D 不影响碰撞。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"CollisionPolygon3D 节点的缩放不统一,很可能无法正常工作。\n" -"请统一其缩放(即各轴均相同),修改多边形的顶点。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D 节点只能为 CollisionObject3D 的派生节点提供碰撞形状。\n" -"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供" -"形状。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" -"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " -"CollisionObject3D 节点使用。\n" -"与 %s 一起使用很可能无法正常工作(除非处于冻结状态或将 freeze_mode 设为 " -"FREEZE_MODE_STATIC)。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D 不支持静态模式以外的 RigidBody3D。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" -"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " -"CollisionObject3D 节点使用。\n" -"与 CharacterBody3D 一起使用很可能无法正常工作。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"缩放不一致的 CollisionShape3D 节点可能不会像预期地那样工作。\n" -"请使其缩放统一(即在所有轴上的值相等),改变其形状资源的大小而不是缩放值。" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "未指定网格,无可见内容。" @@ -21478,26 +21470,6 @@ msgstr "" "成任何碰撞。\n" "要解决此问题,请在 Bake Mask 属性中至少启用一位。" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A 与 Node B 必须为 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A 必须为 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B 必须为 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint 未连接到任何 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A 与 Node B 必须为不同的 PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "灯光的缩放不会影响灯光的视觉尺寸。" @@ -21633,7 +21605,125 @@ msgstr "" "PathFollow3D 的 ROTATION_ORIENTED 要求在其父级 Path3D 的 Curve 资源中启用“Up " "Vector”。" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"这个节点没有形状,因此无法与其他物体产生碰撞或者进行交互。\n" +"请添加一个 CollisionShape3D 或 CollisionPolygon3D 类型的子节点来定义它的形" +"状。" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"缩放不统一,这个节点很可能无法正常工作。\n" +"请统一其缩放(即各轴均相同),修改子碰撞形状节点的大小。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D 类型节点只能为 CollisionObject3D 的派生类提供碰撞形状。\n" +"请将其放在 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 等节点下提供形" +"状。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空的 CollisionPolygon3D 不影响碰撞。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"CollisionPolygon3D 节点的缩放不统一,很可能无法正常工作。\n" +"请统一其缩放(即各轴均相同),修改多边形的顶点。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D 节点只能为 CollisionObject3D 的派生节点提供碰撞形状。\n" +"请将其用作 Area3D、StaticBody3D、RigidBody3D、CharacterBody3D 的子节点以提供" +"形状。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "CollisionShape3D 必须有形状才能工作。请先为其创建形状资源。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" +"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " +"CollisionObject3D 节点使用。\n" +"与 %s 一起使用很可能无法正常工作(除非处于冻结状态或将 freeze_mode 设为 " +"FREEZE_MODE_STATIC)。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D 不支持静态模式以外的 RigidBody3D。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" +"用于碰撞时,ConcavePolygonShape3D 应配合 StaticBody3D 等静态 " +"CollisionObject3D 节点使用。\n" +"与 CharacterBody3D 一起使用很可能无法正常工作。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"缩放不一致的 CollisionShape3D 节点可能不会像预期地那样工作。\n" +"请使其缩放统一(即在所有轴上的值相等),改变其形状资源的大小而不是缩放值。" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A 与 Node B 必须为 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A 必须为 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B 必须为 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint 未连接到任何 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A 与 Node B 必须为不同的 PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -21642,6 +21732,25 @@ msgstr "" "对 RigidBody3D 尺寸的修改将会在运行时被物理引擎所覆盖。\n" "请改为修改子节点的碰撞形状的尺寸。" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "除非指定 Shape3D,否则该节点不能与其他对象交互。" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "ShapeCast3D 不支持 ConcavePolygonShape3D。将无法汇报碰撞。" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D 是用来为 VehicleBody3D 提供车轮系统的。请将它用作 " +"VehicleBody3D 的子节点。" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21656,17 +21765,6 @@ msgid "" msgstr "" "“Remote Path”属性必须指向有效的 Node3D 或从 Node3D 派生的节点才能正常工作。" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "除非指定 Shape3D,否则该节点不能与其他对象交互。" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "ShapeCast3D 不支持 ConcavePolygonShape3D。将无法汇报碰撞。" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "在设置网格之前,将忽略该实体。" @@ -21679,22 +21777,6 @@ msgstr "" "必须在 “Frames” 属性中创建或设置 SpriteFrames 资源,AnimatedSprite3D 才会显示" "帧。" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D 是用来为 VehicleBody3D 提供车轮系统的。请将它用作 " -"VehicleBody3D 的子节点。" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"使用 GL Compatibility 后端时尚不支持 VisibleOnScreenNotifier3D 节点。将在后续" -"版本中加入。" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21817,64 +21899,14 @@ msgid "" "set to true." msgstr "ButtonGroup 的目的是只用于那些将 toggle_mode 设置为 true 的按钮。" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "新建代码区域" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "复制这个脚本中的构造函数。" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "输入十六进制码(\"#ff0000\")或颜色名称(\"red\")。" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"颜色:#%s\n" -"鼠标左键:应用颜色\n" -"鼠标右键:移除预设" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"颜色:#%s\n" -"鼠标左键:应用颜色" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "从屏幕中拾取颜色。" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "从应用程序窗口中拾取颜色。" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "选择选取器形状。" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "选择选取器模式。" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "在十六进制值和代码值之间切换。" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "十六进制码或颜色名称" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "将当前颜色添加为预设。" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21902,14 +21934,6 @@ msgstr "改变控件的Z索引只影响绘图顺序,不影响输入事件的 msgid "Alert!" msgstr "警告!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "你无权访问此文件夹的内容。" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "扩展名无效或文件名为空。" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21919,26 +21943,6 @@ msgstr "" "请注意,GraphEdit 和 GraphNode 将在未来的 4.x 版本中进行重构,会涉及大量破坏" "兼容性的 API 更改。" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "开关可视网格。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "开关网格吸附。" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "修改吸附距离。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "开关小地图。" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "自动排列所选节点。" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -21952,98 +21956,6 @@ msgid "" "this Label's text." msgstr "当前字体不支持渲染该标签文本中使用的一个或多个字符。" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "与布局方向一致" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "自动检测方向" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "从左至右" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "从右至左" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "从左至右标志(LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "从右至左标志(RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "开始从左至右嵌入(LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "开始从右至左嵌入(RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "开始从左至右强制(LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "开始从右至左强制(RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "退出方向格式化(PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "阿拉伯字母标记(ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "从左至右隔离(LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "从右至左隔离(RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "第一个强隔离(FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "退出方向隔离(PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "零宽连接符(ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "零宽非连接符(ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "文字连接符(WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "软连字符(SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "文本书写方向" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "显示控制字符" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "插入控制字符" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "如果启用了 “Exp Edit”,则 “Min Value” 必须大于 0。" @@ -22075,10 +21987,6 @@ msgstr "" "SubViewportContainer 的默认鼠标指针形状无效。\n" "请考虑保持默认的 `CURSOR_ARROW`。" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(其他)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " @@ -22089,7 +21997,8 @@ msgstr "该节点是场景“%s”的实例,加载当前场景时该场景不 msgid "" "Saving current scene will discard instance and all its properties, including " "editable children edits (if existing)." -msgstr "保存当前场景会丢弃实例及其所有属性,包括对可编辑子节点的更改(如果启用了子节" +msgstr "" +"保存当前场景会丢弃实例及其所有属性,包括对可编辑子节点的更改(如果启用了子节" "点可编辑)。" #: scene/main/missing_node.cpp diff --git a/editor/zh_HK.po b/editor/zh_HK.po index 0a48a52..dd35770 100644 --- a/editor/zh_HK.po +++ b/editor/zh_HK.po @@ -320,7 +320,6 @@ msgstr "頁尾" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "剪下" @@ -328,8 +327,6 @@ msgstr "剪下" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "複製" @@ -341,15 +338,14 @@ msgstr "複製" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "貼上" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "復原" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "重做" @@ -472,8 +468,7 @@ msgid "Scroll Down" msgstr "向下滾動" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "全選" @@ -1846,13 +1841,13 @@ msgstr "" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "放大" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "縮小" @@ -1868,10 +1863,20 @@ msgstr "錯誤" msgid "Warnings" msgstr "警告" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "縮小" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +#, fuzzy +msgid "Indentation" +msgstr "開啓最近的" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "" @@ -2273,7 +2278,6 @@ msgstr "" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "清空" @@ -2639,7 +2643,6 @@ msgstr[0] "開啓場景" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "開啟" @@ -2757,7 +2760,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "無法新增資料夾" @@ -2768,7 +2770,6 @@ msgstr "新增" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "新增資料夾" @@ -2785,8 +2786,15 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Godot社區的感謝!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +msgid "(unknown)" +msgstr "" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." msgstr "" #: editor/editor_about.cpp @@ -3263,7 +3271,7 @@ msgstr "新增AutoLoad" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "路徑:" @@ -3449,7 +3457,7 @@ msgstr "" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "儲存" @@ -4419,7 +4427,6 @@ msgstr "" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "名稱:" @@ -5468,10 +5475,6 @@ msgstr "" msgid "History" msgstr "上一個tab" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "" - #: editor/editor_node.cpp msgid "Output" msgstr "" @@ -5549,7 +5552,7 @@ msgstr "" #: editor/editor_node.cpp #, fuzzy -msgid "Create Version Control Metadata..." +msgid "Create/Override Version Control Metadata..." msgstr "版本:" #: editor/editor_node.cpp @@ -5920,6 +5923,17 @@ msgid "" "as runnable." msgstr "" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "移除" + #: editor/editor_run_native.cpp #, fuzzy msgid "Project Run" @@ -6846,14 +6860,15 @@ msgstr "" #: editor/fbx_importer_manager.cpp #, fuzzy -msgid "Disable FBX & Restart" +msgid "Disable FBX2glTF & Restart" msgstr "儲存檔案" #: editor/fbx_importer_manager.cpp msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6881,8 +6896,9 @@ msgstr "" #: editor/fbx_importer_manager.cpp msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" #: editor/fbx_importer_manager.cpp @@ -7472,6 +7488,16 @@ msgstr "新增軌迹" msgid "Filter Groups" msgstr "刪除Group" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7494,12 +7520,12 @@ msgstr "選擇資料夾" msgid "Move" msgstr "移動" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Network" msgstr "匯出" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select Current Folder" msgstr "新增資料夾" @@ -7512,18 +7538,18 @@ msgstr "" msgid "Cannot save file with a name starting with a dot." msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" msgstr "" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Select This Folder" msgstr "選擇模式" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "所有已知類型" @@ -7531,19 +7557,19 @@ msgstr "所有已知類型" msgid "All Files (*)" msgstr "所有檔案(*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "開啟檔案" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "開啟(多個)檔案" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "開啟資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "選擇資料夾/檔案" @@ -7600,20 +7626,20 @@ msgstr "上移最愛" msgid "Move Favorite Down" msgstr "下移最愛" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "回到上一個資料夾。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "下一個資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Go to parent folder." msgstr "無法新增資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp #, fuzzy msgid "Refresh files." msgstr "在幫助檔搜尋" @@ -7623,11 +7649,16 @@ msgstr "在幫助檔搜尋" msgid "(Un)favorite current folder." msgstr "無法新增資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "切換隱藏文件的可見性" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "新增" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "資料夾和檔案:" @@ -7639,7 +7670,7 @@ msgid "Preview:" msgstr "預覽:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "檔案:" @@ -8753,6 +8784,15 @@ msgstr "" msgid "Generate POT" msgstr "刪除" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "運行腳本" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp #, fuzzy msgid "Set %s on %d nodes" @@ -10528,15 +10568,6 @@ msgstr "" msgid "Use Pixel Snap" msgstr "" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "" - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "" @@ -10564,6 +10595,15 @@ msgstr "貼上" msgid "Snap to Guides" msgstr "選擇模式" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "" + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10823,6 +10863,17 @@ msgstr "" msgid "Error instantiating scene from %s" msgstr "載入字形出現錯誤" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "Instance" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "新增 Inherited Scene" + #: editor/plugins/canvas_item_editor_plugin.cpp #, fuzzy msgid "Change Default Type" @@ -12504,6 +12555,10 @@ msgstr "" msgid "View Gizmos" msgstr "" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "" @@ -12833,10 +12888,6 @@ msgstr "" msgid "View Origin" msgstr "" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp #, fuzzy @@ -13035,6 +13086,15 @@ msgstr "插件" msgid "Select occluder bake file:" msgstr "選取Template檔案" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "轉為..." + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -13171,11 +13231,6 @@ msgstr "" msgid "Handle Tilt #" msgstr "" -#: editor/plugins/path_3d_editor_plugin.cpp -#, fuzzy -msgid "Set Curve Point Position" -msgstr "只限選中" - #: editor/plugins/path_3d_editor_plugin.cpp #, fuzzy msgid "Set Curve Out Position" @@ -13218,6 +13273,11 @@ msgstr "預設" msgid "Split Segment (in curve)" msgstr "" +#: editor/plugins/path_3d_editor_plugin.cpp +#, fuzzy +msgid "Set Curve Point Position" +msgstr "只限選中" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp #, fuzzy msgid "Move Joint" @@ -13656,11 +13716,6 @@ msgstr "上一個tab" msgid "History Next" msgstr "" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "" - #: editor/plugins/script_editor_plugin.cpp #, fuzzy msgid "Import Theme..." @@ -13670,6 +13725,11 @@ msgstr "如來如此" msgid "Reload Theme" msgstr "" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "" @@ -13839,11 +13899,6 @@ msgstr "" msgid "Folding" msgstr "已停用" -#: editor/plugins/script_text_editor.cpp -#, fuzzy -msgid "Indentation" -msgstr "開啓最近的" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "" @@ -14330,12 +14385,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "移除動畫幀" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "" +#, fuzzy +msgid "Paste Texture" +msgstr "複製資源" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -14398,7 +14455,7 @@ msgid "Frame Duration:" msgstr "翻譯:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp #, fuzzy msgid "Zoom Reset" msgstr "縮小" @@ -14419,7 +14476,7 @@ msgstr "選擇模式" #: editor/plugins/sprite_frames_editor_plugin.cpp #, fuzzy -msgid "Copy Frame" +msgid "Copy Frame(s)" msgstr "移動模式" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -18523,10 +18580,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "" @@ -19106,6 +19159,10 @@ msgstr "" msgid "Run Instances" msgstr "Instance" +#: editor/run_instances_dialog.cpp +msgid "Enable Multiple Instances" +msgstr "" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -19117,7 +19174,11 @@ msgid "Main Feature Tags:" msgstr "管理輸出範本" #: editor/run_instances_dialog.cpp -msgid "Enable Multiple Instances" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" msgstr "" #: editor/run_instances_dialog.cpp @@ -20549,7 +20610,7 @@ msgstr "行為" #: modules/multiplayer/editor/replication_editor.cpp msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" #: modules/multiplayer/editor/replication_editor.cpp @@ -21510,7 +21571,7 @@ msgid "Starting project..." msgstr "導入" #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp #, fuzzy msgid "All Files" msgstr "所有檔案(*)" @@ -22182,58 +22243,6 @@ msgid "" "undefined." msgstr "" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -22264,26 +22273,6 @@ msgid "" "rendering backend." msgstr "" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -22325,40 +22314,113 @@ msgstr "" msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" msgstr "" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" "Change the size in children collision shapes instead." msgstr "" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "" @@ -22418,82 +22480,6 @@ msgid "" "attach this node." msgstr "" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "" @@ -22587,26 +22573,6 @@ msgid "" "To resolve this, enable at least one bit in the Bake Mask property." msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "" @@ -22728,13 +22694,126 @@ msgid "" "parent Path3D's Curve resource." msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" "Please change the size in children collision shapes instead." msgstr "" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -22747,17 +22826,6 @@ msgid "" "node to work." msgstr "" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "" @@ -22768,18 +22836,6 @@ msgid "" "order for AnimatedSprite3D to display frames." msgstr "" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -22896,62 +22952,15 @@ msgid "" "set to true." msgstr "" -#: scene/gui/code_edit.cpp -#, fuzzy -msgid "New Code Region" -msgstr "新的動畫名稱:" - #: scene/gui/color_picker.cpp #, fuzzy msgid "Copy this constructor in a script." msgstr "時長(秒)。" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "" - -#: scene/gui/color_picker.cpp -#, fuzzy -msgid "Select a picker mode." -msgstr "選擇模式" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -22975,15 +22984,6 @@ msgstr "" msgid "Alert!" msgstr "警告!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "" - -#: scene/gui/file_dialog.cpp -#, fuzzy -msgid "Invalid extension, or empty filename." -msgstr "無效副檔名" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -22991,28 +22991,6 @@ msgid "" "changes." msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Toggle the visual grid." -msgstr "切換隱藏文件的可見性" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "" - -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Automatically arrange selected nodes." -msgstr "要刪除選中檔案?" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -23025,102 +23003,6 @@ msgid "" "this Label's text." msgstr "" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Auto-Detect Direction" -msgstr "描述:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Text Writing Direction" -msgstr "描述:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Display Control Characters" -msgstr "有效字符:" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -#, fuzzy -msgid "Insert Control Character" -msgstr "有效字符:" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "當\"Exp Edit\" 啟用時,\"Min Value\" 必須大於0。" @@ -23145,10 +23027,6 @@ msgid "" "Consider leaving it at its initial value `CURSOR_ARROW`." msgstr "" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(其他)" - #: scene/main/missing_node.cpp msgid "" "This node was an instance of scene '%s', which was no longer available when " diff --git a/editor/zh_TW.po b/editor/zh_TW.po index 81cc720..8033fb5 100644 --- a/editor/zh_TW.po +++ b/editor/zh_TW.po @@ -362,7 +362,6 @@ msgstr "頁尾" #: core/input/input_map.cpp editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Cut" msgstr "剪下" @@ -370,8 +369,6 @@ msgstr "剪下" #: editor/editor_resource_picker.cpp editor/gui/editor_dir_dialog.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp msgid "Copy" msgstr "複製" @@ -383,15 +380,14 @@ msgstr "複製" #: editor/plugins/resource_preloader_editor_plugin.cpp #: editor/plugins/tiles/tile_map_layer_editor.cpp #: editor/plugins/visual_shader_editor_plugin.cpp editor/scene_tree_dock.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Paste" msgstr "貼上" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Undo" msgstr "復原" -#: core/input/input_map.cpp scene/gui/line_edit.cpp scene/gui/text_edit.cpp +#: core/input/input_map.cpp msgid "Redo" msgstr "重做" @@ -514,8 +510,7 @@ msgid "Scroll Down" msgstr "向下滾動" #: core/input/input_map.cpp editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp scene/gui/line_edit.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: editor/plugins/theme_editor_plugin.cpp msgid "Select All" msgstr "全部選擇" @@ -1806,13 +1801,13 @@ msgstr "開啟/關閉腳本面板" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom In" msgstr "放大" #: editor/code_editor.cpp editor/gui/editor_zoom_widget.cpp #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Out" msgstr "縮小" @@ -1828,10 +1823,19 @@ msgstr "錯誤" msgid "Warnings" msgstr "警告" +#: editor/code_editor.cpp +#, fuzzy +msgid "Zoom factor" +msgstr "縮放至25%" + #: editor/code_editor.cpp msgid "Line and column numbers." msgstr "行號與列號。" +#: editor/code_editor.cpp editor/plugins/script_text_editor.cpp +msgid "Indentation" +msgstr "縮排" + #: editor/connections_dialog.cpp msgid "Method in target node must be specified." msgstr "必須指定目標節點方法。" @@ -2211,7 +2215,6 @@ msgstr "開始" #: editor/plugins/animation_blend_tree_editor_plugin.cpp #: editor/plugins/tiles/tile_data_editors.cpp editor/scene_tree_dock.cpp #: modules/multiplayer/editor/editor_network_profiler.cpp -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp msgid "Clear" msgstr "清除" @@ -2568,7 +2571,6 @@ msgstr[0] "開啟場景" #: editor/filesystem_dock.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/script_editor_plugin.cpp editor/property_selector.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Open" msgstr "開啟" @@ -2682,7 +2684,6 @@ msgid "Using slashes in folder names will create subfolders recursively." msgstr "如果使用斜線在資料夾名稱,會對應產生子資料夾。" #: editor/directory_create_dialog.cpp editor/gui/editor_file_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Could not create folder." msgstr "無法新增資料夾。" @@ -2692,7 +2693,6 @@ msgstr "建立新資料夾在%s:" #: editor/directory_create_dialog.cpp editor/gui/editor_dir_dialog.cpp #: editor/gui/editor_file_dialog.cpp editor/project_manager/project_dialog.cpp -#: scene/gui/file_dialog.cpp msgid "Create Folder" msgstr "建立資料夾" @@ -2708,9 +2708,17 @@ msgstr "" msgid "Thanks from the Godot community!" msgstr "Godot 社群感謝你!" -#: editor/editor_about.cpp editor/editor_node.cpp -msgid "Click to copy." -msgstr "按一下以複製。" +#: editor/editor_about.cpp editor/gui/editor_bottom_panel.cpp +#: editor/project_manager.cpp +#, fuzzy +msgid "(unknown)" +msgstr "未知" + +#: editor/editor_about.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version number." +msgstr "" #: editor/editor_about.cpp msgid "Godot Engine contributors" @@ -3149,7 +3157,7 @@ msgstr "新增 Autoload" #: editor/editor_autoload_settings.cpp editor/gui/editor_file_dialog.cpp #: editor/plugins/animation_tree_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_create_dialog.cpp -#: modules/multiplayer/editor/replication_editor.cpp scene/gui/file_dialog.cpp +#: modules/multiplayer/editor/replication_editor.cpp msgid "Path:" msgstr "路徑:" @@ -3334,7 +3342,7 @@ msgstr "新增" #: editor/plugins/animation_library_editor.cpp #: editor/plugins/script_editor_plugin.cpp #: editor/plugins/theme_editor_plugin.cpp -#: modules/openxr/editor/openxr_action_map_editor.cpp scene/gui/file_dialog.cpp +#: modules/openxr/editor/openxr_action_map_editor.cpp msgid "Save" msgstr "儲存" @@ -4260,7 +4268,6 @@ msgstr "metadata名稱開頭為底線的是給編輯器專用的。" #: editor/group_settings_editor.cpp editor/groups_editor.cpp #: editor/gui/editor_file_dialog.cpp editor/plugins/theme_editor_plugin.cpp #: editor/script_create_dialog.cpp editor/shader_globals_editor.cpp -#: scene/gui/file_dialog.cpp msgid "Name:" msgstr "名稱:" @@ -5257,10 +5264,6 @@ msgstr "節點" msgid "History" msgstr "歷史記錄" -#: editor/editor_node.cpp -msgid "Expand Bottom Panel" -msgstr "展開底部面板" - #: editor/editor_node.cpp msgid "Output" msgstr "輸出" @@ -5334,7 +5337,8 @@ msgid "Resave" msgstr "重新儲存" #: editor/editor_node.cpp -msgid "Create Version Control Metadata..." +#, fuzzy +msgid "Create/Override Version Control Metadata..." msgstr "建立版本控管 Metadata..." #: editor/editor_node.cpp @@ -5686,6 +5690,17 @@ msgstr "" "為找到可執行於該平台的匯出預設設定。\n" "請在 [匯出] 選單中新增一個可執行的預設設定,或將現有的預設設定設為可執行。" +#: editor/editor_run_native.cpp +msgid "" +"Warning: The CPU architecture '%s' is not active in your export preset.\n" +"\n" +msgstr "" + +#: editor/editor_run_native.cpp +#, fuzzy +msgid "Run 'Remote Debug' anyway?" +msgstr "遠端除錯" + #: editor/editor_run_native.cpp msgid "Project Run" msgstr "執行專案" @@ -6540,14 +6555,17 @@ msgid "Export With Debug" msgstr "以偵錯模式匯出" #: editor/fbx_importer_manager.cpp -msgid "Disable FBX & Restart" +#, fuzzy +msgid "Disable FBX2glTF & Restart" msgstr "不啟用FBX並重新啟動" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"Canceling this dialog will disable the FBX importer.\n" -"You can re-enable it in the Project Settings under Filesystem > Import > FBX " -"> Enabled.\n" +"Canceling this dialog will disable the FBX2glTF importer and use the ufbx " +"importer.\n" +"You can re-enable FBX2glTF in the Project Settings under Filesystem > Import " +"> FBX > Enabled.\n" "\n" "The editor will restart as importers are registered when the editor starts." msgstr "" @@ -6577,9 +6595,11 @@ msgid "Configure FBX Importer" msgstr "設定FBX匯入" #: editor/fbx_importer_manager.cpp +#, fuzzy msgid "" -"FBX2glTF is required for importing FBX files.\n" -"Please download it and provide a valid path to the binary:" +"FBX2glTF is required for importing FBX files if using FBX2glTF.\n" +"Alternatively, you can use ufbx by disabling FBX2glTF.\n" +"Please download the necessary tool and provide a valid path to the binary:" msgstr "" "需要FBX2glTF來導入FBX檔案。\n" "請下載並提供有效的執行檔路徑:" @@ -7125,6 +7145,16 @@ msgstr "新增場景。" msgid "Filter Groups" msgstr "按組篩選" +#: editor/gui/editor_bottom_panel.cpp editor/project_manager.cpp +msgid "" +"Git commit date: %s\n" +"Click to copy the version information." +msgstr "" + +#: editor/gui/editor_bottom_panel.cpp +msgid "Expand Bottom Panel" +msgstr "展開底部面板" + #. TRANSLATORS: %s is the file name that will be moved or duplicated. #: editor/gui/editor_dir_dialog.cpp #, fuzzy @@ -7147,11 +7177,11 @@ msgstr "選擇資料夾" msgid "Move" msgstr "移動" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Network" msgstr "網路" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select Current Folder" msgstr "選擇目前資料夾" @@ -7163,7 +7193,7 @@ msgstr "無法保存空檔案名的檔案。" msgid "Cannot save file with a name starting with a dot." msgstr "無法保存檔案名開頭是句點的檔案。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "" "File \"%s\" already exists.\n" "Do you want to overwrite it?" @@ -7171,11 +7201,11 @@ msgstr "" "檔案「%s」已存在。\n" "你希望覆寫嗎?" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Select This Folder" msgstr "選擇此資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "All Recognized" msgstr "支援的型別" @@ -7183,19 +7213,19 @@ msgstr "支援的型別" msgid "All Files (*)" msgstr "所有型別的檔案 (*)" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File" msgstr "開啟檔案" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open File(s)" msgstr "開啟檔案" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a Directory" msgstr "開啟資料夾" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Open a File or Directory" msgstr "開啟檔案或資料夾" @@ -7247,19 +7277,19 @@ msgstr "向上移動我的最愛" msgid "Move Favorite Down" msgstr "向下移動我的最愛" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to previous folder." msgstr "前往上一個資料夾。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to next folder." msgstr "前往下一個資料夾。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Go to parent folder." msgstr "前往上一層資料夾。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Refresh files." msgstr "重新整理檔案。" @@ -7267,11 +7297,16 @@ msgstr "重新整理檔案。" msgid "(Un)favorite current folder." msgstr "將目前資料夾新增或移除至我的最愛。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp msgid "Toggle the visibility of hidden files." msgstr "顯示/取消顯示隱藏檔案。" -#: editor/gui/editor_file_dialog.cpp scene/gui/file_dialog.cpp +#: editor/gui/editor_file_dialog.cpp +#, fuzzy +msgid "Create a new folder." +msgstr "建立新節點。" + +#: editor/gui/editor_file_dialog.cpp msgid "Directories & Files:" msgstr "資料夾與檔案:" @@ -7283,7 +7318,7 @@ msgid "Preview:" msgstr "預覽:" #: editor/gui/editor_file_dialog.cpp -#: editor/plugins/version_control_editor_plugin.cpp scene/gui/file_dialog.cpp +#: editor/plugins/version_control_editor_plugin.cpp msgid "File:" msgstr "檔案:" @@ -8354,6 +8389,15 @@ msgstr "帶有翻譯字串的文件:" msgid "Generate POT" msgstr "生成POT" +#: editor/localization_editor.cpp +#, fuzzy +msgid "Add Built-in Strings to POT" +msgstr "內建腳本:" + +#: editor/localization_editor.cpp +msgid "Add strings from built-in components such as certain Control nodes." +msgstr "" + #: editor/multi_node_edit.cpp msgid "Set %s on %d nodes" msgstr "設置 %s在 %d 個節點上" @@ -9998,15 +10042,6 @@ msgstr "相對吸附" msgid "Use Pixel Snap" msgstr "使用像素吸附" -#: editor/plugins/canvas_item_editor_plugin.cpp -msgid "Smart Snapping" -msgstr "智慧型吸附" - -#: editor/plugins/canvas_item_editor_plugin.cpp -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "Configure Snap..." -msgstr "設定吸附..." - #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Snap to Parent" msgstr "吸附至父級" @@ -10031,6 +10066,15 @@ msgstr "吸附至其他節點" msgid "Snap to Guides" msgstr "吸附至參考線" +#: editor/plugins/canvas_item_editor_plugin.cpp +msgid "Smart Snapping" +msgstr "智慧型吸附" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "Configure Snap..." +msgstr "設定吸附..." + #: editor/plugins/canvas_item_editor_plugin.cpp #: editor/plugins/node_3d_editor_plugin.cpp msgid "Lock selected node, preventing selection and movement." @@ -10281,6 +10325,17 @@ msgstr "建立節點" msgid "Error instantiating scene from %s" msgstr "從 %s 實例化場景時出錯" +#: editor/plugins/canvas_item_editor_plugin.cpp +#: editor/plugins/node_3d_editor_plugin.cpp +#, fuzzy +msgid "Instantiating:" +msgstr "實例化" + +#: editor/plugins/canvas_item_editor_plugin.cpp +#, fuzzy +msgid "Creating inherited scene from: " +msgstr "新增繼承場景" + #: editor/plugins/canvas_item_editor_plugin.cpp msgid "Change Default Type" msgstr "更改預設型別" @@ -11902,6 +11957,10 @@ msgstr "檢視環境" msgid "View Gizmos" msgstr "檢視 Gizmo" +#: editor/plugins/node_3d_editor_plugin.cpp +msgid "View Grid" +msgstr "顯示網格" + #: editor/plugins/node_3d_editor_plugin.cpp msgid "View Information" msgstr "檢視資訊" @@ -12234,10 +12293,6 @@ msgstr "4 個檢視區" msgid "View Origin" msgstr "顯示原點" -#: editor/plugins/node_3d_editor_plugin.cpp -msgid "View Grid" -msgstr "顯示網格" - #: editor/plugins/node_3d_editor_plugin.cpp #: modules/gridmap/editor/grid_map_editor_plugin.cpp msgid "Settings..." @@ -12431,6 +12486,15 @@ msgstr "烘焙遮擋物" msgid "Select occluder bake file:" msgstr "選擇遮擋器烘焙文件:" +#: editor/plugins/parallax_background_editor_plugin.cpp +#, fuzzy +msgid "Convert to Parallax2D" +msgstr "轉換為 GPUParticles2D" + +#: editor/plugins/parallax_background_editor_plugin.cpp +msgid "ParallaxBackground" +msgstr "" + #: editor/plugins/particle_process_material_editor_plugin.cpp msgid "Hold Shift to scale around midpoint instead of moving." msgstr "" @@ -12566,10 +12630,6 @@ msgstr "處理輸出#" msgid "Handle Tilt #" msgstr "處理傾斜#" -#: editor/plugins/path_3d_editor_plugin.cpp -msgid "Set Curve Point Position" -msgstr "設定曲線控制點位置" - #: editor/plugins/path_3d_editor_plugin.cpp msgid "Set Curve Out Position" msgstr "設定曲線外控制點位置" @@ -12606,6 +12666,10 @@ msgstr "重置頂點傾斜" msgid "Split Segment (in curve)" msgstr "拆分線段(在曲線中)" +#: editor/plugins/path_3d_editor_plugin.cpp +msgid "Set Curve Point Position" +msgstr "設定曲線控制點位置" + #: editor/plugins/physical_bone_3d_editor_plugin.cpp msgid "Move Joint" msgstr "移動關節" @@ -13013,11 +13077,6 @@ msgstr "上一個歷史記錄" msgid "History Next" msgstr "下一個歷史記錄" -#: editor/plugins/script_editor_plugin.cpp -#: editor/plugins/theme_editor_plugin.cpp -msgid "Theme" -msgstr "主題" - #: editor/plugins/script_editor_plugin.cpp msgid "Import Theme..." msgstr "匯入主題..." @@ -13026,6 +13085,11 @@ msgstr "匯入主題..." msgid "Reload Theme" msgstr "重新載入主題" +#: editor/plugins/script_editor_plugin.cpp +#: editor/plugins/theme_editor_plugin.cpp +msgid "Theme" +msgstr "主題" + #: editor/plugins/script_editor_plugin.cpp msgid "Save Theme" msgstr "儲存主題" @@ -13184,10 +13248,6 @@ msgstr "選擇顏色" msgid "Folding" msgstr "折疊" -#: editor/plugins/script_text_editor.cpp -msgid "Indentation" -msgstr "縮排" - #: editor/plugins/script_text_editor.cpp editor/plugins/text_editor.cpp msgid "Uppercase" msgstr "大寫" @@ -13622,12 +13682,14 @@ msgid "ERROR: Couldn't load frame resource!" msgstr "錯誤:無法載入影格資源!" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Resource clipboard is empty or not a texture!" -msgstr "資源剪貼簿為空或非紋理貼圖!" +#, fuzzy +msgid "Paste Frame(s)" +msgstr "貼上影格" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Paste Frame" -msgstr "貼上影格" +#, fuzzy +msgid "Paste Texture" +msgstr "貼上資源" #: editor/plugins/sprite_frames_editor_plugin.cpp msgid "Add Empty" @@ -13682,7 +13744,7 @@ msgid "Frame Duration:" msgstr "影格長度:" #: editor/plugins/sprite_frames_editor_plugin.cpp -#: editor/plugins/texture_region_editor_plugin.cpp scene/gui/graph_edit.cpp +#: editor/plugins/texture_region_editor_plugin.cpp msgid "Zoom Reset" msgstr "重設縮放" @@ -13699,7 +13761,8 @@ msgid "Delete Frame" msgstr "刪除影格" #: editor/plugins/sprite_frames_editor_plugin.cpp -msgid "Copy Frame" +#, fuzzy +msgid "Copy Frame(s)" msgstr "複製影格" #: editor/plugins/sprite_frames_editor_plugin.cpp @@ -17600,10 +17663,6 @@ msgid "" "disabled)." msgstr "" -#: editor/project_manager.cpp -msgid "Click to copy the version information." -msgstr "" - #: editor/project_manager.cpp msgid "Select a Folder to Scan" msgstr "選擇資料夾以進行掃描" @@ -18163,6 +18222,11 @@ msgstr "重設父節點" msgid "Run Instances" msgstr "運行 %d 個實例" +#: editor/run_instances_dialog.cpp +#, fuzzy +msgid "Enable Multiple Instances" +msgstr "運行多個實例" + #: editor/run_instances_dialog.cpp #, fuzzy msgid "Main Run Args:" @@ -18174,9 +18238,12 @@ msgid "Main Feature Tags:" msgstr "主要功能:" #: editor/run_instances_dialog.cpp -#, fuzzy -msgid "Enable Multiple Instances" -msgstr "運行多個實例" +msgid "Space-separated arguments, example: host player1 blue" +msgstr "" + +#: editor/run_instances_dialog.cpp +msgid "Comma-separated tags, example: demo, steam, event" +msgstr "" #: editor/run_instances_dialog.cpp #, fuzzy @@ -19515,9 +19582,10 @@ msgid "Replicate" msgstr "複製" #: modules/multiplayer/editor/replication_editor.cpp +#, fuzzy msgid "" "Add properties using the options above, or\n" -"drag them them from the inspector and drop them here." +"drag them from the inspector and drop them here." msgstr "" "請使用上面的選項添加屬性或\n" "將屬性從屬性面板中拖放到這裡。" @@ -20433,7 +20501,7 @@ msgid "Starting project..." msgstr "正在啟動專案..." #: platform/linuxbsd/freedesktop_portal_desktop.cpp -#: platform/windows/display_server_windows.cpp scene/gui/file_dialog.cpp +#: platform/windows/display_server_windows.cpp msgid "All Files" msgstr "所有檔案" @@ -21081,69 +21149,6 @@ msgstr "" "每個場景(或實體化的場景集)中僅允許一個可見的 CanvasModulate。\n" "當有多於一個時,它們當中只有一個會生效。至於是哪一個則未定。" -#: scene/2d/collision_object_2d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " -"define its shape." -msgstr "" -"該節點無形狀,故無法與其他物件碰撞或互動。\n" -"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "" -"CollisionPolygon2D only serves to provide a collision shape to a " -"CollisionObject2D derived node. Please only use it as a child of Area2D, " -"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionPolygon2D 僅可為 CollisionObject2D 衍生的節點提供碰撞形狀資訊。請将" -"其作为 Area2D, StaticBody2D, RigidBody2D或 CharacterBody2D …的子節點來提供形" -"狀用。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "An empty CollisionPolygon2D has no effect on collision." -msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." -msgstr "無效的多邊形。至少必須有三個點為「Solids」建構模式。" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." -msgstr "無效的多邊形。至少必須有 2 個點為「Segments」建構模式。" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "" -"The One Way Collision property will be ignored when the collision object is " -"an Area2D." -msgstr "碰撞物件為 Area2D 時將忽略單向碰撞(One Way Collision)屬性。" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "" -"CollisionShape2D only serves to provide a collision shape to a " -"CollisionObject2D derived node.\n" -"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " -"CharacterBody2D, etc. to give them a shape." -msgstr "" -"CollisionShape2D 僅可為 CollisionObject2D 衍生的節點提供碰撞形狀資訊。請將其" -"作為 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子節點以提供形" -"狀。" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"A shape must be provided for CollisionShape2D to function. Please create a " -"shape resource for it!" -msgstr "CollisionShape2D 必須被賦予形狀才能運作。請先建立形狀!" - -#: scene/2d/collision_shape_2d.cpp -msgid "" -"Polygon-based shapes are not meant be used nor edited directly through the " -"CollisionShape2D node. Please use the CollisionPolygon2D node instead." -msgstr "" -"基於多邊形的形狀不應該被 CollisionShape2D 節點直接使用或編輯。請使用 " -"CollisionPolygon2D 節點。" - #: scene/2d/cpu_particles_2d.cpp msgid "" "CPUParticles2D animation requires the usage of a CanvasItemMaterial with " @@ -21178,26 +21183,6 @@ msgid "" "rendering backend." msgstr "使用 GL 相容性算繪後端時,粒子子發射器不可用。" -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be PhysicsBody2Ds" -msgstr "Node A 與 Node B 必須為 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A must be a PhysicsBody2D" -msgstr "Node A 必須為 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node B must be a PhysicsBody2D" -msgstr "Node B 必須為 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Joint is not connected to two PhysicsBody2Ds" -msgstr "Joint 未連結至 2 個 PhysicsBody2D" - -#: scene/2d/joint_2d.cpp -msgid "Node A and Node B must be different PhysicsBody2Ds" -msgstr "Node A 與 Node B 必須為不同的 PhysicsBody2D" - #: scene/2d/light_2d.cpp msgid "" "A texture with the shape of the light must be supplied to the \"Texture\" " @@ -21241,14 +21226,98 @@ msgstr "ParallaxLayer 節點僅在當其被設為 ParallaxBackground 的子節 msgid "PathFollow2D only works when set as a child of a Path2D node." msgstr "PathFollow2D 僅在其為 Path2D 的子節點時有效。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape2D or CollisionPolygon2D as a child to " +"define its shape." +msgstr "" +"該節點無形狀,故無法與其他物件碰撞或互動。\n" +"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "" +"CollisionPolygon2D only serves to provide a collision shape to a " +"CollisionObject2D derived node. Please only use it as a child of Area2D, " +"StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionPolygon2D 僅可為 CollisionObject2D 衍生的節點提供碰撞形狀資訊。請将" +"其作为 Area2D, StaticBody2D, RigidBody2D或 CharacterBody2D …的子節點來提供形" +"狀用。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "An empty CollisionPolygon2D has no effect on collision." +msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 3 points are needed in 'Solids' build mode." +msgstr "無效的多邊形。至少必須有三個點為「Solids」建構模式。" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Invalid polygon. At least 2 points are needed in 'Segments' build mode." +msgstr "無效的多邊形。至少必須有 2 個點為「Segments」建構模式。" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"The One Way Collision property will be ignored when the collision object is " +"an Area2D." +msgstr "碰撞物件為 Area2D 時將忽略單向碰撞(One Way Collision)屬性。" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "" +"CollisionShape2D only serves to provide a collision shape to a " +"CollisionObject2D derived node.\n" +"Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, " +"CharacterBody2D, etc. to give them a shape." +msgstr "" +"CollisionShape2D 僅可為 CollisionObject2D 衍生的節點提供碰撞形狀資訊。請將其" +"作為 Area2D、StaticBody2D、RigidBody2D 或 CharacterBody2D 的子節點以提供形" +"狀。" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"A shape must be provided for CollisionShape2D to function. Please create a " +"shape resource for it!" +msgstr "CollisionShape2D 必須被賦予形狀才能運作。請先建立形狀!" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "" +"Polygon-based shapes are not meant be used nor edited directly through the " +"CollisionShape2D node. Please use the CollisionPolygon2D node instead." +msgstr "" +"基於多邊形的形狀不應該被 CollisionShape2D 節點直接使用或編輯。請使用 " +"CollisionPolygon2D 節點。" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be PhysicsBody2Ds" +msgstr "Node A 與 Node B 必須為 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A must be a PhysicsBody2D" +msgstr "Node A 必須為 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node B must be a PhysicsBody2D" +msgstr "Node B 必須為 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Joint is not connected to two PhysicsBody2Ds" +msgstr "Joint 未連結至 2 個 PhysicsBody2D" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Node A and Node B must be different PhysicsBody2Ds" +msgstr "Node A 與 Node B 必須為不同的 PhysicsBody2D" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a " "parent node!" msgstr "" "PhysicalBone2D 僅在它為 Skeleton2D 或另一個 PhysicalBone2D 的子節點時有效!" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! " "Please set a Bone2D node in the inspector." @@ -21256,7 +21325,7 @@ msgstr "" "PhysicalBone2D 需要分配給 Bone2D 節點,才能發揮作用!請在屬性面板中設置 " "Bone2D 節點。" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "" "A PhysicalBone2D node should have a Joint2D-based child node to keep bones " "connected! Please add a Joint2D-based node as a child to this node!" @@ -21264,7 +21333,7 @@ msgstr "" "一個 PhysicalBone2D 節點應該有一個基於 Joint2D 的子節點來保持骨骼的連接!請增" "加一個基於 Joint2D 的節點作為其子節點!" -#: scene/2d/physics_body_2d.cpp +#: scene/2d/physics/rigid_body_2d.cpp msgid "" "Size changes to RigidBody2D will be overridden by the physics engine when " "running.\n" @@ -21273,15 +21342,15 @@ msgstr "" "對 RigidBody2D 大小的修改,將會在運行時被物理引擎所覆蓋。\n" "建議修改子節點的碰撞體形狀大小。" -#: scene/2d/remote_transform_2d.cpp -msgid "Path property must point to a valid Node2D node to work." -msgstr "路徑屬性必須指向一個有效的 Node2D 才可用。" - -#: scene/2d/shape_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp msgid "" "This node cannot interact with other objects unless a Shape2D is assigned." msgstr "除非指定 Shape2D,否則該節點不能與其他物件交互作用。" +#: scene/2d/remote_transform_2d.cpp +msgid "Path property must point to a valid Node2D node to work." +msgstr "路徑屬性必須指向一個有效的 Node2D 才可用。" + #: scene/2d/skeleton_2d.cpp msgid "This Bone2D chain should end at a Skeleton2D node." msgstr "該 Bone2D 鏈必須以 Skeleton2D 節點結尾。" @@ -21352,96 +21421,6 @@ msgid "" "attach this node." msgstr "BoneAttachment3D 節點未綁定至任何骨骼!請選擇一個骨骼來連接此節點。" -#: scene/3d/collision_object_3d.cpp -msgid "" -"This node has no shape, so it can't collide or interact with other objects.\n" -"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " -"define its shape." -msgstr "" -"該節點無形狀,故無法與其他物件碰撞或互動。\n" -"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" - -#: scene/3d/collision_object_3d.cpp -msgid "" -"With a non-uniform scale this node will probably not function as expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size in children collision shapes instead." -msgstr "" -"在縮放不一致的情況下,此節點可能無法按預期運作。\n" -"請使其縮放比例一致(即所有軸上都相同),並改為更改子碰撞形狀的大小。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"CollisionPolygon3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionPolygon3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" -"使用。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "An empty CollisionPolygon3D has no effect on collision." -msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" - -#: scene/3d/collision_polygon_3d.cpp -msgid "" -"A non-uniformly scaled CollisionPolygon3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change its " -"polygon's vertices instead." -msgstr "" -"非縮放一致的碰撞多邊形 3D 節點可能無法按預期運作。\n" -"請使其縮放比例一致(即在所有軸上都相同),並改為更改其多邊形的頂點。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"CollisionShape3D only serves to provide a collision shape to a " -"CollisionObject3D derived node.\n" -"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " -"CharacterBody3D, etc. to give them a shape." -msgstr "" -"CollisionShape3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" -"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" -"使用以提供形狀。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A shape must be provided for CollisionShape3D to function. Please create a " -"shape resource for it." -msgstr "CollisionShape 必須被賦予形狀才能運作。請先建立形狀資源。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for %ss (except when frozen and freeze_mode " -"set to FREEZE_MODE_STATIC)." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." -msgstr "WorldBoundaryShape3D 不支援靜態模式以外的 RigidBody3D。" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"When used for collision, ConcavePolygonShape3D is intended to work with " -"static CollisionObject3D nodes like StaticBody3D.\n" -"It will likely not behave well for CharacterBody3Ds." -msgstr "" - -#: scene/3d/collision_shape_3d.cpp -msgid "" -"A non-uniformly scaled CollisionShape3D node will probably not function as " -"expected.\n" -"Please make its scale uniform (i.e. the same on all axes), and change the " -"size of its shape resource instead." -msgstr "" -"非縮放一致的 CollisionShape3D 節點可能無法按預期運作。\n" -"請使其縮放比例一致(即在所有軸上都相同),並更改其形狀資源的大小。" - #: scene/3d/cpu_particles_3d.cpp msgid "Nothing is visible because no mesh has been assigned." msgstr "由於尚未指定網格,未顯示任何東西。" @@ -21547,26 +21526,6 @@ msgstr "" "生成任何碰撞。\n" "要解決此問題,請在烘培 Mask屬性中至少啟用一個位元。" -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be PhysicsBody3Ds" -msgstr "Node A 與 Node B 必須為 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A must be a PhysicsBody3D" -msgstr "Node A 必須為 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node B must be a PhysicsBody3D" -msgstr "Node B 必須為 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Joint is not connected to any PhysicsBody3Ds" -msgstr "Joint 尚未連結至任何 PhysicsBody3D" - -#: scene/3d/joint_3d.cpp -msgid "Node A and Node B must be different PhysicsBody3Ds" -msgstr "Node A 與 Node B 必須為不同的 PhysicsBody3D" - #: scene/3d/light_3d.cpp msgid "A light's scale does not affect the visual size of the light." msgstr "光源的縮放不會影響燈光的視覺尺寸。" @@ -21702,7 +21661,117 @@ msgstr "" "PathFollow3D 的 ROTATION_ORIENTED 需要在其父節點的Path3D的 Curve 資源內啟用" "「Up Vector」。" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"This node has no shape, so it can't collide or interact with other objects.\n" +"Consider adding a CollisionShape3D or CollisionPolygon3D as a child to " +"define its shape." +msgstr "" +"該節點無形狀,故無法與其他物件碰撞或互動。\n" +"建議您新增 CollisionShape2D 或 CollisionPolygon2D 作為其子節點以定義其形狀。" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "" +"With a non-uniform scale this node will probably not function as expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size in children collision shapes instead." +msgstr "" +"在縮放不一致的情況下,此節點可能無法按預期運作。\n" +"請使其縮放比例一致(即所有軸上都相同),並改為更改子碰撞形狀的大小。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"CollisionPolygon3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionPolygon3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" +"使用。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "An empty CollisionPolygon3D has no effect on collision." +msgstr "空白的 CollisionPolygon2D 不會產生任何碰撞效果。" + +#: scene/3d/physics/collision_polygon_3d.cpp +msgid "" +"A non-uniformly scaled CollisionPolygon3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change its " +"polygon's vertices instead." +msgstr "" +"非縮放一致的碰撞多邊形 3D 節點可能無法按預期運作。\n" +"請使其縮放比例一致(即在所有軸上都相同),並改為更改其多邊形的頂點。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"CollisionShape3D only serves to provide a collision shape to a " +"CollisionObject3D derived node.\n" +"Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, " +"CharacterBody3D, etc. to give them a shape." +msgstr "" +"CollisionShape3D 僅可為 CollisionObject3D 衍生的節點提供碰撞形狀資訊。\n" +"請僅於 Area3D, StaticBody3D, RigidBody3D, CharacterBody3D…等節點下作為子節點" +"使用以提供形狀。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A shape must be provided for CollisionShape3D to function. Please create a " +"shape resource for it." +msgstr "CollisionShape 必須被賦予形狀才能運作。請先建立形狀資源。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for %ss (except when frozen and freeze_mode " +"set to FREEZE_MODE_STATIC)." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static." +msgstr "WorldBoundaryShape3D 不支援靜態模式以外的 RigidBody3D。" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"When used for collision, ConcavePolygonShape3D is intended to work with " +"static CollisionObject3D nodes like StaticBody3D.\n" +"It will likely not behave well for CharacterBody3Ds." +msgstr "" + +#: scene/3d/physics/collision_shape_3d.cpp +msgid "" +"A non-uniformly scaled CollisionShape3D node will probably not function as " +"expected.\n" +"Please make its scale uniform (i.e. the same on all axes), and change the " +"size of its shape resource instead." +msgstr "" +"非縮放一致的 CollisionShape3D 節點可能無法按預期運作。\n" +"請使其縮放比例一致(即在所有軸上都相同),並更改其形狀資源的大小。" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be PhysicsBody3Ds" +msgstr "Node A 與 Node B 必須為 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A must be a PhysicsBody3D" +msgstr "Node A 必須為 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node B must be a PhysicsBody3D" +msgstr "Node B 必須為 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Joint is not connected to any PhysicsBody3Ds" +msgstr "Joint 尚未連結至任何 PhysicsBody3D" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Node A and Node B must be different PhysicsBody3Ds" +msgstr "Node A 與 Node B 必須為不同的 PhysicsBody3D" + +#: scene/3d/physics/rigid_body_3d.cpp msgid "" "Scale changes to RigidBody3D will be overridden by the physics engine when " "running.\n" @@ -21711,6 +21780,25 @@ msgstr "" "對 RigidBody3D 尺寸的修改將會在運作時被物理引擎所覆蓋。\n" "請改為修改子節點的碰撞形狀的尺寸。" +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"This node cannot interact with other objects unless a Shape3D is assigned." +msgstr "除非指定 Shape3D,否則該節點不能與其他物件互動。" + +#: scene/3d/physics/shape_cast_3d.cpp +msgid "" +"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " +"reported." +msgstr "ShapeCast3D 不支援 ConcavePolygonShape3D。將無法報告碰撞。" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "" +"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " +"use it as a child of a VehicleBody3D." +msgstr "" +"VehicleWheel3D旨在為 VehicleBody3D提供 Wheel System。請將其作為 VehicleBody3D" +"的子節點。" + #: scene/3d/reflection_probe.cpp msgid "" "ReflectionProbes are not supported when using the GL Compatibility backend " @@ -21725,17 +21813,6 @@ msgid "" msgstr "" "「Remote Path」屬性必須指向一個有效的 Node3D 或 Node3D 衍生之節點才可運作。" -#: scene/3d/shape_cast_3d.cpp -msgid "" -"This node cannot interact with other objects unless a Shape3D is assigned." -msgstr "除非指定 Shape3D,否則該節點不能與其他物件互動。" - -#: scene/3d/shape_cast_3d.cpp -msgid "" -"ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be " -"reported." -msgstr "ShapeCast3D 不支援 ConcavePolygonShape3D。將無法報告碰撞。" - #: scene/3d/soft_body_3d.cpp msgid "This body will be ignored until you set a mesh." msgstr "該形體在設定網格前都將被忽略。" @@ -21748,22 +21825,6 @@ msgstr "" "必須先為「Frames」屬性建立或設定 SpriteFrames 資源以令 AnimatedSprite3D 顯示" "影格。" -#: scene/3d/vehicle_body_3d.cpp -msgid "" -"VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please " -"use it as a child of a VehicleBody3D." -msgstr "" -"VehicleWheel3D旨在為 VehicleBody3D提供 Wheel System。請將其作為 VehicleBody3D" -"的子節點。" - -#: scene/3d/visible_on_screen_notifier_3d.cpp -msgid "" -"VisibleOnScreenNotifier3D nodes are not supported when using the GL " -"Compatibility backend yet. Support will be added in a future release." -msgstr "" -"目前 GL Compatibility 後端尚不支援 VisibleOnScreenNotifier3D 節點。將在後續版" -"本中加入。" - #: scene/3d/visual_instance_3d.cpp msgid "" "The GeometryInstance3D visibility range's End distance is set to a non-zero " @@ -21886,64 +21947,14 @@ msgid "" "set to true." msgstr "ButtonGroup 的目的是只用於那些將 toggle_mode 設置為 true 的按鈕。" -#: scene/gui/code_edit.cpp -msgid "New Code Region" -msgstr "新建程式碼區域" - #: scene/gui/color_picker.cpp msgid "Copy this constructor in a script." msgstr "複製腳本中此建構式。" -#: scene/gui/color_picker.cpp -msgid "Enter a hex code (\"#ff0000\") or named color (\"red\")." -msgstr "輸入十六進位碼(“#ff0000”)或顏色名稱(“red”)。" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color\n" -"RMB: Remove preset" -msgstr "" -"色彩: #%s\n" -"滑鼠左鍵:設定色彩\n" -"滑鼠右鍵:刪除預設設定" - -#: scene/gui/color_picker.cpp -msgid "" -"Color: #%s\n" -"LMB: Apply color" -msgstr "" -"色彩: #%s\n" -"左鍵點擊:設定色彩" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the screen." -msgstr "從螢幕上選擇一種顏色。" - -#: scene/gui/color_picker.cpp -msgid "Pick a color from the application window." -msgstr "從應用程式視窗中選擇一種顏色。" - -#: scene/gui/color_picker.cpp -msgid "Select a picker shape." -msgstr "選擇選取器形狀。" - -#: scene/gui/color_picker.cpp -msgid "Select a picker mode." -msgstr "選擇選取氣模式。" - #: scene/gui/color_picker.cpp msgid "Switch between hexadecimal and code values." msgstr "在 16 進位與代碼值之間切換。" -#: scene/gui/color_picker.cpp -msgid "Hex code or named color" -msgstr "十六進位碼或顏色名稱" - -#: scene/gui/color_picker.cpp -msgid "Add current color as a preset." -msgstr "將目前的顏色加入預設設定。" - #: scene/gui/container.cpp msgid "" "Container by itself serves no purpose unless a script configures its " @@ -21972,14 +21983,6 @@ msgstr "改變控件的Z索引只影響繪圖順序,不影響輸入事件的 msgid "Alert!" msgstr "警告!" -#: scene/gui/file_dialog.cpp -msgid "You don't have permission to access contents of this folder." -msgstr "你無權存取此資料夾的內容。" - -#: scene/gui/file_dialog.cpp -msgid "Invalid extension, or empty filename." -msgstr "無效的副檔名,或空白的檔名。" - #: scene/gui/graph_edit.cpp msgid "" "Please be aware that GraphEdit and GraphNode will undergo extensive " @@ -21989,26 +21992,6 @@ msgstr "" "請注意,GraphEdit 和 GraphNode 將在未來的 4.x 版本中進行重構,會涉及大量破壞" "相容性的 API 更改。" -#: scene/gui/graph_edit.cpp -msgid "Toggle the visual grid." -msgstr "顯示/取消可視網格。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle snapping to the grid." -msgstr "開啟/關閉網格吸附。" - -#: scene/gui/graph_edit.cpp -msgid "Change the snapping distance." -msgstr "修改吸附距離。" - -#: scene/gui/graph_edit.cpp -msgid "Toggle the graph minimap." -msgstr "開關迷你地圖。。" - -#: scene/gui/graph_edit.cpp -msgid "Automatically arrange selected nodes." -msgstr "自動排列所選節點。" - #: scene/gui/label.cpp msgid "" "Labels with autowrapping enabled must have a custom minimum size configured " @@ -22021,98 +22004,6 @@ msgid "" "this Label's text." msgstr "當前字體不支援算繪該標籤字串中使用的一個或多個字元。" -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Same as Layout Direction" -msgstr "與佈局方向一致" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Auto-Detect Direction" -msgstr "自動檢測方向" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right" -msgstr "由左至右" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left" -msgstr "由右至左" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Mark (LRM)" -msgstr "由左至右標記(LRM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Mark (RLM)" -msgstr "由右至左標記(RLM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Embedding (LRE)" -msgstr "開始由左至右嵌入(LRE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Embedding (RLE)" -msgstr "開始由右至左嵌入(RLE)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Left-to-Right Override (LRO)" -msgstr "開始由左至右強制(LRO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Start of Right-to-Left Override (RLO)" -msgstr "開始由右至左強制(RLO)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Formatting (PDF)" -msgstr "離開方向格式化(PDF)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Arabic Letter Mark (ALM)" -msgstr "阿拉伯字父標記(ALM)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Left-to-Right Isolate (LRI)" -msgstr "由左至右隔離(LRI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Right-to-Left Isolate (RLI)" -msgstr "由右至左隔離(RLI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "First Strong Isolate (FSI)" -msgstr "第一個強隔離(FSI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Pop Direction Isolate (PDI)" -msgstr "離開方向隔離(PDI)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Joiner (ZWJ)" -msgstr "零寬度連接符(ZWJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Zero-Width Non-Joiner (ZWNJ)" -msgstr "零寬度非連接符(ZWNJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Word Joiner (WJ)" -msgstr "文字連接符(WJ)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Soft Hyphen (SHY)" -msgstr "軟連字元(SHY)" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Text Writing Direction" -msgstr "文字書寫方向" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Display Control Characters" -msgstr "顯示控制字元" - -#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp -msgid "Insert Control Character" -msgstr "插入控制字元" - #: scene/gui/range.cpp msgid "If \"Exp Edit\" is enabled, \"Min Value\" must be greater than 0." msgstr "若啟用「Exp Edit」,則「Min Value」必須大於 0。" @@ -22144,10 +22035,6 @@ msgstr "" "SubViewportContainer 的預設滑鼠指標形狀無效。\n" "請考慮保持預設的 『CURSOR_ARROW』。" -#: scene/gui/tree.cpp -msgid "(Other)" -msgstr "(其它)" - #: scene/main/missing_node.cpp #, fuzzy msgid "" diff --git a/godot b/godot index 846d075..01dc5c5 160000 --- a/godot +++ b/godot @@ -1 +1 @@ -Subproject commit 846d075a2f2333b4ba4cbca48a96484015b31031 +Subproject commit 01dc5c5b58e93cb893c9c427419eb7838e73ec7d diff --git a/properties/af.po b/properties/af.po index 9a8f53f..4045365 100644 --- a/properties/af.po +++ b/properties/af.po @@ -40,9 +40,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Naam" @@ -141,9 +141,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -341,7 +341,7 @@ msgstr "Aktiveer" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -424,7 +424,8 @@ msgid "Max Functions" msgstr "Maak Funksie" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Skep Intekening" @@ -473,7 +474,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -838,8 +839,9 @@ msgstr "" msgid "Screen Relative" msgstr "Skaal Seleksie" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -873,8 +875,8 @@ msgid "Action" msgstr "Alle Seleksie" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -991,11 +993,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1144,7 +1146,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1169,7 +1172,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1191,7 +1194,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1251,7 +1254,7 @@ msgid "Sync Breakpoints" msgstr "Skep" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1569,6 +1572,11 @@ msgstr "Laai die verstek Bus Uitleg." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Soek" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1592,6 +1600,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Anim Dupliseer Sleutels" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1687,8 +1700,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktiveer" @@ -1783,7 +1796,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Invoer" @@ -1806,9 +1820,9 @@ msgstr "Skuif Gunsteling Op" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" +msgstr "" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1966,9 +1980,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Wissel Modus" @@ -1986,7 +2000,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1996,7 +2010,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2232,17 +2246,17 @@ msgstr "" msgid "Instantiated" msgstr "Installeer" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Skuif Gunsteling Op" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2492,6 +2506,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Gaan na Vorige Stap" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Wissel Modus" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2537,6 +2556,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Wysig Nodus Kurwe" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2584,7 +2607,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2869,6 +2892,96 @@ msgstr "Deursoek Hulp" msgid "Search Result Border Color" msgstr "Deursoek Hulp" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Wysig Seleksie Kurwe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Maak Funksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Slegs Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Slegs Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Slegs Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Hernoem AutoLaai" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Skep Intekening" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Maak Funksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Hernoem AutoLaai" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Anim Dupliseer Sleutels" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Hernoem AutoLaai" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Maak Funksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Maak Funksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Verwyder Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Maak Funksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Slegs Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Slegs Seleksie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Afgeskaskel" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3023,13 +3136,17 @@ msgstr "Verwyder Anim Baan" msgid "Overwrite Axis" msgstr "Hernoem AutoLaai" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3116,20 +3233,22 @@ msgstr "Anim Voeg Baan By" msgid "Shape Type" msgstr "Verander Skikking Waarde-Soort" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3252,10 +3371,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3264,12 +3385,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3292,26 +3415,29 @@ msgid "Save to File" msgstr "Stoor 'n Lêer" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3368,8 +3494,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3434,6 +3560,10 @@ msgstr "Wissel Modus" msgid "Root Scale" msgstr "Wissel Modus" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3592,7 +3722,7 @@ msgstr "Komponente" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3712,7 +3842,7 @@ msgstr "Seine" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3828,8 +3958,8 @@ msgstr "Hernoem AutoLaai" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4369,7 +4499,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4506,7 +4636,7 @@ msgstr "Aktiveer" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4634,11 +4764,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Skep Intekening" @@ -4653,9 +4783,9 @@ msgstr "Skep Intekening" msgid "Collision Layer" msgstr "Skep Intekening" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4667,30 +4797,30 @@ msgstr "Skep Intekening" msgid "Collision Priority" msgstr "Skep Intekening" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4706,11 +4836,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4718,17 +4848,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Skep Intekening" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4786,6 +4916,24 @@ msgstr "Konstant" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Invoer" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4893,20 +5041,17 @@ msgstr "" msgid "Naming Version" msgstr "Moet 'n geldige uitbreiding gebruik." -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4954,13 +5099,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4969,14 +5115,14 @@ msgstr "Lineêr" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5180,6 +5326,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Verwyder Seleksie" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5367,8 +5519,8 @@ msgid "Center Z" msgstr "Skrap" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5665,8 +5817,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5746,7 +5898,8 @@ msgstr "Vervang Alles" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5765,7 +5918,8 @@ msgstr "EnkelHouer" msgid "Skeleton Rig" msgstr "EnkelHouer" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Nodus Naam:" @@ -5885,6 +6039,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Verwyder Seleksie" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6954,69 +7113,16 @@ msgstr "Skrap" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Installeer" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Gunstelinge:" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Beskrywing" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineêr" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Voeg Oudio-Bus By" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7221,49 +7327,6 @@ msgstr "Wissel Modus" msgid "Use Mipmaps" msgstr "Seine" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Afgeskaskel" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Wissel Modus" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Afgeskaskel" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Skep Intekening" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Skep Intekening" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Verander Skikking Waarde-Soort" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7347,9 +7410,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Skuif Gunsteling Op" @@ -7374,12 +7437,27 @@ msgstr "Eienskappe" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Beskrywing" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7437,11 +7515,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7472,7 +7554,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7610,7 +7692,7 @@ msgstr "Wissel Versteekte Lêers" msgid "Trails" msgstr "Laai Verstek" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Beskrywing" @@ -7619,71 +7701,6 @@ msgstr "Beskrywing" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Anim Dupliseer Sleutels" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Anim Dupliseer Sleutels" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Afgeskaskel" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineêr" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7842,7 +7859,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7992,6 +8009,60 @@ msgstr "Konstantes" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Wissel Modus" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Slegs Seleksie" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Anim Voeg Sleutel by" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Tyd:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Wissel Modus" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Einde" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Wissel Modus" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8019,7 +8090,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8030,8 +8101,9 @@ msgstr "Alle Seleksie" msgid "Mirroring" msgstr "Spieel" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Wysig Nodus Kurwe" @@ -8063,207 +8135,446 @@ msgstr "Konstant" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp +msgid "Sync to Physics" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Installeer" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Gunstelinge:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineêr" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Voeg Oudio-Bus By" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Skep Intekening" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Beskrywing" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Afgeskaskel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Skuif Byvoeg Sleutel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Waarde:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Verander Skikking Waarde-Soort" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Skep Intekening" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Waarde:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Afgeskaskel" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Wissel Modus" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Afgeskaskel" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Skep Intekening" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Skep Intekening" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Verander Skikking Waarde-Soort" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Anim Dupliseer Sleutels" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Anim Dupliseer Sleutels" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Afgeskaskel" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineêr" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Nodepath" msgstr "Koppel aan Nodus:" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Index" msgstr "Afhanklikheid Bewerker" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Auto Configure Joint" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Simulate Physics" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Follow Bone When Simulating" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Konstantes" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Konstantes" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Sync to Physics" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Skep Nuwe" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Verander Skikking Waarde-Soort" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Skrap" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Beskrywing:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Tree (s):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Konstant" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Bevry / Verniet" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Wissel Modus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Anim Dupliseer Sleutels" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Deurlopend" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineêr" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Wissel Modus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Skep Intekening" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Beskrywing" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Afgeskaskel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstant" +msgid "Max Results" +msgstr "Deursoek Hulp" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Skuif Byvoeg Sleutel" +msgid "Constant Linear Velocity" +msgstr "Konstantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Waarde:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Verander Skikking Waarde-Soort" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Skep Intekening" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Waarde:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Konstantes" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8282,39 +8593,6 @@ msgstr "Skep Intekening" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Skep Nuwe" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8329,19 +8607,6 @@ msgstr "Konstant" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Deursoek Hulp" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8452,32 +8717,6 @@ msgstr "Aktiveer" msgid "Node Path" msgstr "Laai Verstek" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animasie Zoem." - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Hulpbron" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8530,7 +8769,7 @@ msgstr "Verander Anim Lente" msgid "Tracking" msgstr "Verpak" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nodus Naam:" @@ -8585,14 +8824,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8637,13 +8868,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Wysig Nodus Kurwe" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8651,8 +8883,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8666,8 +8898,8 @@ msgid "Emission Energy" msgstr "Hulpbron" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8699,12 +8931,6 @@ msgstr "Installeer" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Wissel Modus" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8718,7 +8944,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8764,10 +8990,6 @@ msgstr "Wissel Versteekte Lêers" msgid "Begin Margin" msgstr "Deursoek Klasse" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Einde" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8778,137 +9000,8 @@ msgstr "Deursoek Klasse" msgid "Fade Mode" msgstr "Wissel Modus" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Wissel Modus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Skrap" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Opnoemings:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Waarde:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineêr" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Installeer" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Installeer" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Beskrywing:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineêr" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineêr" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animasie Zoem." - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Hoekige Fout:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineêr" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineêr" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animasie Zoem." - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animasie Zoem." - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8978,7 +9071,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8988,30 +9081,30 @@ msgid "Outline Modulate" msgstr "Wissel Modus" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Eienskappe" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Eienskappe" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstant" @@ -9019,27 +9112,27 @@ msgstr "Konstant" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Beskrywing" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9224,7 +9317,8 @@ msgstr "Afhanklikheid Bewerker" msgid "Custom Sky" msgstr "Anim Dupliseer Sleutels" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Anim Dupliseer Sleutels" @@ -9235,7 +9329,7 @@ msgid "Custom Energy" msgstr "Skuif Bus Effek" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Letterkas Sensitief" @@ -9272,7 +9366,7 @@ msgstr "Aktiveer" msgid "Keep Y Velocity" msgstr "Lineêr" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Skep Intekening" @@ -9335,202 +9429,442 @@ msgstr "" msgid "Tilt Enabled" msgstr "Eienskappe" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "" + +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animasie Zoem." + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Hulpbron" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Opnoemings:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Installeer" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Installeer" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Beskrywing:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animasie Zoem." + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animasie Zoem." + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Waarde:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Wissel Modus" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Skrap" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineêr" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineêr" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animasie Zoem." + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Hoekige Fout:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Eienskappe" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Hoekige Fout:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animasie Zoem." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animasie Zoem." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animasie Zoem." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animasie Zoem." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Beskrywing:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Beskrywing:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animasie Zoem." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Eienskappe" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Maak Funksie" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineêr" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animasie Zoem." -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineêr" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineêr" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineêr" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Opnoemings:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Seine" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Maak Funksie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Fout terwyl laai:" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9597,7 +9931,8 @@ msgstr "" msgid "Interpolation" msgstr "Opnoemings" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9675,66 +10010,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Opnoemings:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Seine" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Maak Funksie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Fout terwyl laai:" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9775,8 +10050,8 @@ msgstr "Oorgang" msgid "Extra Cull Margin" msgstr "Ekstra Roep Argumente:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9811,17 +10086,36 @@ msgstr "Skep Intekening" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Anim Voeg Baan By" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Nodus Naam:" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Anim Voeg Baan By" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Verpak" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Anim Voeg Baan By" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10501,18 +10795,10 @@ msgstr "Eienskappe" msgid "Reverse Fill" msgstr "Herstel Bus Volume" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11297,7 +11583,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Skrap" @@ -11415,7 +11701,7 @@ msgstr "Wissel Versteekte Lêers" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11428,11 +11714,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Aktiveer" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11450,10 +11731,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11554,7 +11831,7 @@ msgstr "Skep Intekening" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11623,7 +11900,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11974,6 +12251,550 @@ msgstr "" msgid "3D Navigation" msgstr "Skep Intekening" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Slegs Seleksie" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Wissel Modus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Skrap" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Laai Verstek" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Verander Skikking Waarde-Soort" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Voorskou:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Afhanklikheid Bewerker" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Skrap" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Verander Animasie Lente" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Installeer" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Installeer" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Beskrywing" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Gunstelinge:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Lineêr" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Lineêr" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Deursoek Klasse" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Hernoem AutoLaai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Hernoem AutoLaai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Hernoem AutoLaai" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Hernoem AutoLaai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Lineêr" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Wissel Modus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Ontwikkelaars" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Verwyder Seleksie" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Hernoem AutoLaai" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Lineêr" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Projek Stigters" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Afhanklikheid Bewerker" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Hulpbron" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Skep Intekening" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Skep Intekening" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Wissel Modus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Wysig Nodus Kurwe" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Afhanklikheid Bewerker" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Skep Intekening" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Aktiveer" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Anim Dupliseer Sleutels" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Skep Vouer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Skep Vouer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Pad na Nodus:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Skep Intekening" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Skep Intekening" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Verwyder Seleksie" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Deursoek Klasse" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Installeer" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Skep Intekening" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Lineêr" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Verwyder Seleksie" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim Verander Transform" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Verander Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Hernoem AutoLaai" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Tree (s):" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Verander Animasie Lente" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Slegs Seleksie" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Slegs Seleksie" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Wysig Nodus Kurwe" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Gunstelinge:" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Nodus Naam:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Hernoem AutoLaai" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Leêr word gebêre:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Wissel Modus" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Verwyder Seleksie" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Hernoem AutoLaai" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Vervang Alles" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Ongeldige naam." + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12189,15 +13010,6 @@ msgstr "Skuif Bus Effek" msgid "Load Path" msgstr "Laai Verstek" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Skep Intekening" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12230,19 +13042,10 @@ msgstr "Wysig Nodus Kurwe" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12464,10 +13267,6 @@ msgstr "Lineêr" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12542,20 +13341,6 @@ msgstr "Opnoemings:" msgid "Color Correction" msgstr "Maak Funksie" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Lineêr" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Verwyder Seleksie" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12632,18 +13417,6 @@ msgstr "Pad na Nodus:" msgid "To" msgstr "Bo" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12893,11 +13666,6 @@ msgstr "Eienskappe" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Installeer" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12930,24 +13698,6 @@ msgstr "Wissel Modus" msgid "Shadow Mesh" msgstr "Wissel Modus" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim Verander Transform" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Verander Transform" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13308,174 +14058,6 @@ msgstr "Eienskappe" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Hernoem AutoLaai" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Tree (s):" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Verander Animasie Lente" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Slegs Seleksie" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Slegs Seleksie" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Wysig Nodus Kurwe" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Slegs Seleksie" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Wissel Modus" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Skrap" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Laai Verstek" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Verander Skikking Waarde-Soort" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Voorskou:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Afhanklikheid Bewerker" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Skrap" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Verander Animasie Lente" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Installeer" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Installeer" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Beskrywing" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Gunstelinge:" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13491,20 +14073,6 @@ msgstr "Verwyder Seleksie" msgid "Bone Size" msgstr "Afhanklikheid Bewerker" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Gunstelinge:" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Nodus Naam:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13519,78 +14087,6 @@ msgstr "Wissel Modus" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Hernoem AutoLaai" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Leêr word gebêre:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Wissel Modus" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Verwyder Seleksie" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Hernoem AutoLaai" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Vervang Alles" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Ongeldige naam." - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13690,217 +14186,6 @@ msgstr "Verander Skikking Waarde-Soort" msgid "Default Font Size" msgstr "Verander Skikking Waarde-Soort" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Lineêr" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Lineêr" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Deursoek Klasse" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Hernoem AutoLaai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Hernoem AutoLaai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Hernoem AutoLaai" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Hernoem AutoLaai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Lineêr" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Wissel Modus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Ontwikkelaars" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Verwyder Seleksie" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Hernoem AutoLaai" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Lineêr" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Projek Stigters" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Afhanklikheid Bewerker" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Hulpbron" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Skep Intekening" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Skep Intekening" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Wissel Modus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Wysig Nodus Kurwe" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Afhanklikheid Bewerker" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Skep Intekening" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Aktiveer" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Anim Dupliseer Sleutels" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Skep Vouer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Skep Vouer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Pad na Nodus:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Skep Intekening" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Skep Intekening" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Verwyder Seleksie" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Deursoek Klasse" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14025,14 +14310,6 @@ msgstr "Verander Skikking Waarde-Soort" msgid "Degrees Mode" msgstr "Uitgestel" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14507,6 +14784,11 @@ msgstr "Wissel Versteekte Lêers" msgid "Folder" msgstr "Skep Vouer" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Skep Vouer" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16420,11 +16702,26 @@ msgstr "Verander Skikking Waarde-Soort" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Verpak" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Wissel Modus" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Verpak" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16442,11 +16739,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Verpak" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ar.po b/properties/ar.po index 4ed1f3f..c7fea8c 100644 --- a/properties/ar.po +++ b/properties/ar.po @@ -110,9 +110,9 @@ msgstr "إعداد" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "الاسم" @@ -203,9 +203,9 @@ msgstr "نافذة" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -384,7 +384,7 @@ msgstr "تضمين النوافذ الفرعية" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "الفيزياء" @@ -462,7 +462,8 @@ msgid "Max Functions" msgstr "الوظائف البرمجية" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "ضغط" @@ -507,7 +508,7 @@ msgstr "رسالة" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "معالَجة" @@ -858,8 +859,9 @@ msgstr "نسبي" msgid "Screen Relative" msgstr "نسبي" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "التسارع" @@ -891,8 +893,8 @@ msgid "Action" msgstr "إجراء" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "القوة" @@ -1001,11 +1003,11 @@ msgstr "الإقليم" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "المُعاد الإزاحة" @@ -1146,7 +1148,8 @@ msgstr "حروف العلة مزدوجة" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "تجاوز" @@ -1172,7 +1175,7 @@ msgstr "تخطي العناصر النائبة" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1194,7 +1197,7 @@ msgstr "المعاملات (Args)" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "النوع" @@ -1258,7 +1261,7 @@ msgid "Sync Breakpoints" msgstr "نقاط التكسّر" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "نظام الملفات" @@ -1565,6 +1568,11 @@ msgstr "شكل منتقي الألوان الافتراضي" msgid "Theme" msgstr "الموضوع" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "بحث" + #: editor/editor_settings.cpp msgid "Preset" msgstr "المعد مسبقا" @@ -1588,6 +1596,11 @@ msgstr "اللون الاساسي" msgid "Accent Color" msgstr "اختر لوناً" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "اختر لوناً" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "التباين" @@ -1681,8 +1694,8 @@ msgstr "نافذة متعددة" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "تفعيل" @@ -1767,7 +1780,8 @@ msgid "Thumbnail Size" msgstr "الصورة المصغرة" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "استيراد" @@ -1790,8 +1804,8 @@ msgstr "منفذ" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1946,9 +1960,9 @@ msgstr "طي الكود" msgid "Word Wrap" msgstr "التفاف الكلمات" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "وضع الالتفاف التلقائي" @@ -1965,7 +1979,7 @@ msgid "Draw Spaces" msgstr "رسم فراغات زر السبايس" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "تباعد الأسطر" @@ -1975,7 +1989,7 @@ msgid "Behavior" msgstr "سلوك" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "تنقل" @@ -2201,16 +2215,16 @@ msgstr "الوان الإنبعاث" msgid "Instantiated" msgstr "تم إنشاء مثيل له" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "مشترك" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "شكل" @@ -2466,6 +2480,11 @@ msgstr "قطر نقطة الإنتزاع" msgid "Show Previous Outline" msgstr "إظهار المخطط التفصيلي السابق" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "إلغاء/تفعيل التشغيل التلقائي" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "إعادة تسمية مسارات الرسوم المتحركة تلقائيًا" @@ -2510,6 +2529,11 @@ msgstr "عتامة الخريطة المصغرة" msgid "Lines Curvature" msgstr "إغلاق المنحنى" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "تلوين (طلاء) خريطة الشبكة GridMap" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2556,7 +2580,7 @@ msgid "Output" msgstr "المخرجات" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "حجم الخط" @@ -2832,6 +2856,96 @@ msgstr "لون نتيجة البحث" msgid "Search Result Border Color" msgstr "نتائج البحث" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "تعديل الإتصال" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "اختر لوناً" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "رأس" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "رأس" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "رأس" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "لون الإشارة المرجعية" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "أجهض التحول" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "لون الرقم" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "لون علامة الإقحام" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "المخرجات" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "لون علامة الإقحام" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "لون علامة الإقحام" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "اختر لوناً" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "لون الخط" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "لون علامة الإقحام" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "رأس" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "لون الاختيار" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "زر معطّل" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2979,13 +3093,17 @@ msgstr "إعادة تسمية الرسم المتحرك" msgid "Overwrite Axis" msgstr "الكتابة فوق المحور" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "التصفية" @@ -3071,20 +3189,22 @@ msgstr "إضافة نوع" msgid "Shape Type" msgstr "تغيير النوع" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "طبقة" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "قناع" @@ -3207,10 +3327,12 @@ msgstr "وضع الأولية" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "الارتفاع" @@ -3219,12 +3341,14 @@ msgstr "الارتفاع" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "نصف القطر" @@ -3245,26 +3369,29 @@ msgid "Save to File" msgstr "حفظ في الملف" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "مفعل" @@ -3320,8 +3447,8 @@ msgstr "شرائح" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3384,6 +3511,10 @@ msgstr "المقياس" msgid "Root Scale" msgstr "المقياس" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "المجسّمات" @@ -3546,7 +3677,7 @@ msgstr "ضغط" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "اللغة" @@ -3663,7 +3794,7 @@ msgstr "الإشارات" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "حد" @@ -3779,8 +3910,8 @@ msgstr "تحديد منطقة البلاط" msgid "Trim Alpha Border From Region" msgstr "تقليم حدود ألفا من المنطقة" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "أنشر بإجبار" @@ -4324,7 +4455,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4464,7 +4595,7 @@ msgstr "تفعيل" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "عرض البيئة" @@ -4594,11 +4725,11 @@ msgid "Calculate Tangents" msgstr "احسب الظلال" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "التصادم" @@ -4610,9 +4741,9 @@ msgstr "استخدم التصادم" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4623,7 +4754,7 @@ msgstr "" msgid "Collision Priority" msgstr "وضع التصادم" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "إقلبْ البوابات" @@ -4631,25 +4762,25 @@ msgstr "إقلبْ البوابات" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "مجسّم" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "تغيرات المادة" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "معاملات المشهد الرئيس" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "خواتم" @@ -4665,11 +4796,11 @@ msgstr "جهات" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "القطر الداخلي" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "القطر الخارجي" @@ -4677,17 +4808,17 @@ msgstr "القطر الخارجي" msgid "Ring Sides" msgstr "جهات الخاتم" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "المُضلعات" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "العمق" @@ -4745,6 +4876,24 @@ msgstr "دوران عشوائي" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "استيراد" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4853,20 +5002,17 @@ msgstr "" msgid "Naming Version" msgstr "إصدار فرعي" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "الألوان" @@ -4914,13 +5060,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4929,14 +5076,14 @@ msgstr "الشروع" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5140,6 +5287,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "اسم الإضافة:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5327,8 +5480,8 @@ msgid "Center Z" msgstr "منتصف" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "الأولية" @@ -5630,8 +5783,8 @@ msgstr "هامش البوابة" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "العرض" @@ -5715,7 +5868,8 @@ msgstr "عرض المُخطط Wireframe" msgid "Render Target Size Multiplier" msgstr "تحديد التكرار:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "حدد المعامل" @@ -5735,7 +5889,8 @@ msgstr "الهيكل" msgid "Skeleton Rig" msgstr "الهيكل" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "تحديث" @@ -5860,6 +6015,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "المزايا الرئيسية" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -6959,72 +7119,16 @@ msgstr "المتوسطة" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "المراقب Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "المراقب Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "يتجاوز" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "نقطة" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "المسار المحلي" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "أضف منفذ أدخال" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "الاتجاهات" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "خطي" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "أضف مسار الصوت" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7237,49 +7341,6 @@ msgstr "تحديد الهامش" msgid "Use Mipmaps" msgstr "الإشارات" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "عنصر معطّل" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "إدخال" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "اختيار البلاط" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "وضع المسطرة" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "معطّل" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "إنشاء مُضلع التصادم" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "إنشاء مُضلع التصادم" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "افتراضي" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7368,9 +7429,9 @@ msgid "Rect Extents" msgstr "الأدوات Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "النقاط" @@ -7396,12 +7457,27 @@ msgstr "جسيمات" msgid "Align Y" msgstr "ألحق" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "الاتجاهات" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7461,11 +7537,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7496,7 +7576,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7635,7 +7715,7 @@ msgstr "وضع الأولية" msgid "Trails" msgstr "أظهر الإفتراضي" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "الاتجاهات" @@ -7644,74 +7724,6 @@ msgstr "الاتجاهات" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "وحدة" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "وحدة" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "زر معطّل" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "الأحرف الصغيرة (Lowercase)" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "الأحرف الكبيرة (Uppercase)" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "تحريك المسار لليمين" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "الشروع" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "المحرر فقط" @@ -7878,7 +7890,7 @@ msgstr "اختر المسافة" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8031,6 +8043,62 @@ msgstr "تقييد منظر المحرر (زاوية النظر)" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "مقدار إزاحة الشبكة" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "مقدار إزاحة الشبكة" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "كرر" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "كرر" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "إعادة تشغيل تلقائية" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "فشل الطلب، انتهت المهلة" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "وضع التحريك" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "النهاية" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "أظهر الشاشة" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "مقدار إزاحة الشبكة" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8059,7 +8127,7 @@ msgstr "في النهاية" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8070,8 +8138,9 @@ msgstr "إجراء" msgid "Mirroring" msgstr "انعكاس" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "تقسيم المنحنى" @@ -8105,217 +8174,463 @@ msgstr "تدوير" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "عرض العظام" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "مؤشر الزر" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "تعديل اللقطة" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "فيزيائيات جودو" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "الشروع" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "الشروع" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "تزامن مع الفيزياء" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "المراقب Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "المراقب Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "يتجاوز" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "نقطة" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "المسار المحلي" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "أضف منفذ أدخال" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "خطي" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "أضف مسار الصوت" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "وضع التدوير" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "الاتجاهات" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "زر معطّل" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "الطابق:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "ثابت" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "إلغاء تأمين العقدة" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "القيمة" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "إعدادات المحاذاة" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "نقل المخرجات" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "طبقة" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "طبقة" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "تحديد الهامش" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "عنصر معطّل" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "إدخال" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "اختيار البلاط" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "وضع المسطرة" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "معطّل" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "إنشاء مُضلع التصادم" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "إنشاء مُضلع التصادم" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "افتراضي" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "الشروع" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "وحدة" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "وحدة" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "زر معطّل" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "الأحرف الصغيرة (Lowercase)" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "الأحرف الكبيرة (Uppercase)" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "تحريك المسار لليمين" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "عرض العظام" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "مؤشر الزر" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "تعديل اللقطة" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "فيزيائيات جودو" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "ضع الإنحناء في الموقع" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "حدد نوع المتغير" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "في المنتصف يساراً" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "شاقولياً" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "الوصف" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "المحاذاة الذكية" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "السرعة" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "قفل تدوير الواجهة" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "فارغ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "وضع الأولية" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "قص العُقد" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "متواصل" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "اختر لوناً" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "خطي" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "وضع المحاذاة:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "ثوابت" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "وضع التدوير" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "الاتجاهات" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "زر معطّل" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "الطابق:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "ثابت" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "إلغاء تأمين العقدة" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "القيمة" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "إعدادات المحاذاة" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "نقل المخرجات" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "طبقة" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "طبقة" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "تحديد الهامش" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "نتائج البحث" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "الشروع" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "الشروع" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "ال UV" @@ -8334,39 +8649,6 @@ msgstr "المُضلعات" msgid "Internal Vertex Count" msgstr "إنشاء رأس داخلي" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "ضع الإنحناء في الموقع" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8381,20 +8663,6 @@ msgstr "الإحداثيات التالية" msgid "Update" msgstr "تحديث" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "تحديد الهامش" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "نتائج البحث" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8511,35 +8779,6 @@ msgstr "تفعيل" msgid "Node Path" msgstr "نسخ مسار العُقدة" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "نافذة" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "استدعاءات الرسم" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "رسوم متحركة" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "مسار المورد" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "تحديد اسم موحد" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8594,7 +8833,7 @@ msgstr "تفعيل دوبلر" msgid "Tracking" msgstr "يَحزم\"ينتج الملف المضغوط\"" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "إسم العقدة" @@ -8652,15 +8891,6 @@ msgstr "أقرب" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "التقاط" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8710,13 +8940,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "إغلاق المنحنى" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "البنية (اللاحقة)" @@ -8725,8 +8956,8 @@ msgstr "البنية (اللاحقة)" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "قناع الانبعاث" @@ -8742,8 +8973,8 @@ msgid "Emission Energy" msgstr "الوان الإنبعاث" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "نظام تعديل" @@ -8775,12 +9006,6 @@ msgstr "الأحرف الصغيرة (Lowercase)" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "وضع التحريك" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8796,7 +9021,7 @@ msgstr "استدعاءات الرسم" msgid "Passes" msgstr "استدعاءات الرسم" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8841,10 +9066,6 @@ msgstr "وضع الأولية" msgid "Begin Margin" msgstr "تحديد الهامش" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "النهاية" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8855,140 +9076,8 @@ msgstr "توسيع الكل" msgid "Fade Mode" msgstr "وضع قناع-البِت" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "تمكين الأولوية" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "استثناء العُقد" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "لقد تم تغيير المَعلم" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "التباعُدات" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "السرعة" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "خطي" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "اختر المسافة" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "اختر المسافة" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "الوصف" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "الشروع" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "نظر من الخلف (متعامد/ليس له بعد ثالث)" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "الزاوية العلوية" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "الزاوية السفلية" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "رسوم متحركة" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "أقصي أخطاء زواية" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "حفظ المشهد" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "الشروع" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "استدعاءات الرسم" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "خطي" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "رسوم متحركة" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "رسوم متحركة" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "حجم البكسل" @@ -9060,7 +9149,7 @@ msgstr "تمكين الأولوية" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "نص" @@ -9070,31 +9159,31 @@ msgid "Outline Modulate" msgstr "الاجبار على التعديل الابيض" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "الخطوط" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "عَرضياً" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "تنقية الإشارات" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "الأحرف الكبيرة (Uppercase)" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "دوران عشوائي" @@ -9102,27 +9191,27 @@ msgstr "دوران عشوائي" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "الاتجاهات" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9314,7 +9403,8 @@ msgstr "دمج من المشهد" msgid "Custom Sky" msgstr "قص العُقد" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "قص العُقد" @@ -9325,7 +9415,7 @@ msgid "Custom Energy" msgstr "حرك ثأثير مسار الصوت" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "حساسة لحالة الأحرف" @@ -9364,7 +9454,7 @@ msgstr "إعدادات متقدمة" msgid "Keep Y Velocity" msgstr "التسارع" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "وضع التنقل" @@ -9428,206 +9518,455 @@ msgstr "" msgid "Tilt Enabled" msgstr "تنقية الإشارات" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "محاور" +msgid "Wind" +msgstr "نافذة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "خطي" +msgid "Force Magnitude" +msgstr "استدعاءات الرسم" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "خطي" +msgid "Attenuation Factor" +msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "خطي" +msgid "Source Path" +msgstr "مسار المورد" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "تحديد اسم موحد" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "التقاط" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "حفظ المشهد" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "التباعُدات" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "خطي" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "اختر المسافة" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "اختر المسافة" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "الوصف" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "الشروع" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "استدعاءات الرسم" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "خطي" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "الزاوية العلوية" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "الزاوية السفلية" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "رسوم متحركة" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "رسوم متحركة" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "لقد تم تغيير المَعلم" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "السرعة" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "تمكين الأولوية" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "استثناء العُقد" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "الشروع" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "نظر من الخلف (متعامد/ليس له بعد ثالث)" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "رسوم متحركة" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "أقصي أخطاء زواية" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "ثوابت" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "تنقية الإشارات" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "أقصي أخطاء زواية" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "الوصف" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "الوصف" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "رسوم متحركة" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "تنقية الإشارات" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "المُعادل" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "الوظائف البرمجية" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "خطي" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "رسوم متحركة" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "محاور" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "خطي" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "خطي" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "خطي" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "حزم الإطارات Stack Frames" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "مُنقح الأخطاء" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "زر العجلة للأسفل" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "قوة المحرك" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "فرامل | مكابح" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "التباعُدات" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "استخدام محاذاة التحجيم" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "عجلة" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "الوظائف البرمجية" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "تحديد التعبير" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "السفر" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "خطأ" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9697,7 +10036,8 @@ msgstr "العظام" msgid "Interpolation" msgstr "وضعية الأستيفاء" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "الهدف" @@ -9779,68 +10119,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "زر العجلة للأسفل" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "قوة المحرك" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "فرامل | مكابح" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "التباعُدات" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "استخدام محاذاة التحجيم" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "عجلة" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "الوظائف البرمجية" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "تحديد التعبير" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "السفر" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "خطأ" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9886,8 +10164,8 @@ msgstr "المصفوفة المنقولة Transpose" msgid "Extra Cull Margin" msgstr "وسائط إستدعاء إضافية" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9926,17 +10204,36 @@ msgstr "تنقل" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "إضافة مسار" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "تحديث" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "إضافة مسار" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "يَحزم\"ينتج الملف المضغوط\"" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "إضافة مسار" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "وضعية" @@ -10644,20 +10941,10 @@ msgstr "نافذة XForm" msgid "Reverse Fill" msgstr "إرجاع صوت المسار" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "مقدار إزاحة الشبكة" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "تلوين (طلاء) خريطة الشبكة GridMap" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11469,7 +11756,7 @@ msgstr "الشروع" msgid "Fill Degrees" msgstr "يُدير %s من الدرجات" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "في المنتصف يساراً" @@ -11591,7 +11878,7 @@ msgstr "تشغيل/إطفاء الوضوحية Visibility" msgid "Ordering" msgstr "استدعاء" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "مؤشر ز" @@ -11605,11 +11892,6 @@ msgstr "نسبية المحاذاة" msgid "Y Sort Enabled" msgstr "تفعيل" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "كرر" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11627,11 +11909,6 @@ msgstr "خريطة عادية" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "أظهر الشاشة" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11735,7 +12012,7 @@ msgstr "وضع التنقل" msgid "Multiplayer Poll" msgstr "تحديد التكرار" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11808,7 +12085,7 @@ msgid "Use TAA" msgstr "استخدام المحاذاة" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12182,6 +12459,568 @@ msgstr "فيزياء 3D" msgid "3D Navigation" msgstr "تنقل" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "معاملات المشهد الرئيس" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "بايت (Byte)" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "انتقاء الخاصية" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "وضع الأيقونة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "إعادة اختيار أبوة العُقدة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "نسخ مسار العُقدة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "خطوة الfloat الافتراضية" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "تحديث المُعاينة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "مؤشر الزر" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "عقدة الدمج2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "تعديل مدة الرسم المتحرك" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "اختر المسافة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "اختر المسافة" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "الاتجاهات" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "أضف منفذ أدخال" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "جهات الخاتم" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "الزر الأيمن" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "في الأسفل يميناً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "في الأسفل يميناً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "في الأسفل يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "المحفوظات" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "في الأسفل يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "في الأسفل يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "تحديد الهامش" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "في الأعلى يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "في الأعلى يساراً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "جهة الدوران" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "الطابق التالي" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "في الأعلى يميناً" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "في الأعلى يميناً" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "التضاريس" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "البيانات مخصصة" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "الكود المصدري || الشفرة المصدرية" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "ضغط" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "مسح المخطط" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "مقدار إزاحة الشبكة" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "وضع الإطباق" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "مادة" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "تحديد التكرار" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "تبديل بين نوافذ المشهد" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "المشهد" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "تحميله كعنصر نائب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "المُضلعات" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "إنشاء مُضلع التصادم" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "المصفوفة المنقولة Transpose" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "أصل الملمس" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "فرز مركز ص" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "مُحدد البلاط" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "متنوع" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "الاحتمال" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "اختر المسافة" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "استخدم التصادم" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "الكثافة | الشدة" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "ضوء" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "نقاط الانبعاث" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "العمق" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "العمق" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "عنصر" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "التحوّل" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "محو التَحَوّل" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "معاينة" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "أضفْ %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "الحواف Padding" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "نصف القطر" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "في الأسفل يميناً" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "القص Clip أعلاه" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "في الأسفل يساراً" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "في الأعلى يميناً" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "معاملات المشهد الرئيس" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "معاملات المشهد الرئيس" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "تعديل مدة الرسم المتحرك" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "المحدد فقط" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "معاملات المشهد الرئيس" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "تقسيم المنحنى" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "أضف منفذ أدخال" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "الربط" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "العظام" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "سَمَاء" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "الطابق التالي" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "تخزين الملف" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "تحديد التكرار:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "تكثير/تزويد" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "مُجَمعَ" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "المحفوظات" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "تشغيل" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "التبعثر الضوئي" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "ميبي بايت (MiB)" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "إظهار الكل" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "اللون الأرض" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "طبخ/تجهيز-خريطة-الاضاءة" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "عرض البيئة" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "التبويت" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12402,16 +13241,6 @@ msgstr "حرك ثأثير مسار الصوت" msgid "Load Path" msgstr "تحميل إعداد مسبق" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "معاملات المشهد الرئيس" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "استخدم التصادم" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12445,20 +13274,10 @@ msgstr "تقسيم المنحنى" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "تحديد التكرار:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "سَمَاء" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12690,11 +13509,6 @@ msgstr "الوان الإنبعاث" msgid "Sun Scatter" msgstr "التشتت تحت السطح" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "الكثافة | الشدة" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12772,20 +13586,6 @@ msgstr "التباعُدات" msgid "Color Correction" msgstr "الوظيفة البرمجية للون" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "ضوء" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "نقاط الانبعاث" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12865,20 +13665,6 @@ msgstr "وضع التشغيل" msgid "To" msgstr "فوق" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "العمق" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "العمق" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13138,11 +13924,6 @@ msgstr "جسيمات" msgid "Proximity Fade" msgstr "وضع الأولية" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "اختر المسافة" - #: scene/resources/material.cpp msgid "MSDF" msgstr "حقل مسافة متعدد (ح م ع)(MSDF)" @@ -13177,24 +13958,6 @@ msgstr "عقدة الدمج2" msgid "Shadow Mesh" msgstr "مُظلل" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "عنصر" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "التحوّل" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "محو التَحَوّل" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "معاينة" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13564,181 +14327,6 @@ msgstr "يتجاوز" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "أضفْ %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "الحواف Padding" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "نصف القطر" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "في الأسفل يميناً" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "القص Clip أعلاه" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "في الأسفل يساراً" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "في الأعلى يميناً" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "معاملات المشهد الرئيس" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "معاملات المشهد الرئيس" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "تعديل مدة الرسم المتحرك" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "المحدد فقط" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "معاملات المشهد الرئيس" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "تقسيم المنحنى" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "بايت (Byte)" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "انتقاء الخاصية" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "وضع الأيقونة" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "إعادة اختيار أبوة العُقدة" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "نسخ مسار العُقدة" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "خطوة الfloat الافتراضية" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "تحديث المُعاينة" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "مؤشر الزر" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "عقدة الدمج2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "تعديل مدة الرسم المتحرك" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "اختر المسافة" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "اختر المسافة" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "الاتجاهات" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "أضف منفذ أدخال" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13754,21 +14342,6 @@ msgstr "خطوة الشبكة" msgid "Bone Size" msgstr "البكسلات المحيطية (الحدودية)" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "أضف منفذ أدخال" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "الربط" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "العظام" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13784,79 +14357,6 @@ msgstr "وضع التحريك" msgid "Radiance Size" msgstr "حجم الخطوط" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "الطابق التالي" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "تخزين الملف" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "تكثير/تزويد" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "مُجَمعَ" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "المحفوظات" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "تشغيل" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "التبعثر الضوئي" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "ميبي بايت (MiB)" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "إظهار الكل" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "اللون الأرض" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "طبخ/تجهيز-خريطة-الاضاءة" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13959,219 +14459,6 @@ msgstr "افتراضي" msgid "Default Font Size" msgstr "افتراضي" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "جهات الخاتم" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "الزر الأيمن" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "في الأسفل يميناً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "في الأسفل يميناً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "في الأسفل يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "المحفوظات" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "في الأسفل يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "في الأسفل يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "تحديد الهامش" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "في الأعلى يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "في الأعلى يساراً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "جهة الدوران" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "الطابق التالي" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "في الأعلى يميناً" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "في الأعلى يميناً" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "التضاريس" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "البيانات مخصصة" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "الكود المصدري || الشفرة المصدرية" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "ضغط" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "مسح المخطط" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "مقدار إزاحة الشبكة" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "وضع الإطباق" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "مادة" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "تحديد التكرار" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "تبديل بين نوافذ المشهد" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "المشهد" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "تحميله كعنصر نائب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "المُضلعات" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "إنشاء مُضلع التصادم" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "المصفوفة المنقولة Transpose" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "أصل الملمس" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "فرز مركز ص" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "مُحدد البلاط" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "متنوع" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "الاحتمال" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "ملف" @@ -14297,16 +14584,6 @@ msgstr "ترتيبية المحور Z" msgid "Degrees Mode" msgstr "يُدير %s من الدرجات" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "عرض البيئة" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "التبويت" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14789,6 +15066,11 @@ msgstr "أظهر الملفات المخفية" msgid "Folder" msgstr "مجلد" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "أنشئ مجلد" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16754,11 +17036,27 @@ msgstr "تنسيق المحرّر" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "يَحزم\"ينتج الملف المضغوط\"" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "أعلام" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "عقدة الدمج2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "يَحزم\"ينتج الملف المضغوط\"" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16776,11 +17074,6 @@ msgstr "الواقع المعزز" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "يَحزم\"ينتج الملف المضغوط\"" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/az.po b/properties/az.po index 4cd5799..85a7395 100644 --- a/properties/az.po +++ b/properties/az.po @@ -36,9 +36,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -131,9 +131,9 @@ msgstr "Pəncərə" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -328,7 +328,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -409,7 +409,8 @@ msgid "Max Functions" msgstr "Funksiya" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -457,7 +458,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -814,8 +815,9 @@ msgstr "" msgid "Screen Relative" msgstr "Ölçmə seçimi" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -848,8 +850,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -964,11 +966,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1114,7 +1116,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1139,7 +1142,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1161,7 +1164,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1220,7 +1223,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1525,6 +1528,11 @@ msgstr "Bunun üçün Dəyişdirmə Axtar:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Axtar:" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1547,6 +1555,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Funksiyalar:" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1640,8 +1653,8 @@ msgstr "Pəncərə" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1728,7 +1741,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1750,8 +1764,8 @@ msgstr "Sil" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1905,9 +1919,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Funksiyalar:" @@ -1925,7 +1939,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1935,7 +1949,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2167,16 +2181,16 @@ msgstr "" msgid "Instantiated" msgstr "Quraşdır" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2415,6 +2429,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Əvvəlki addıma keç" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Komponentlər" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2458,6 +2477,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2504,7 +2527,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2774,6 +2797,96 @@ msgstr "Bunun üçün Dəyişdirmə Axtar:" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Əlaqəni redaktə edin:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Yalnız Seçim" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Yalnız Seçim" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Yalnız Seçim" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "3D Transformasya izi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "%s növünü dəyişdirin" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "%s növünü dəyişdirin" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funksiyalar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Yalnız Seçim" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Yalnız Seçim" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Animasiyanı Optimallaşdırma" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2922,13 +3035,17 @@ msgstr "Animasya İzini Sil" msgid "Overwrite Axis" msgstr "'%s' ilə '%s' qoş" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3014,20 +3131,22 @@ msgstr "%s növünü dəyişdirin" msgid "Shape Type" msgstr "%s növünü dəyişdirin" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3146,10 +3265,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3158,12 +3279,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3185,26 +3308,29 @@ msgid "Save to File" msgstr "Yalnız Seçim" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3259,8 +3385,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3322,6 +3448,10 @@ msgstr "Animasya Açarlarını Ölçülə" msgid "Root Scale" msgstr "Animasya Açarlarını Ölçülə" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3477,7 +3607,7 @@ msgstr "Komponentlər" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3598,7 +3728,7 @@ msgstr "Siqnallar" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3708,8 +3838,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4228,7 +4358,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4363,7 +4493,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4487,11 +4617,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4503,9 +4633,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4515,30 +4645,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Xəbərdarlıqlar" @@ -4555,11 +4685,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4567,16 +4697,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4631,6 +4761,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Yol" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4738,20 +4886,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4800,13 +4945,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4815,14 +4961,14 @@ msgstr "Xətti" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -5021,6 +5167,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5197,8 +5348,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5484,8 +5635,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5565,7 +5716,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5583,7 +5735,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Açar sözü buraya daxil edin" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "%s növünü dəyişdirin" @@ -5701,6 +5854,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Xəbərdarlıqlar" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6724,69 +6882,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Quraşdır" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Açar sözü buraya daxil edin" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "İzah:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Xətti" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Audio kliplər:" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6986,45 +7091,6 @@ msgstr "Ölçüm Nisbəti:" msgid "Use Mipmaps" msgstr "Siqnallar" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Metod çağırma izi" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Bunun üçün Dəyişdirmə Axtar:" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7107,9 +7173,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7133,12 +7199,27 @@ msgstr "Animasiyanı Optimallaşdırma" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "İzah:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7192,11 +7273,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7224,7 +7309,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7354,7 +7439,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Yalnız Seçim" @@ -7363,68 +7448,6 @@ msgstr "Yalnız Seçim" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Xətti" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7575,7 +7598,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7722,6 +7745,58 @@ msgstr "Qabaqcıl" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Skriptə qoşulun:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Yalnız Seçim" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Vaxt:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "%s növünü dəyişdirin" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7749,7 +7824,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7760,8 +7835,9 @@ msgstr "Animasiyanı Təmizləmə" msgid "Mirroring" msgstr "Güzgü" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7792,199 +7868,431 @@ msgstr "İnterpolasiya rejimi" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp +msgid "Sync to Physics" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Quraşdır" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Açar sözü buraya daxil edin" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Xətti" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Audio kliplər:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "İnterpolasiya rejimi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "İzah:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Quraşdır" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Metod çağırma izi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Dəyər:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Yapışdır(Snap):" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Dəyər:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Dəyər:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Metod çağırma izi" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Bunun üçün Dəyişdirmə Axtar:" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Xətti" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "Bone 2D Nodepath" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Index" msgstr "%s növünü dəyişdirin" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Auto Configure Joint" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Simulate Physics" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Follow Bone When Simulating" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Animasiyanı Təmizləmə" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Sync to Physics" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "İzah:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "İzah:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Yapışdır(Snap):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "İnterpolasiya rejimi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Sərbəst" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Təxirə salınmış" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Davamlı" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Xətti" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "İnterpolasiya rejimi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "İnterpolasiya rejimi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "İzah:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Nəticə" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Quraşdır" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Metod çağırma izi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Dəyər:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Yapışdır(Snap):" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Dəyər:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Dəyər:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -8003,39 +8311,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Animasiyanı Təmizləmə" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8049,19 +8324,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Nəticə" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8168,33 +8430,6 @@ msgstr "Xəbərdarlıqlar" msgid "Node Path" msgstr "Yol" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Pəncərə" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animasiyanı Təmizləmə" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Yol" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8246,7 +8481,7 @@ msgstr "" msgid "Tracking" msgstr "Xassə" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8301,15 +8536,6 @@ msgstr "Ən yaxın" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Tutmaq" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8354,13 +8580,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Kursordan Ölçülə" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8368,8 +8595,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8382,8 +8609,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8415,11 +8642,6 @@ msgstr "Quraşdır" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8433,7 +8655,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8477,10 +8699,6 @@ msgstr "" msgid "Begin Margin" msgstr "Əlaqəni redaktə edin:" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8491,135 +8709,8 @@ msgstr "Əlaqəni redaktə edin:" msgid "Fade Mode" msgstr "Metod çağırma izi" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "İzah:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Dəyər:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Xətti" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Quraşdır" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Quraşdır" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Animasiyanı Təmizləmə" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Xətti" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Xətti" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animasiyanı Təmizləmə" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maks.Bucaqlı Xəta:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Xətti" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Xətti" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animasiyanı Təmizləmə" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animasiyanı Təmizləmə" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8687,7 +8778,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8697,57 +8788,57 @@ msgid "Outline Modulate" msgstr "Funksiyalar:" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Siqnalları filtirlə" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Siqnalları filtirlə" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "İzah:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8924,7 +9015,8 @@ msgstr "%s növünü dəyişdirin" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Funksiyalar:" @@ -8934,7 +9026,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8970,7 +9062,7 @@ msgstr "Qabaqcıl" msgid "Keep Y Velocity" msgstr "Xətti" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "%s növünü dəyişdirin" @@ -9031,202 +9123,442 @@ msgstr "" msgid "Tilt Enabled" msgstr "Siqnalları filtirlə" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Pəncərə" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animasiyanı Təmizləmə" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Yol" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Tutmaq" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "İzah:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Quraşdır" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Quraşdır" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Animasiyanı Təmizləmə" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animasiyanı Təmizləmə" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animasiyanı Təmizləmə" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Dəyər:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Xətti" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Xətti" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animasiyanı Təmizləmə" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maks.Bucaqlı Xəta:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Açar sözü buraya daxil edin" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Siqnalları filtirlə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maks.Bucaqlı Xəta:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Siqnalları filtirlə" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funksiyalar:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Xətti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animasiyanı Təmizləmə" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Xətti" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Xətti" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Xətti" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "İzah:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Siqnallar" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funksiyalar:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Maks. Xətti Xəta:" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9290,7 +9622,8 @@ msgstr "" msgid "Interpolation" msgstr "İnterpolasiya rejimi" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9366,66 +9699,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "İzah:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Siqnallar" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funksiyalar:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Maks. Xətti Xəta:" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9466,8 +9739,8 @@ msgstr "Animasiyanı Təmizləmə" msgid "Extra Cull Margin" msgstr "Ekstra Çağırış Arqumentləri:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9501,17 +9774,36 @@ msgstr "İzah:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "İz əlavə et" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "%s növünü dəyişdirin" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "İz əlavə et" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Xassə" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "İz əlavə et" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10158,18 +10450,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10920,7 +11204,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -11030,7 +11314,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11043,11 +11327,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Siqnalları filtirlə" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11064,10 +11343,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11160,7 +11435,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11228,7 +11503,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11565,6 +11840,541 @@ msgstr "" msgid "3D Navigation" msgstr "Hamısını Seç/Seçmə" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Yalnız Seçim" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Funksiyalar:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Xətti" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Yol" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Ölçmə seçimi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "%s növünü dəyişdirin" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Düyünə qoşulun:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Animasya Uzunluğunu Dəyiş" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Quraşdır" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Quraşdır" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "İzah:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Açar sözü buraya daxil edin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Developers" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "%s növünü dəyişdirin" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Funksiyalar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Səhifə Ölçüsü" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Developers" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Komponentlər" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Metod çağırma izi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Metod çağırma izi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "%s növünü dəyişdirin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Səhifə Ölçüsü" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Dəyər:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Siqnalları filtirlə" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Açar sözü buraya daxil edin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Açar sözü buraya daxil edin" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Açar sözü buraya daxil edin" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Ölçüm Nisbəti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "İnterpolasiya rejimi" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Quraşdır" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Seçili açar(lar)-ı çoxalt" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Siqnalları filtirlə" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "%s növünü dəyişdirin" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Animasya transformasiyasını dəyiş" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Animasya transformasiyasını dəyiş" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Funksiyalar:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Animasya Uzunluğunu Dəyiş" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Yalnız Seçim" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Yalnız Seçim" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Açar sözü buraya daxil edin" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "%s növünü dəyişdirin" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Funksiyalar:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Funksiyalar:" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Funksiyalar:" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Quraşdır" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Funksiyalar:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11770,15 +12580,6 @@ msgstr "%s növünü dəyişdirin" msgid "Load Path" msgstr "Yol" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Seçili açar(lar)-ı çoxalt" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -11808,19 +12609,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12038,10 +12830,6 @@ msgstr "Siqnalları filtirlə" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12112,20 +12900,6 @@ msgstr "İzah:" msgid "Color Correction" msgstr "Qoş" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Siqnalları filtirlə" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "%s növünü dəyişdirin" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12199,18 +12973,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12445,11 +13207,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Quraşdır" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12481,24 +13238,6 @@ msgstr "Metod çağırma izi" msgid "Shadow Mesh" msgstr "İnterpolasiya rejimi" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Animasya transformasiyasını dəyiş" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Animasya transformasiyasını dəyiş" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -12847,171 +13586,6 @@ msgstr "Mənbə" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Funksiyalar:" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Animasya Uzunluğunu Dəyiş" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Yalnız Seçim" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Yalnız Seçim" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Yalnız Seçim" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Funksiyalar:" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Xətti" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Yol" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Ölçmə seçimi" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "%s növünü dəyişdirin" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Düyünə qoşulun:" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Animasya Uzunluğunu Dəyiş" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Quraşdır" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Quraşdır" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "İzah:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Açar sözü buraya daxil edin" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13026,19 +13600,6 @@ msgstr "" msgid "Bone Size" msgstr "Səhifə Ölçüsü" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Açar sözü buraya daxil edin" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13052,77 +13613,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "%s növünü dəyişdirin" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Funksiyalar:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Funksiyalar:" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Funksiyalar:" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Quraşdır" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Funksiyalar:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13221,213 +13711,6 @@ msgstr "" msgid "Default Font Size" msgstr "Bunun üçün Dəyişdirmə Axtar:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Developers" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "%s növünü dəyişdirin" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Funksiyalar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Səhifə Ölçüsü" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Developers" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Komponentlər" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Metod çağırma izi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Metod çağırma izi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "%s növünü dəyişdirin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Səhifə Ölçüsü" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Dəyər:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Siqnalları filtirlə" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Açar sözü buraya daxil edin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Açar sözü buraya daxil edin" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Açar sözü buraya daxil edin" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Ölçüm Nisbəti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "İnterpolasiya rejimi" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13545,14 +13828,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Təxirə salınmış" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14003,6 +14278,11 @@ msgstr "İz funksiyasını aktiv edin" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Layihə Qurucuları" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15854,11 +16134,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Xassə" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Metod çağırma izi" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Xassə" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15876,11 +16171,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Xassə" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/be.po b/properties/be.po index f512fe2..3aa7894 100644 --- a/properties/be.po +++ b/properties/be.po @@ -35,9 +35,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -127,9 +127,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -308,7 +308,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -385,7 +385,8 @@ msgid "Max Functions" msgstr "" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -429,7 +430,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -763,8 +764,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -795,8 +797,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -905,11 +907,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1045,7 +1047,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1070,7 +1073,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1091,7 +1094,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1145,7 +1148,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1435,6 +1438,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1455,6 +1462,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1543,8 +1554,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1626,7 +1637,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1646,8 +1658,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1794,9 +1806,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1813,7 +1825,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1823,7 +1835,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2045,16 +2057,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2283,6 +2295,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2323,6 +2339,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2366,7 +2386,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2622,6 +2642,78 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Connection Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scalar Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector2 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 3 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 4 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Boolean Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Transform Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Sampler Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Output Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Color Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Conditional Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Input Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Textures Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Utility Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Special Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Particle Color" +msgstr "" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2758,13 +2850,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2839,20 +2935,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -2962,10 +3060,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -2974,12 +3074,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -2999,26 +3101,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3069,8 +3174,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3124,6 +3229,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3267,7 +3376,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3376,7 +3485,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3482,8 +3591,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -3969,7 +4078,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4093,7 +4202,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4212,11 +4321,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4228,9 +4337,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4240,30 +4349,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4279,11 +4388,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4291,16 +4400,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4353,6 +4462,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4448,20 +4574,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4508,13 +4631,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4522,14 +4646,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4713,6 +4837,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4883,8 +5012,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5151,8 +5280,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5226,7 +5355,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5242,7 +5372,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "" @@ -5355,6 +5486,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6316,64 +6451,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6554,43 +6641,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6672,9 +6722,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6697,12 +6747,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6753,11 +6817,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6785,7 +6853,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6900,7 +6968,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "" @@ -6908,67 +6976,6 @@ msgstr "" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7113,7 +7120,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7241,6 +7248,55 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +msgid "Scroll Scale" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Налева" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Screen Offset" +msgstr "" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7266,7 +7322,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7275,8 +7331,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7304,182 +7361,405 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -7498,38 +7778,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7542,18 +7790,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7652,30 +7888,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7723,7 +7935,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7773,14 +7985,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7821,13 +8025,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7835,8 +8040,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7849,8 +8054,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7878,11 +8083,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -7895,7 +8095,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -7933,10 +8133,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -7945,121 +8141,8 @@ msgstr "" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8125,7 +8208,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8134,54 +8217,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8343,7 +8426,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8352,7 +8436,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8384,7 +8468,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "" @@ -8438,172 +8522,390 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8660,7 +8962,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8732,62 +9035,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8825,8 +9072,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8858,15 +9105,31 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Update" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9458,18 +9721,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10157,7 +10412,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10261,7 +10516,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10273,11 +10528,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10294,10 +10544,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10386,7 +10632,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10451,7 +10697,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10770,6 +11016,486 @@ msgstr "" msgid "3D Navigation" msgstr "" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Направа" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Налева" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -10957,14 +11683,6 @@ msgstr "" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -10993,19 +11711,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11210,10 +11919,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11278,18 +11983,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11356,18 +12049,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11588,10 +12269,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11620,22 +12297,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -11944,155 +12605,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12105,18 +12617,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12129,70 +12629,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12281,188 +12717,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Направа" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Налева" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12568,14 +12822,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -12976,6 +13222,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -14645,10 +14895,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14665,10 +14928,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/bg.po b/properties/bg.po index a6fdb82..de9e042 100644 --- a/properties/bg.po +++ b/properties/bg.po @@ -49,9 +49,9 @@ msgstr "Конфигурация" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Име" @@ -147,9 +147,9 @@ msgstr "Прозорец" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -350,7 +350,7 @@ msgstr "Включване" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Физика" @@ -433,7 +433,8 @@ msgid "Max Functions" msgstr "Функция" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Компресиране" @@ -481,7 +482,7 @@ msgstr "Съобщение" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Рендериране" @@ -855,8 +856,9 @@ msgstr "Относително" msgid "Screen Relative" msgstr "Относително" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Скорост" @@ -889,8 +891,8 @@ msgid "Action" msgstr "Действие" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Сила" @@ -1005,11 +1007,11 @@ msgstr "Регион" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1162,7 +1164,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Замяна на всичко" @@ -1191,7 +1194,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1213,7 +1216,7 @@ msgstr "Аргументи" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Тип" @@ -1277,7 +1280,7 @@ msgid "Sync Breakpoints" msgstr "Точки на прекъсване" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1600,6 +1603,11 @@ msgstr "Линейно отляво" msgid "Theme" msgstr "Тема" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Търсене" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1623,6 +1631,11 @@ msgstr "Цветове" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Персонализиран обект" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1722,8 +1735,8 @@ msgstr "Прозорец" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Включване" @@ -1819,7 +1832,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Внасяне" @@ -1842,8 +1856,8 @@ msgstr "Премахване на точката" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2003,9 +2017,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Автозареждане" @@ -2025,7 +2039,7 @@ msgid "Draw Spaces" msgstr "Извиквания за изчертаване:" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2035,7 +2049,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Навигация" @@ -2274,17 +2288,17 @@ msgstr "Цветове" msgid "Instantiated" msgstr "Инсталиране" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Точка" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2549,6 +2563,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Предходна равнина" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Превключване на авт. възпроизвеждане" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2595,6 +2614,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Дълбочина" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Настройки" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2643,7 +2667,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2928,6 +2952,96 @@ msgstr "Резултати от търсенето" msgid "Search Result Border Color" msgstr "Резултати от търсенето" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Редактиране на Връзката:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Цветове" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Само избраното" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Само избраното" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Само избраното" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Преименуване на елемента – цвят" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Формат на трансформацията" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Цветове" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Преименуване на елемента – цвят" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Персонализиран обект" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Следващ под" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Следващ под" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Функция" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Следващ под" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Следващ под" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Само избраното" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Само избраното" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Заключен бутон" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3081,13 +3195,17 @@ msgstr "Преименуване на анимацията" msgid "Overwrite Axis" msgstr "Замяна на всичко" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3176,20 +3294,22 @@ msgstr "Добавяне на тип" msgid "Shape Type" msgstr "Отместване:" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3315,10 +3435,12 @@ msgstr "Режим на приоритет" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Височина" @@ -3327,12 +3449,14 @@ msgstr "Височина" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Радиус:" @@ -3356,26 +3480,29 @@ msgid "Save to File" msgstr "Запазване на файл" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3435,8 +3562,8 @@ msgstr "Автоматично отрязване" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3501,6 +3628,10 @@ msgstr "Скалиране" msgid "Root Scale" msgstr "Скалиране" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3665,7 +3796,7 @@ msgstr "Компоненти" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Език" @@ -3789,7 +3920,7 @@ msgstr "Сигнали:" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3907,8 +4038,8 @@ msgstr "Задаване на регион от плочки" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Принудително изпращане" @@ -4453,7 +4584,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4591,7 +4722,7 @@ msgstr "Включване" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Показване на обкръжението" @@ -4721,11 +4852,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Колизия" @@ -4739,9 +4870,9 @@ msgstr "Колизия" msgid "Collision Layer" msgstr "Режим на колизии" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4753,31 +4884,31 @@ msgstr "Режим на колизии" msgid "Collision Priority" msgstr "Режим на колизии" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Полигонна мрежа" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Промени в материала:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4794,12 +4925,12 @@ msgstr "Показване на водачите" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Радиус:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Радиус:" @@ -4808,17 +4939,17 @@ msgstr "Радиус:" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Полигони" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Дълбочина" @@ -4877,6 +5008,24 @@ msgstr "Поставяне на анимация" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Внасяне" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4987,20 +5136,17 @@ msgstr "" msgid "Naming Version" msgstr "Версия" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Цветове" @@ -5049,13 +5195,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5064,14 +5211,14 @@ msgstr "Инициализиране" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5282,6 +5429,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Име на приставката:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5474,8 +5627,8 @@ msgid "Center Z" msgstr "По средата горе" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Приоритет" @@ -5775,8 +5928,8 @@ msgstr "Задаване на отстъп" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Широчина" @@ -5859,7 +6012,8 @@ msgstr "Показване на всичко" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "In Handle" @@ -5879,7 +6033,8 @@ msgstr "Опции на скелета" msgid "Skeleton Rig" msgstr "Опции на скелета" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Обновяване" @@ -6003,6 +6158,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Текстурна област" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7092,70 +7252,16 @@ msgstr "По средата вляво" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Замяна на всичко" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Точка" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Изчакване на сигнал от инстанция" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Добавяне на входящ порт" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Направления" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Линейно" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Изтриване на звуковата шина" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7364,50 +7470,6 @@ msgstr "Задаване на отстъп" msgid "Use Mipmaps" msgstr "Сигнали:" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Заключен елемент" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Вход" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Изберете обект" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Режим на линията" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Заключен елемент" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Създаване на полигон за колизии" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Създаване на полигон за колизии" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Тема по подразбиране" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7494,9 +7556,9 @@ msgid "Rect Extents" msgstr "Гизмота" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Точки" @@ -7521,12 +7583,27 @@ msgstr "Поставяне на анимация" msgid "Align Y" msgstr "Задаване" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Направления" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7586,11 +7663,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7621,7 +7702,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7758,7 +7839,7 @@ msgstr "Режим на приоритет" msgid "Trails" msgstr "Показване на стандартните" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Направления" @@ -7767,74 +7848,6 @@ msgstr "Направления" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Обект" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Обект" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Заключен бутон" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Малки букви" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Главни букви" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Орбитален изглед отдясно" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Инициализиране" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7997,7 +8010,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8149,6 +8162,62 @@ msgstr "Константи" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Отместване на мрежата:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Отместване на мрежата:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Избиране на свойство" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Автоматично рестартиране:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Заявката е неуспешна, изчакването е неуспешно" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Режим на преместване" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Край" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "1 прозорец за изглед" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Отместване на мрежата:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8177,7 +8246,7 @@ msgstr "На края" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8188,8 +8257,9 @@ msgstr "Действие" msgid "Mirroring" msgstr "Огледално" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8222,216 +8292,461 @@ msgstr "Ротация" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Свързване на данните на обекта" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Индекс на бутона" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Настройване на прилепването" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Следващ кадър на физичната система" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Инициализиране" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Инициализиране" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Следващ кадър на физичната система" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Замяна на всичко" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Точка" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Изчакване на сигнал от инстанция" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Добавяне на входящ порт" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Линейно" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Изтриване на звуковата шина" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Режим на завъртане" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Направления" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Заключен бутон" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Под:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Константа" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Отключване на обекта" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Стойност" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Настройки за прилепването" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Преместване на изходящите данни" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Режим на колизии" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Стойност" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Задаване на отстъп" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Заключен елемент" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Вход" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Изберете обект" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Режим на линията" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Заключен елемент" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Създаване на полигон за колизии" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Създаване на полигон за колизии" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Тема по подразбиране" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Инициализиране" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Обект" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Обект" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Заключен бутон" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Малки букви" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Главни букви" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Орбитален изглед отдясно" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Свързване на данните на обекта" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Индекс на бутона" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Настройване на прилепването" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Следващ кадър на физичната система" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Създаване на функция" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Разделение:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "По средата вляво" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Вертикала:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Описание" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Настройки за прилепването" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Скорост:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Заключване на въртенето на изгледа" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Свободно" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Режим на приоритет" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Персонализиран обект" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Плавно" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Линейно" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Режим на прилепване:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Константи" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Режим на завъртане" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Направления" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Заключен бутон" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Под:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Константа" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Отключване на обекта" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Стойност" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Настройки за прилепването" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Преместване на изходящите данни" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Режим на колизии" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Стойност" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Задаване на отстъп" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Резултати от търсенето" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Инициализиране" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Инициализиране" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8450,39 +8765,6 @@ msgstr "Полигони" msgid "Internal Vertex Count" msgstr "Създаване на вътрешен вертекс" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Създаване на функция" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8497,20 +8779,6 @@ msgstr "Следваща координата" msgid "Update" msgstr "Обновяване" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Задаване на отстъп" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Резултати от търсенето" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8626,34 +8894,6 @@ msgstr "Включване" msgid "Node Path" msgstr "Път" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Прозорец" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Извиквания за изчертаване:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Анимация" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Път на сцената:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8707,7 +8947,7 @@ msgstr "Включване на доплеровия ефект" msgid "Tracking" msgstr "Пътечка за свойство" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Име на обекта:" @@ -8765,15 +9005,6 @@ msgstr "Без интерполиране" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Всички устройства" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8823,13 +9054,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Режим на скалиране" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8837,8 +9069,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Излъчващи точки:" @@ -8854,8 +9086,8 @@ msgid "Emission Energy" msgstr "Излъчващи точки:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8887,12 +9119,6 @@ msgstr "Малки букви" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Режим на преместване" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8908,7 +9134,7 @@ msgstr "Извиквания за изчертаване:" msgid "Passes" msgstr "Извиквания за изчертаване:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8954,10 +9180,6 @@ msgstr "Режим на приоритет" msgid "Begin Margin" msgstr "Задаване на отстъп" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Край" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8968,141 +9190,8 @@ msgstr "Задаване на отстъп" msgid "Fade Mode" msgstr "Режим на побитова маска" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Включване на приоритета" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Изтриване на обектите" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Параметърът е променен:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Разделение:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Скорост:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Линейно" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Изберете главна сцена" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Изберете главна сцена" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Описание" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Инициализиране" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Линейно" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Главни букви" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Малки букви" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Анимация" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Запазване на сцената" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Инициализиране" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Извиквания за изчертаване:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Линейно" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Анимация" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Анимация" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Прилепване към пикселите" @@ -9175,7 +9264,7 @@ msgstr "Включване на приоритета" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Като текст" @@ -9185,31 +9274,31 @@ msgid "Outline Modulate" msgstr "Принудително модулиране на бялото" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Шрифтове" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Хоризонтала:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Филтриране на сигналите" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Главни букви" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Известия" @@ -9217,27 +9306,27 @@ msgstr "Известия" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Направления" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9426,7 +9515,8 @@ msgstr "Текстурна област" msgid "Custom Sky" msgstr "Персонализирано небе" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Персонализиран обект" @@ -9437,7 +9527,7 @@ msgid "Custom Energy" msgstr "Персонализиран обект" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Чувствителност към регистъра" @@ -9475,7 +9565,7 @@ msgstr "Включване" msgid "Keep Y Velocity" msgstr "Скорост" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Режим на навигация" @@ -9538,205 +9628,454 @@ msgstr "" msgid "Tilt Enabled" msgstr "Филтриране на сигналите" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Ос" +msgid "Wind" +msgstr "Прозорец" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Линейно" +msgid "Force Magnitude" +msgstr "Извиквания за изчертаване:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Линейно" +msgid "Attenuation Factor" +msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Линейно" +msgid "Source Path" +msgstr "Път на сцената:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Всички устройства" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Запазване на сцената" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Разделение:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Линейно" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Изберете главна сцена" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Изберете главна сцена" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Описание" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Инициализиране" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Извиквания за изчертаване:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Линейно" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Главни букви" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Малки букви" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Анимация" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Анимация" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Параметърът е променен:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Скорост:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Включване на приоритета" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Изтриване на обектите" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Инициализиране" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Линейно" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Анимация" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Константи" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Филтриране на сигналите" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Описание" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Описание" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Анимация" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Филтриране на сигналите" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Отместване:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Функция" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Линейно" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Анимация" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Ос" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Линейно" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Линейно" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Линейно" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Дебъгер" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Колелце надолу" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Разделение:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Сигнали:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Колело" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Функция" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Израз" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Грешка от %s" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9804,7 +10143,8 @@ msgstr "" msgid "Interpolation" msgstr "Режим на интерполация" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9884,68 +10224,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Колелце надолу" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Разделение:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Сигнали:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Колело" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Функция" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Израз" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Грешка от %s" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9988,8 +10266,8 @@ msgstr "Транслиране" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10025,17 +10303,36 @@ msgstr "Навигация" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Добавяне на пътечка" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Обновяване" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Добавяне на пътечка" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Пътечка за свойство" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Добавяне на пътечка" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10732,20 +11029,10 @@ msgstr "Диалогов прозорец XForm" msgid "Reverse Fill" msgstr "Име на отдалеченото хранилище" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Отместване на мрежата:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Настройки" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11540,7 +11827,7 @@ msgstr "Инициализиране" msgid "Fill Degrees" msgstr "Завъртане на %s градуса." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "По средата вляво" @@ -11659,7 +11946,7 @@ msgstr "Режим на приоритет" msgid "Ordering" msgstr "Рендериране" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Индекс по Z" @@ -11673,11 +11960,6 @@ msgstr "Относително" msgid "Y Sort Enabled" msgstr "Включване" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11695,11 +11977,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "1 прозорец за изглед" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11804,7 +12081,7 @@ msgstr "Режим на навигация" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11875,7 +12152,7 @@ msgid "Use TAA" msgstr "Използване на прилепването" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12248,6 +12525,568 @@ msgstr "Следващ кадър на физичната система" msgid "3D Navigation" msgstr "Навигация" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "Б" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Избиране на свойство" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Режим на иконки" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Създаване на обект" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Път" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Тема по подразбиране" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Стандартен предварителен преглед" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Индекс на бутона" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Вземане на обект от сцената" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Промяна на продължителността на анимацията" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Изберете главна сцена" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Изберете главна сцена" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Направления" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Добавяне на входящ порт" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Режим на навигация" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Десен бутон" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Долу вдясно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Долу вдясно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Долу вляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Цветове" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Долу вляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Долу вляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Наляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Задаване на отстъп" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Горе вляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Горе вляво" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Стъпка на мрежата:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Следващ под" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Горе вдясно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Горе вдясно" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Ползвай персоналната директория на потребителя" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Изходен код" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Компресиране" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Отместване на мрежата:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Режим на прикриване" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Включване" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Персонализиран обект" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Път на сцената:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Основна сцена" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Режим на възпроизвеждане:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Полигони" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Създаване на полигон за колизии" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Задаване на отстъп" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Фокусиране върху отправната точка" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Плочен набор" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Изберете главна сцена" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Колизия" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Режим на навигация" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Излъчващи точки:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Дълбочина" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Дълбочина" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Елемент" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Трансформиране" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Изчистване на трансформацията" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Преглед" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Добавяне на %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Отстъп" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Радиус:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Долу вдясно" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Отрязване над" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Долу вляво" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Горе вдясно" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Завъртане надясно" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Стъпка" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Промяна на продължителността на анимацията" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Само избраното" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Избиране на свойство" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Персонализиран обект" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Добавяне на входящ порт" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Име на обекта:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Следващ под" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Цветове" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Режим на избиране" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Групирано" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Цветове" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Пускане" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "МиБ" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Показване на всичко" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Цветове" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Показване на обкръжението" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Равнина:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12466,15 +13305,6 @@ msgstr "Отместване при завъртане:" msgid "Load Path" msgstr "Път" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Колизия" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12508,19 +13338,10 @@ msgstr "Персонализиран обект" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12747,10 +13568,6 @@ msgstr "Излъчващи точки:" msgid "Sun Scatter" msgstr "Подповърхностно разсейване" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12828,20 +13645,6 @@ msgstr "Разделение:" msgid "Color Correction" msgstr "Функция за цвят." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Режим на навигация" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Излъчващи точки:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12920,20 +13723,6 @@ msgstr "Режим на възпроизвеждане:" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Дълбочина" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Дълбочина" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13185,11 +13974,6 @@ msgstr "Поставяне на параметрите" msgid "Proximity Fade" msgstr "Режим на приоритет" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Изберете главна сцена" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13224,24 +14008,6 @@ msgstr "Режим на скалиране" msgid "Shadow Mesh" msgstr "Панорамен режим" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Елемент" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Трансформиране" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Изчистване на трансформацията" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Преглед" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13606,181 +14372,6 @@ msgstr "Замяна на всичко" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Добавяне на %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Отстъп" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Радиус:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Долу вдясно" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Отрязване над" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Долу вляво" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Горе вдясно" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Завъртане надясно" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Стъпка" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Промяна на продължителността на анимацията" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Само избраното" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Избиране на свойство" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Персонализиран обект" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "Б" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Избиране на свойство" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Режим на иконки" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Създаване на обект" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Път" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Тема по подразбиране" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Стандартен предварителен преглед" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Индекс на бутона" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Вземане на обект от сцената" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Промяна на продължителността на анимацията" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Изберете главна сцена" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Изберете главна сцена" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Направления" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Добавяне на входящ порт" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13796,20 +14387,6 @@ msgstr "Стъпка на мрежата:" msgid "Bone Size" msgstr "Изглед отпред" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Добавяне на входящ порт" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Име на обекта:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13825,79 +14402,6 @@ msgstr "Режим на преместване" msgid "Radiance Size" msgstr "Размер на контура:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Следващ под" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Цветове" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Режим на избиране" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Групирано" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Цветове" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Пускане" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "МиБ" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Показване на всичко" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Цветове" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13999,223 +14503,6 @@ msgstr "Тема по подразбиране" msgid "Default Font Size" msgstr "Тема по подразбиране" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Режим на навигация" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Десен бутон" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Долу вдясно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Долу вдясно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Долу вляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Цветове" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Долу вляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Долу вляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Наляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Задаване на отстъп" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Горе вляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Горе вляво" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Стъпка на мрежата:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Следващ под" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Горе вдясно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Горе вдясно" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Ползвай персоналната директория на потребителя" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Изходен код" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Компресиране" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Отместване на мрежата:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Режим на прикриване" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Включване" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Персонализиран обект" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Път на сцената:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Основна сцена" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Режим на възпроизвеждане:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Полигони" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Създаване на полигон за колизии" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Задаване на отстъп" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Фокусиране върху отправната точка" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Плочен набор" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Файл" @@ -14341,16 +14628,6 @@ msgstr "Задаване на индекс" msgid "Degrees Mode" msgstr "Градуси" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Показване на обкръжението" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Равнина:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14830,6 +15107,11 @@ msgstr "Превключване на скритите файлове" msgid "Folder" msgstr "Папка:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Създаване на папка" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16776,11 +17058,26 @@ msgstr "Език:" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Пътечка за свойство" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Режим на скалиране" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Пътечка за свойство" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16798,11 +17095,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Пътечка за свойство" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/bn.po b/properties/bn.po index 45f1964..a984582 100644 --- a/properties/bn.po +++ b/properties/bn.po @@ -47,9 +47,9 @@ msgstr "স্ন্যাপ কনফিগার করুন" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "নাম" @@ -143,9 +143,9 @@ msgstr "উইন্ডো" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -326,7 +326,7 @@ msgstr "সাবউইন্ডোজ এম্বেড করুন" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "পদার্থবিদ্যা" @@ -404,7 +404,8 @@ msgid "Max Functions" msgstr "ফাংশনগুলি:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "সঙ্কোচন" @@ -448,7 +449,7 @@ msgstr "বার্তা" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "রেন্ডারিং" @@ -796,8 +797,9 @@ msgstr "আপেক্ষিক" msgid "Screen Relative" msgstr "পর্দা আপেক্ষিক" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "বেগ" @@ -828,8 +830,8 @@ msgid "Action" msgstr "প্রক্রিয়া/অ্যাকশন" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "শক্তিমত্তা" @@ -942,11 +944,11 @@ msgstr "অঞ্চল" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "অফসেট/ভারসাম্য" @@ -1088,7 +1090,8 @@ msgstr "দ্বৈত স্বরধ্বনি" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "ওভাররাইড" @@ -1113,7 +1116,7 @@ msgstr "প্লেসহোল্ডার এড়িয়ে যান" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1135,7 +1138,7 @@ msgstr "Args" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "ধরণ" @@ -1193,7 +1196,7 @@ msgid "Sync Breakpoints" msgstr "সিঙ্ক ব্রেকপয়েন্ট" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "ফাইলসিস্টেম" @@ -1505,6 +1508,11 @@ msgstr "ডিফল্ট বাস লেআউট লোড করুন।" msgid "Theme" msgstr "থিম" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "সিস্টেম ফলব্যাকের অনুমতি দিন" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1530,6 +1538,11 @@ msgstr "রঙ" msgid "Accent Color" msgstr "রঙ পছন্দ করুন" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "রঙ পছন্দ করুন" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1629,8 +1642,8 @@ msgstr "উইন্ডো" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "সক্রিয় করুন" @@ -1728,7 +1741,8 @@ msgid "Thumbnail Size" msgstr "থাম্বনেইল..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "ইম্পোর্ট" @@ -1751,8 +1765,8 @@ msgstr "পথের বিন্দু অপসারণ করুন" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1913,9 +1927,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "স্বয়ংক্রিয়-লোড" @@ -1935,7 +1949,7 @@ msgid "Draw Spaces" msgstr "ড্র কলস" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1945,7 +1959,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2189,17 +2203,17 @@ msgstr "Emission-এর স্থানসমূহ:" msgid "Instantiated" msgstr "ইনস্ট্যান্স" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "বিন্দু সরান" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2450,6 +2464,11 @@ msgstr "পয়েন্ট গ্র্যাব ব্যাসার্ধ" msgid "Show Previous Outline" msgstr "পূর্ববর্তী রূপরেখা দেখান" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "স্বয়ংক্রিয়ভাবে চালানো টগল করুন" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "অটোরিনেম অ্যানিমেশন ট্র্যাক" @@ -2491,6 +2510,11 @@ msgstr "মিনিম্যাপ অস্বচ্ছতা" msgid "Lines Curvature" msgstr "লাইন বক্রতা" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "স্ন্যাপ সেটিংস" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "ভিজ্যুয়াল শেডার" @@ -2536,7 +2560,7 @@ msgid "Output" msgstr "আউটপুট/ফলাফল" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "অক্ষরের আকার" @@ -2800,6 +2824,96 @@ msgstr "অনুসন্ধান ফলাফল রঙ" msgid "Search Result Border Color" msgstr "অনুসন্ধান ফলাফল সীমানা রঙ" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "সংযোগসমূহ সম্পাদন করুন" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "রঙ পছন্দ করুন" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "ভারটেক্স" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "ভারটেক্স" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "ভারটেক্স" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "বুকমার্ক রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "রুপান্তর নিষ্ফলা করা হয়েছে।" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "সংখ্যার রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "ক্যারেটের রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "আউটপুট/ফলাফল" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "ক্যারেটের রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "পরবর্তী স্ক্রিপ্ট" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "রঙ পছন্দ করুন" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "লেখার রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "পরবর্তী স্ক্রিপ্ট" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "ভারটেক্স" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "নির্বাচনের রঙ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "মধ্য বোতাম" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2942,13 +3056,17 @@ msgstr "অবস্থান ট্র্যাক স্বাভাবিক msgid "Overwrite Axis" msgstr "অক্ষ ওভাররাইট করুন" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "সিলুয়েট ঠিক করুন" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "ফিল্টার" @@ -3025,20 +3143,22 @@ msgstr "শারীরিক প্রকার" msgid "Shape Type" msgstr "আকৃতির ধরন" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "পদার্থবিদ্যা উপাদান ওভাররাইড" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "স্তর" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "মাস্ক" @@ -3155,10 +3275,12 @@ msgstr "প্রাচীন" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "উচ্চতা" @@ -3167,12 +3289,14 @@ msgstr "উচ্চতা" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "ব্যাসার্ধ" @@ -3192,26 +3316,29 @@ msgid "Save to File" msgstr "ফাইলে সংরক্ষণ করুন" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "সক্রিয়" @@ -3266,8 +3393,8 @@ msgstr "স্লাইস" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3322,6 +3449,10 @@ msgstr "রুট স্কেল প্রয়োগ করুন" msgid "Root Scale" msgstr "রুট স্কেল" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3469,7 +3600,7 @@ msgstr "কম্প্রেস" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "ভাষা" @@ -3589,7 +3720,7 @@ msgstr "সংকেতসমূহ" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3710,8 +3841,8 @@ msgstr "গঠনবিন্যাসের এলাকা" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "উৎস Mesh:" @@ -4265,7 +4396,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4406,7 +4537,7 @@ msgstr "সক্রিয় করুন" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "পরিবেশ (Environment)" @@ -4539,11 +4670,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "অ্যানিমেশনের নোড" @@ -4558,9 +4689,9 @@ msgstr "অ্যানিমেশনের নোড" msgid "Collision Layer" msgstr "অ্যানিমেশনের নোড" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4572,32 +4703,32 @@ msgstr "অ্যানিমেশনের নোড" msgid "Collision Priority" msgstr "অ্যানিমেশনের নোড" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "মেস" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "পরিবর্তনসমূহ হাল-নাগাদ করুন" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "সতর্কতা" @@ -4616,12 +4747,12 @@ msgstr "বোন্‌/হাড় দেখান" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Sphere Shape এর ব্যাসার্ধ পরিবর্তন করুন" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Light এর ব্যাসার্ধ পরিবর্তন করুন" @@ -4630,17 +4761,17 @@ msgstr "Light এর ব্যাসার্ধ পরিবর্তন কর msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "পলিগন->UV" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "গভীরতা" @@ -4700,6 +4831,24 @@ msgstr "যথেচ্ছ ঘূর্ণায়ন:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "ইম্পোর্ট" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4812,20 +4961,17 @@ msgstr "" msgid "Naming Version" msgstr "সংস্করণ:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "রঙ" @@ -4876,13 +5022,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4891,14 +5038,14 @@ msgstr "বড় হাতের অক্ষরে পরিবর্তনে #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5114,6 +5261,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "প্লাগইন-সমূহ" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5313,8 +5466,8 @@ msgid "Center Z" msgstr "নির্বাচনকে কেন্দ্রীভূত করুন" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5616,8 +5769,8 @@ msgstr "হ্যান্ডেল স্থাপন করুন" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5702,7 +5855,8 @@ msgstr "Wireframe প্রদর্শন" msgid "Render Target Size Multiplier" msgstr "টার্গেট" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "হ্যান্ডেল স্থাপন করুন" @@ -5722,7 +5876,8 @@ msgstr "স্কেলেটন/কাঠাম..." msgid "Skeleton Rig" msgstr "স্কেলেটন/কাঠাম..." -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "হালনাগাদ" @@ -5851,6 +6006,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "গঠনবিন্যাস" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -6951,73 +7111,16 @@ msgstr "বামে মাত্রা দিন" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "মনিটর" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "মনিটর" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "ওভাররাইড..." - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point" -msgstr "বিন্দু সরান" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "ইন্সট্যান্স:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "ইনপুট যোগ করুন" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "অংশাদি:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "রৈখিক/লিনিয়ার" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "অডিও বাস যোগ করুন" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7231,51 +7334,6 @@ msgstr "হ্যান্ডেল স্থাপন করুন" msgid "Use Mipmaps" msgstr "সংকেতসমূহ" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "অসমর্থ" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "ইনপুট যোগ করুন" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "টাইল পছন্দ করুন" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "চালানোর মোড:" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "অসমর্থ" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Navigation Polygon তৈরি করুন" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Navigation Polygon তৈরি করুন" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "সাধারণ/ডিফল্ট" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7367,9 +7425,9 @@ msgid "Rect Extents" msgstr "গিজমোস" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "বিন্দু সরান" @@ -7397,12 +7455,27 @@ msgstr "ভারটেক্স" msgid "Align Y" msgstr "নিযুক্ত" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "অংশাদি:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7461,11 +7534,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7496,7 +7573,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7635,7 +7712,7 @@ msgstr "এক্সপোর্ট মোড:" msgid "Trails" msgstr "লোড ডিফল্ট" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "অংশাদি:" @@ -7644,74 +7721,6 @@ msgstr "অংশাদি:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "শাখা" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "শাখা" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "মধ্য বোতাম" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "ছোট হাতের অক্ষর" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "বড় হাতের অক্ষর" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7879,7 +7888,7 @@ msgstr "ইন্সট্যান্স:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8032,6 +8041,63 @@ msgstr "ধ্রুবকসমূহ:" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "গ্রিডের অফসেট/ভারসাম্য:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "গ্রিডের অফসেট/ভারসাম্য:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "গুণাগুণ/বৈশিষ্ট্য বাছাই করুন" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "স্বয়ংক্রিয়ভাবে পুনরারম্ভ করুন:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "অনুরোধের সময়সীমা শেষ" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "মোড (Mode) সরান" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "End" +msgstr "সমাপ্তি(সমূহ)" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "১ টি Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "গ্রিডের অফসেট/ভারসাম্য:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8059,7 +8125,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8070,8 +8136,9 @@ msgstr "প্রক্রিয়া/অ্যাকশন" msgid "Mirroring" msgstr "প্রতিবিম্ব" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "বক্ররেখা বন্ধ করুন" @@ -8105,217 +8172,466 @@ msgstr "প্রদেশ/রাজ্য" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "নোডের সাথে সংযুক্ত করুন:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "মাউসের বোতাম ইন্ডেক্স:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "স্ন্যাপ কনফিগার করুন" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "স্থির/বদ্ধ ফ্রেম %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "স্থির/বদ্ধ ফ্রেম %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "মনিটর" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "মনিটর" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "ওভাররাইড..." + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point" +msgstr "বিন্দু সরান" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "ইনপুট যোগ করুন" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "অডিও বাস যোগ করুন" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "ঘূর্ণায়ন মোড" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "অংশাদি:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "মধ্য বোতাম" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "মেঝে:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "ধ্রুবক/কন্সট্যান্ট" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "একটি নোড নির্বাচন করুন" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "মান" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "স্ন্যাপ সেটিংস" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "প্লাটফর্মে প্রতিলিপি করুন..." + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "স্তর" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "স্তর" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "হ্যান্ডেল স্থাপন করুন" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "অসমর্থ" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "ইনপুট যোগ করুন" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "টাইল পছন্দ করুন" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "চালানোর মোড:" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "অসমর্থ" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Navigation Polygon তৈরি করুন" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Navigation Polygon তৈরি করুন" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "সাধারণ/ডিফল্ট" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "শাখা" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "শাখা" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "মধ্য বোতাম" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "ছোট হাতের অক্ষর" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "বড় হাতের অক্ষর" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "নোডের সাথে সংযুক্ত করুন:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "মাউসের বোতাম ইন্ডেক্স:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "স্ন্যাপ কনফিগার করুন" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "স্থির/বদ্ধ ফ্রেম %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "আন্ত-বক্ররেখার স্থান নির্ধারণ করুন" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "চলক/ভেরিয়েবল সম্পাদন করুন:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "বামে মাত্রা দিন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "ভারটেক্স" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "বর্ণনা:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "স্মার্ট স্ন্যাপিং ব্যাবহার করুন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "গতি (FPS):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "তথ্য দেখুন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "মুক্ত করে দিন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "এক্সপোর্ট মোড:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "নোড-সমূহ কর্তন/কাট করুন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "অবিচ্ছিন্ন/নিরবচ্ছিন্ন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "রঙ পছন্দ করুন" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "রৈখিক/লিনিয়ার" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "স্ন্যাপ মোড:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "ধ্রুবকসমূহ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "ঘূর্ণায়ন মোড" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "অংশাদি:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "মধ্য বোতাম" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "মেঝে:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "ধ্রুবক/কন্সট্যান্ট" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "একটি নোড নির্বাচন করুন" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "মান" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "স্ন্যাপ সেটিংস" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "প্লাটফর্মে প্রতিলিপি করুন..." - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "স্তর" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "স্তর" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "হ্যান্ডেল স্থাপন করুন" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "সাহায্য অনুসন্ধান করুন" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "অতিবেগুনী" @@ -8335,39 +8651,6 @@ msgstr "পলিগন->UV" msgid "Internal Vertex Count" msgstr "নতুন স্ক্রিপ্ট তৈরি করুন" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "আন্ত-বক্ররেখার স্থান নির্ধারণ করুন" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8382,20 +8665,6 @@ msgstr "পরবর্তী স্ক্রিপ্ট" msgid "Update" msgstr "হালনাগাদ" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "হ্যান্ডেল স্থাপন করুন" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "সাহায্য অনুসন্ধান করুন" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8513,35 +8782,6 @@ msgstr "সক্রিয় করুন" msgid "Node Path" msgstr "পথ প্রতিলিপি/কপি করুন" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "উইন্ডো" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "ড্র কলস" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "অ্যানিমেশন" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "রিসোর্স-এর পথ" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "রুপান্তরের পরিবর্তন" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8596,7 +8836,7 @@ msgstr "সম্পাদনযোগ্য অংশীদারীসমূ msgid "Tracking" msgstr "প্যাক/গুচ্ছিত করা" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "নোডের নাম:" @@ -8654,15 +8894,6 @@ msgstr "নিকটতম" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "ক্যাপচার" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8712,13 +8943,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "বক্ররেখা বন্ধ করুন" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "ফরম্যাট" @@ -8727,8 +8959,8 @@ msgstr "ফরম্যাট" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emission Mask স্থাপন করুন" @@ -8744,8 +8976,8 @@ msgid "Emission Energy" msgstr "Emission-এর স্থানসমূহ:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "পপুলেট" @@ -8778,12 +9010,6 @@ msgstr "ছোট হাতের অক্ষর" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "মোড (Mode) সরান" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8799,7 +9025,7 @@ msgstr "ড্র কলস" msgid "Passes" msgstr "ড্র কলস" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8845,11 +9071,6 @@ msgstr "এক্সপোর্ট মোড:" msgid "Begin Margin" msgstr "হ্যান্ডেল স্থাপন করুন" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "End" -msgstr "সমাপ্তি(সমূহ)" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8860,142 +9081,8 @@ msgstr "ধারক/বাহক পর্যন্ত বিস্তৃত msgid "Fade Mode" msgstr "ঘূর্ণায়ন মোড" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "নোড ফিল্টারসমূহ সম্পাদন করুন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "নোড(সমূহ) অপসারণ করুন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "পরিবর্তনসমূহ হাল-নাগাদ করুন" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "বিচ্ছেদ:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "গতি (FPS):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "রৈখিক/লিনিয়ার" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "ইন্সট্যান্স:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "ইন্সট্যান্স:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "বর্ণনা:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "সমকোণীয় (Orthogonal)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "বড় হাতের অক্ষর" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "ছোট হাতের অক্ষর" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "অ্যানিমেশন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "সর্বোচ্চ কৌণিক ভুল/সমস্যা:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "দৃশ্য সংরক্ষিত হচ্ছে" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "ড্র কলস" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "রৈখিক/লিনিয়ার" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "অ্যানিমেশন" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "অ্যানিমেশন" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "পিক্সেল স্ন্যাপ" @@ -9068,7 +9155,7 @@ msgstr "নোড ফিল্টারসমূহ সম্পাদন কর #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "টেক্সট" @@ -9078,31 +9165,31 @@ msgid "Outline Modulate" msgstr "প্রান্তরেখার আকার:" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "ফন্ট" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "সমকোণীয় (Orthogonal)" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "দ্রুত ফাইলসমূহ ফিল্টার করুন..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "বড় হাতের অক্ষর" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "যথেচ্ছ ঘূর্ণায়ন:" @@ -9110,27 +9197,27 @@ msgstr "যথেচ্ছ ঘূর্ণায়ন:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "অংশাদি:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9320,7 +9407,8 @@ msgstr "দৃশ্য হতে একত্রিত করবেন" msgid "Custom Sky" msgstr "নোড-সমূহ কর্তন/কাট করুন" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "নোড-সমূহ কর্তন/কাট করুন" @@ -9331,7 +9419,7 @@ msgid "Custom Energy" msgstr "বাস ইফেক্ট মুভ করুন" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "অক্ষরের মাত্রা (বড়/ছোট-হাতের) সংবেদনশীল" @@ -9370,7 +9458,7 @@ msgstr "অ্যানিমেশনের সিদ্ধান্তসম msgid "Keep Y Velocity" msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigation Mesh তৈরি করুন" @@ -9434,206 +9522,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "দ্রুত ফাইলসমূহ ফিল্টার করুন..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "অক্ষ" +msgid "Wind" +msgstr "উইন্ডো" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "রৈখিক/লিনিয়ার" +msgid "Force Magnitude" +msgstr "ড্র কলস" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "রৈখিক/লিনিয়ার" +msgid "Attenuation Factor" +msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "রৈখিক/লিনিয়ার" +msgid "Source Path" +msgstr "রিসোর্স-এর পথ" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "রুপান্তরের পরিবর্তন" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "ক্যাপচার" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "দৃশ্য সংরক্ষিত হচ্ছে" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "বিচ্ছেদ:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "বর্ণনা:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "ড্র কলস" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "বড় হাতের অক্ষর" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "ছোট হাতের অক্ষর" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "অ্যানিমেশন" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "অ্যানিমেশন" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "পরিবর্তনসমূহ হাল-নাগাদ করুন" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "গতি (FPS):" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "নোড ফিল্টারসমূহ সম্পাদন করুন" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "নোড(সমূহ) অপসারণ করুন" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "বড় হাতের অক্ষরে পরিবর্তনে করুন" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "সমকোণীয় (Orthogonal)" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "অ্যানিমেশন" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "সর্বোচ্চ কৌণিক ভুল/সমস্যা:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "ধ্রুবকসমূহ:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "দ্রুত ফাইলসমূহ ফিল্টার করুন..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "সর্বোচ্চ কৌণিক ভুল/সমস্যা:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "বর্ণনা:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "বর্ণনা:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "অ্যানিমেশন" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "দ্রুত ফাইলসমূহ ফিল্টার করুন..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "অফসেট/ভারসাম্য:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "ফাংশনগুলি:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "রৈখিক/লিনিয়ার" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "অ্যানিমেশন" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "অক্ষ" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "রৈখিক/লিনিয়ার" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "ফ্রেমসমূহ স্তূপ করুন" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "ডিবাগার" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "চাকা নিচে নামানোর বোতাম" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "ডকুমেন্টসমূহ বন্ধ করুন" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "বিচ্ছেদ:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "স্ন্যাপ ব্যবহার করুন" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "মাউসের চাকা উপরের দিকে চক্কর।" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "ফাংশনগুলি:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "অভিব্যক্তি (Expression) পরিবর্তন করুন" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "ভ্রমণ" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "সমস্যা/ভুল" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9703,7 +10044,8 @@ msgstr "বোন্‌/হাড় তৈরি করুন" msgid "Interpolation" msgstr "ইন্টারপোলেশন মোড" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "টার্গেট" @@ -9785,70 +10127,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "চাকা নিচে নামানোর বোতাম" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "ডকুমেন্টসমূহ বন্ধ করুন" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "বিচ্ছেদ:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "স্ন্যাপ ব্যবহার করুন" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "মাউসের চাকা উপরের দিকে চক্কর।" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "ফাংশনগুলি:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "অভিব্যক্তি (Expression) পরিবর্তন করুন" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "ভ্রমণ" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "সমস্যা/ভুল" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9893,8 +10171,8 @@ msgstr "পক্ষান্তরিত করুন" msgid "Extra Cull Margin" msgstr "ডাকযোগ্য অতিরিক্ত মান/আর্গুমেন্ট-সমূহ:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9930,17 +10208,36 @@ msgstr "Navigation Mesh তৈরি করুন" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "ট্র্যাক যোগ করুন" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "হালনাগাদ" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "ট্র্যাক যোগ করুন" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "প্যাক/গুচ্ছিত করা" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "ট্র্যাক যোগ করুন" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "ভঙ্গি প্রতিলিপি করুন" @@ -10656,20 +10953,10 @@ msgstr "XForm এর সংলাপ" msgid "Reverse Fill" msgstr "বাস ভলিউম রিসেট করুন" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "গ্রিডের অফসেট/ভারসাম্য:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "স্ন্যাপ সেটিংস" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11478,7 +11765,7 @@ msgstr "বড় হাতের অক্ষরে পরিবর্তনে msgid "Fill Degrees" msgstr "%s ডিগ্রি ঘূর্ণিত হচ্ছে।" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "বামে মাত্রা দিন" @@ -11600,7 +11887,7 @@ msgstr "Spatial দৃশ্যমানতা টগল করুন" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp #, fuzzy msgid "Z Index" msgstr "ইন্ডেক্স:" @@ -11615,11 +11902,6 @@ msgstr "আপেক্ষিক স্ন্যাপ" msgid "Y Sort Enabled" msgstr "সক্রিয় করুন" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11637,11 +11919,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "১ টি Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11746,7 +12023,7 @@ msgstr "Navigation Mesh তৈরি করুন" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11818,7 +12095,7 @@ msgid "Use TAA" msgstr "স্ন্যাপ ব্যবহার করুন" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12190,6 +12467,568 @@ msgstr "স্থির/বদ্ধ ফ্রেম %" msgid "3D Navigation" msgstr "Navigation Mesh তৈরি করুন" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "গুণাগুণ/বৈশিষ্ট্য বাছাই করুন" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "প্যান মোড" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "নোডের নতুন অভিভাবক দান করুন" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "পথ প্রতিলিপি/কপি করুন" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "সাধারণ/ডিফল্ট" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "এটলাস/মানচিত্রাবলী প্রিভিউ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "মাউসের বোতাম ইন্ডেক্স:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "ব্লেন্ড২ নোড" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "অ্যানিমেশনের ব্যাপ্তিকাল পরিবর্তন করুন" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "অংশাদি:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "ইনপুট যোগ করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "ডান দর্শন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "ডান বোতাম" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "ডানে সরান" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "ডানে সরান" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "নিম্ন দর্শন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "রঙ পছন্দ করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "নিম্ন দর্শন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "নিম্ন দর্শন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "বাম" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "হ্যান্ডেল স্থাপন করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "বাম" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "বাম" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "গ্রিডের পদক্ষেপ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "পরবর্তী স্ক্রিপ্ট" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "ডান" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "ডান" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "উত্তরাধিকারত্ব পরিস্কার করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "উৎস:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "অভিব্যক্তি (Expression) পরিবর্তন করুন" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "লেআউট/নকশা অপসারণ করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "গ্রিডের অফসেট/ভারসাম্য:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Poly সম্পাদন করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "স্থির/বদ্ধ ফ্রেম %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "নোড-সমূহ কর্তন/কাট করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "দৃশ্যের ট্যাব পরিবর্তন করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "প্রধান দৃশ্য" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "প্লেসহোল্ডার হিসেবে লোড করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "পলিগন->UV" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Navigation Polygon তৈরি করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "পক্ষান্তরিত করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "হ্যান্ডেল স্থাপন করুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "অরিজিন দেখুন" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet (টাইল-সেট)..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "ইন্সট্যান্স:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "অ্যানিমেশনের নোড" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "ডান" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Emission-এর স্থানসমূহ:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "গভীরতা" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "গভীরতা" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "বস্তু/আইটেম" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "রুপান্তর" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "রুপান্তর" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "প্রিভিউ" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "%s সংযুক্ত করুন" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "ব্যাসার্ধ:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "ডানে সরান" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "নিম্ন দর্শন" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "ডান" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "অ্যানিমেশনের ব্যাপ্তিকাল পরিবর্তন করুন" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "শুধুমাত্র নির্বাচিতসমূহ" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "বক্ররেখা বন্ধ করুন" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "ইনপুট যোগ করুন" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "বোন্‌/হাড় তৈরি করুন" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "পরবর্তী স্ক্রিপ্ট" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "সংরক্ষিত ফাইল:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "পপুলেট" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "গ্রুপ" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "রঙ পছন্দ করুন" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "চালান" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "এম বি" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Normal প্রদর্শন" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "রঙ পছন্দ করুন" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "ডান" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "পরিবেশ (Environment)" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "সমতল:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12410,16 +13249,6 @@ msgstr "বাস ইফেক্ট মুভ করুন" msgid "Load Path" msgstr "রিসোর্স লোড করুন" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "অ্যানিমেশনের নোড" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12453,19 +13282,10 @@ msgstr "বক্ররেখা বন্ধ করুন" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12694,10 +13514,6 @@ msgstr "Emission-এর স্থানসমূহ:" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12775,20 +13591,6 @@ msgstr "বিচ্ছেদ:" msgid "Color Correction" msgstr "ফাংশনে যান..." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "ডান" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Emission-এর স্থানসমূহ:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12869,20 +13671,6 @@ msgstr "প্যান মোড" msgid "To" msgstr "শীর্ষ" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "গভীরতা" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "গভীরতা" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13140,11 +13928,6 @@ msgstr "ভারটেক্স" msgid "Proximity Fade" msgstr "এক্সপোর্ট মোড:" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "ইন্সট্যান্স:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13179,24 +13962,6 @@ msgstr "ব্লেন্ড২ নোড" msgid "Shadow Mesh" msgstr "শেডার" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "বস্তু/আইটেম" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "রুপান্তর" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "রুপান্তর" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "প্রিভিউ" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13567,179 +14332,6 @@ msgstr "ওভাররাইড..." msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "%s সংযুক্ত করুন" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "ব্যাসার্ধ:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "ডানে সরান" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "নিম্ন দর্শন" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "ডান" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "অ্যানিমেশনের ব্যাপ্তিকাল পরিবর্তন করুন" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "শুধুমাত্র নির্বাচিতসমূহ" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "প্রধান দৃশ্যের মান/আর্গুমেন্ট-সমূহ:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "বক্ররেখা বন্ধ করুন" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "গুণাগুণ/বৈশিষ্ট্য বাছাই করুন" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "প্যান মোড" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "নোডের নতুন অভিভাবক দান করুন" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "পথ প্রতিলিপি/কপি করুন" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "সাধারণ/ডিফল্ট" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "এটলাস/মানচিত্রাবলী প্রিভিউ" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "মাউসের বোতাম ইন্ডেক্স:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "ব্লেন্ড২ নোড" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "অ্যানিমেশনের ব্যাপ্তিকাল পরিবর্তন করুন" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "ইন্সট্যান্স:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "ইন্সট্যান্স:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "অংশাদি:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "ইনপুট যোগ করুন" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13755,20 +14347,6 @@ msgstr "গ্রিডের পদক্ষেপ:" msgid "Bone Size" msgstr "সন্মুখ দর্শন" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "ইনপুট যোগ করুন" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "বোন্‌/হাড় তৈরি করুন" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13784,80 +14362,6 @@ msgstr "মোড (Mode) সরান" msgid "Radiance Size" msgstr "প্রান্তরেখার আকার:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "পরবর্তী স্ক্রিপ্ট" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "সংরক্ষিত ফাইল:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "পপুলেট" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "গ্রুপ" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "রঙ পছন্দ করুন" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "চালান" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "এম বি" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Normal প্রদর্শন" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "রঙ পছন্দ করুন" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "ডান" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13964,223 +14468,6 @@ msgstr "সাধারণ/ডিফল্ট" msgid "Default Font Size" msgstr "সাধারণ/ডিফল্ট" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "ডান দর্শন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "ডান বোতাম" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "ডানে সরান" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "ডানে সরান" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "নিম্ন দর্শন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "রঙ পছন্দ করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "নিম্ন দর্শন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "নিম্ন দর্শন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "বাম" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "হ্যান্ডেল স্থাপন করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "বাম" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "বাম" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "গ্রিডের পদক্ষেপ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "পরবর্তী স্ক্রিপ্ট" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "ডান" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "ডান" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "উত্তরাধিকারত্ব পরিস্কার করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "উৎস:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "অভিব্যক্তি (Expression) পরিবর্তন করুন" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "লেআউট/নকশা অপসারণ করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "গ্রিডের অফসেট/ভারসাম্য:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Poly সম্পাদন করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "স্থির/বদ্ধ ফ্রেম %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "নোড-সমূহ কর্তন/কাট করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "দৃশ্যের ট্যাব পরিবর্তন করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "প্রধান দৃশ্য" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "প্লেসহোল্ডার হিসেবে লোড করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "পলিগন->UV" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Navigation Polygon তৈরি করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "পক্ষান্তরিত করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "হ্যান্ডেল স্থাপন করুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "অরিজিন দেখুন" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet (টাইল-সেট)..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "ফাইল" @@ -14306,16 +14593,6 @@ msgstr "ইন্ডেক্স:" msgid "Degrees Mode" msgstr "%s ডিগ্রি ঘূর্ণিত হচ্ছে।" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "পরিবেশ (Environment)" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "সমতল:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14797,6 +15074,11 @@ msgstr "অদৃশ্য ফাইলসমূহ অদলবদল/টগল msgid "Folder" msgstr "লাইন-এ যান" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "ফোল্ডার তৈরি করুন" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16761,11 +17043,27 @@ msgstr "এডিটরের লেআউট/নকশা" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "প্যাক/গুচ্ছিত করা" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "সেল (Cell)-এর আকার:" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "ব্লেন্ড২ নোড" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "প্যাক/গুচ্ছিত করা" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16783,11 +17081,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "প্যাক/গুচ্ছিত করা" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/br.po b/properties/br.po index e1b7554..d06ad92 100644 --- a/properties/br.po +++ b/properties/br.po @@ -38,9 +38,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -131,9 +131,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -325,7 +325,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -406,7 +406,8 @@ msgid "Max Functions" msgstr "Fonksionoù :" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -453,7 +454,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -807,8 +808,9 @@ msgstr "" msgid "Screen Relative" msgstr "Fonksionoù :" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -841,8 +843,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -954,11 +956,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1103,7 +1105,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1128,7 +1131,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1150,7 +1153,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1208,7 +1211,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1508,6 +1511,10 @@ msgstr "Talvoud :" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Ragarventenn" @@ -1530,6 +1537,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Fonksionoù :" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1621,8 +1633,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1707,7 +1719,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Enporzhiañ" @@ -1728,8 +1741,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1880,9 +1893,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Fonksionoù :" @@ -1900,7 +1913,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1910,7 +1923,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2138,16 +2151,16 @@ msgstr "" msgid "Instantiated" msgstr "Enlakaat an Alc'hwezh Amañ" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2381,6 +2394,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2424,6 +2441,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2467,7 +2488,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2731,6 +2752,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Tro Fiñvskeudenn" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Tro Fiñvskeudenn" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Tro Fiñvskeudenn" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Roudenn Treuzfurmadur 3D" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Fonksionoù :" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Cheñch Tro ar Fiñvskeudenn" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2875,13 +2986,17 @@ msgstr "Dilemel ar Roudenn Fiñvskeudenn" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -2966,20 +3081,22 @@ msgstr "Dilemel ar Roudenn Fiñvskeudenn" msgid "Shape Type" msgstr "Mod Interpoladur" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3093,10 +3210,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3105,12 +3224,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3132,26 +3253,29 @@ msgid "Save to File" msgstr "Aktivañ ar Roudenn" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3204,8 +3328,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3265,6 +3389,10 @@ msgstr "Cheñch Skeul Alc'hwezioù Fiñvskeudenn" msgid "Root Scale" msgstr "Cheñch Skeul Alc'hwezioù Fiñvskeudenn" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3414,7 +3542,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3531,7 +3659,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3638,8 +3766,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4149,7 +4277,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4281,7 +4409,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4401,11 +4529,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4417,9 +4545,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4429,30 +4557,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Rouedad" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4468,11 +4596,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4480,16 +4608,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4543,6 +4671,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Enporzhiañ" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4647,20 +4793,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4707,13 +4850,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4722,14 +4866,14 @@ msgstr "Lineel" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4926,6 +5070,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5101,8 +5250,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5383,8 +5532,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5461,7 +5610,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5479,7 +5629,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Enlakaat an Alc'hwezh Amañ" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Enlakaat an Alc'hwezh Amañ" @@ -5594,6 +5745,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Tro Fiñvskeudenn" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6583,67 +6739,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineel" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Lodenn Audio :" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6839,45 +6944,6 @@ msgstr "Roudenn Galv Metodenn" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Roudenn Galv Metodenn" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Fonksionoù :" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6959,9 +7025,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6985,12 +7051,26 @@ msgstr "Cheñch Tro ar Fiñvskeudenn" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7042,11 +7122,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7074,7 +7158,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7202,7 +7286,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Fonksionoù :" @@ -7211,68 +7295,6 @@ msgstr "Fonksionoù :" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineel" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7418,7 +7440,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7563,6 +7585,58 @@ msgstr "Aktivañ ar Roudenn" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Cheñch Skeul Alc'hwezioù Fiñvskeudenn" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Fonksionoù :" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Amzer :" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Mod Interpoladur" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7588,7 +7662,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7599,8 +7673,9 @@ msgstr "Tro Fiñvskeudenn" msgid "Mirroring" msgstr "Melezour" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7630,198 +7705,429 @@ msgstr "Mod Interpoladur" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Tro Fiñvskeudenn" +msgid "Point Center" +msgstr "Enlakaat an Alc'hwezh Amañ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "Tro Fiñvskeudenn" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "Mod Interpoladur" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Dieub" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Roudenn Galv Metodenn" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "Kendalc'hus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +msgid "Linear Damp" msgstr "Lineel" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Damp Mode" -msgstr "Mod Interpoladur" +msgid "Audio Bus" +msgstr "Lodenn Audio :" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Mod Interpoladur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Tro Fiñvskeudenn" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Roudenn Galv Metodenn" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Talvoud :" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Talvoud :" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Talvoud :" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Roudenn Galv Metodenn" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Fonksionoù :" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineel" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Tro Fiñvskeudenn" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Tro Fiñvskeudenn" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Tro Fiñvskeudenn" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Mod Interpoladur" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Dieub" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Roudenn Galv Metodenn" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Kendalc'hus" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Lineel" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Mod Interpoladur" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Talvoud :" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7838,39 +8144,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Tro Fiñvskeudenn" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7884,19 +8157,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Talvoud :" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8000,32 +8260,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Tro Fiñvskeudenn" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Roudenn Perzhioù" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8077,7 +8311,7 @@ msgstr "" msgid "Tracking" msgstr "Roudenn Perzhioù" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8130,15 +8364,6 @@ msgstr "Tostañ" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Tapout" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8181,13 +8406,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Cheñch Skeul Alc'hwezioù Fiñvskeudenn" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8195,8 +8421,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8209,8 +8435,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8239,11 +8465,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8257,7 +8478,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8299,10 +8520,6 @@ msgstr "" msgid "Begin Margin" msgstr "Tro Fiñvskeudenn" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8313,132 +8530,8 @@ msgstr "Tro Fiñvskeudenn" msgid "Fade Mode" msgstr "Roudenn Galv Metodenn" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Fonksionoù :" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Talvoud :" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineel" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Tro Fiñvskeudenn" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineel" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineel" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Tro Fiñvskeudenn" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineel" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineel" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Tro Fiñvskeudenn" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Tro Fiñvskeudenn" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8505,7 +8598,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8515,56 +8608,56 @@ msgid "Outline Modulate" msgstr "Fonksionoù :" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Aktivañ ar Roudenn" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Aktivañ ar Roudenn" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8737,7 +8830,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Fonksionoù :" @@ -8747,7 +8841,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8782,7 +8876,7 @@ msgstr "Aktivañ ar Roudenn" msgid "Keep Y Velocity" msgstr "Lineel" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Tro Fiñvskeudenn" @@ -8842,202 +8936,437 @@ msgstr "" msgid "Tilt Enabled" msgstr "Aktivañ ar Roudenn" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "" + +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Roudenn Perzhioù" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Tapout" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Fonksionoù :" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Restitution" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Talvoud :" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineel" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineel" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Enlakaat an Alc'hwezh Amañ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Aktivañ ar Roudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Tro Fiñvskeudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Aktivañ ar Roudenn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Fonksionoù :" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineel" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Tro Fiñvskeudenn" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineel" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineel" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineel" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Tro Fiñvskeudenn" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Fonksionoù :" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Melezour" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9099,7 +9428,8 @@ msgstr "" msgid "Interpolation" msgstr "Mod Interpoladur" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9174,65 +9504,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Tro Fiñvskeudenn" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Fonksionoù :" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Melezour" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9272,8 +9543,8 @@ msgstr "Tro Fiñvskeudenn" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9307,17 +9578,36 @@ msgstr "Tro Fiñvskeudenn" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Ouzhpenn Roudenn" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Ouzhpenn Roudenn" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Roudenn Perzhioù" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Ouzhpenn Roudenn" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9949,18 +10239,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10691,7 +10973,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10801,7 +11083,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10814,11 +11096,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Aktivañ ar Roudenn" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10835,10 +11112,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10930,7 +11203,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10997,7 +11270,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11329,6 +11602,531 @@ msgstr "" msgid "3D Navigation" msgstr "Eilskoueriañ an Alc'whezh(ioù) Uhelsklaeriet" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Fonksionoù :" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Lineel" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Cheñch Hirder ar Fiñvskeudenn" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Fonksionoù :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Roudenn Galv Metodenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Tro Fiñvskeudenn" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Roudenn Galv Metodenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Roudenn Galv Metodenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Roudenn Galv Metodenn" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Talvoud :" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Roudenn Galv Metodenn" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Roudenn Treuzfurmadur 3D" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Mod Interpoladur" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Eilskoueriañ an Alc'whezh(ioù) Uhelsklaeriet" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Cheñch Treuzfurmadur ar Fiñvskeudenn" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Cheñch Treuzfurmadur ar Fiñvskeudenn" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Fonksionoù :" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Cheñch Hirder ar Fiñvskeudenn" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Aktivañ ar Roudenn" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Enlakaat an Alc'hwezh Amañ" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Fonksionoù :" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Fonksionoù :" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Fonksionoù :" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Fonksionoù :" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Fonksionoù :" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11531,15 +12329,6 @@ msgstr "Tro Fiñvskeudenn" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Eilskoueriañ an Alc'whezh(ioù) Uhelsklaeriet" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11568,19 +12357,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11795,10 +12575,6 @@ msgstr "Aktivañ ar Roudenn" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11868,19 +12644,6 @@ msgstr "Tro Fiñvskeudenn" msgid "Color Correction" msgstr "Tro Fiñvskeudenn" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11950,18 +12713,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12192,10 +12943,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12226,24 +12973,6 @@ msgstr "Roudenn Galv Metodenn" msgid "Shadow Mesh" msgstr "Mod Interpoladur" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Cheñch Treuzfurmadur ar Fiñvskeudenn" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Cheñch Treuzfurmadur ar Fiñvskeudenn" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12581,165 +13310,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Fonksionoù :" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Cheñch Hirder ar Fiñvskeudenn" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Fonksionoù :" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Lineel" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Cheñch Hirder ar Fiñvskeudenn" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Enlakaat an Alc'hwezh Amañ" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12752,19 +13322,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -12778,76 +13335,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Fonksionoù :" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Fonksionoù :" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Fonksionoù :" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Fonksionoù :" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Fonksionoù :" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -12946,212 +13433,6 @@ msgstr "" msgid "Default Font Size" msgstr "Talvoud :" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Fonksionoù :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Roudenn Galv Metodenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Tro Fiñvskeudenn" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Roudenn Galv Metodenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Roudenn Galv Metodenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Roudenn Galv Metodenn" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Talvoud :" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Aktivañ ar Roudenn" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Enlakaat an Alc'hwezh Amañ" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Roudenn Galv Metodenn" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Roudenn Treuzfurmadur 3D" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Mod Interpoladur" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13268,14 +13549,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Roudenn Galv Metodenn" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13716,6 +13989,11 @@ msgstr "Aktivañ ar Roudenn" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Krouiñ" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15524,11 +15802,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Roudenn Perzhioù" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Roudenn Galv Metodenn" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Roudenn Perzhioù" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15546,11 +15839,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Roudenn Perzhioù" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ca.po b/properties/ca.po index a85c4c3..e65489c 100644 --- a/properties/ca.po +++ b/properties/ca.po @@ -49,9 +49,9 @@ msgstr "Configuració" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nom" @@ -145,9 +145,9 @@ msgstr "Finestra" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -348,7 +348,7 @@ msgstr "Activar Ajustament" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -431,7 +431,8 @@ msgid "Max Functions" msgstr "Funció" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compressió" @@ -480,7 +481,7 @@ msgstr "Missatge" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderitzat" @@ -856,8 +857,9 @@ msgstr "Relatiu" msgid "Screen Relative" msgstr "Relatiu" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Converteix a Majúscules" @@ -891,8 +893,8 @@ msgid "Action" msgstr "Acció" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1008,11 +1010,11 @@ msgstr "Mode Regió" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1164,7 +1166,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Sobreescriu" @@ -1194,7 +1197,7 @@ msgstr "Carrega com a Contenidor Temporal" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1215,7 +1218,7 @@ msgstr "Args" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipus" @@ -1277,7 +1280,7 @@ msgid "Sync Breakpoints" msgstr "Punts d’interrupció" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistema de Fitxers" @@ -1603,6 +1606,11 @@ msgstr "Carrega el disseny del Bus predeterminat." msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Cerca" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1628,6 +1636,11 @@ msgstr "Color" msgid "Accent Color" msgstr "Tria un Color" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Tria un Color" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1728,8 +1741,8 @@ msgstr "Finestra" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activar" @@ -1823,7 +1836,8 @@ msgid "Thumbnail Size" msgstr "Mida de la miniatura" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importa" @@ -1846,8 +1860,8 @@ msgstr "Elimina Punt" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2007,9 +2021,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Càrrega Automàtica" @@ -2027,7 +2041,7 @@ msgid "Draw Spaces" msgstr "Dibuixa espais" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2037,7 +2051,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2277,17 +2291,17 @@ msgstr "Colors d'Emissió" msgid "Instantiated" msgstr "Instància" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punt" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2552,6 +2566,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Pla anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Reproducció Automàtica" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2598,6 +2617,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Tanca la Corba" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Configuració del GridMap" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2647,7 +2671,7 @@ msgid "Output" msgstr "Sortida" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2933,6 +2957,96 @@ msgstr "Resultats de cerca" msgid "Search Result Border Color" msgstr "Resultats de cerca" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Editar Connexió:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Tria un Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vèrtex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vèrtex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vèrtex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Marcadors" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "S'ha interromput la Transformació ." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Mostra d'Àudio" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Elimina Elements de Classe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Sortida" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Marcadors" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Planta Següent" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Tria un Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Planta Següent" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Planta Següent" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vèrtex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Selecció Només" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Botó Desactivat" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3089,13 +3203,17 @@ msgstr "Reanomena l'Animació" msgid "Overwrite Axis" msgstr "Sobreescriu" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtre" @@ -3183,20 +3301,22 @@ msgstr "Tipus" msgid "Shape Type" msgstr "Modifica el Tipus" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Capa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3323,10 +3443,12 @@ msgstr "Mode Prioritat" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "Llum" @@ -3336,12 +3458,14 @@ msgstr "Llum" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Radi:" @@ -3365,26 +3489,29 @@ msgid "Save to File" msgstr "Desa un Fitxer" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3443,8 +3570,8 @@ msgstr "Auto Tall" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3507,6 +3634,10 @@ msgstr "Escala" msgid "Root Scale" msgstr "Escala" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3671,7 +3802,7 @@ msgstr "Components" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3796,7 +3927,7 @@ msgstr "Senyals" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3912,8 +4043,8 @@ msgstr "Definir Regió de Rajola" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Força" @@ -4459,7 +4590,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4600,7 +4731,7 @@ msgstr "Activar" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Mostra l'Entorn" @@ -4732,11 +4863,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Mode Col·lisió" @@ -4751,9 +4882,9 @@ msgstr "Mode Col·lisió" msgid "Collision Layer" msgstr "Mode Col·lisió" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4765,7 +4896,7 @@ msgstr "Mode Col·lisió" msgid "Collision Priority" msgstr "Mode Col·lisió" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Invertir Horitzontalment" @@ -4773,25 +4904,25 @@ msgstr "Invertir Horitzontalment" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Malla" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Canvis de Material:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Arguments de l'Escena Principal:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Avisos" @@ -4810,12 +4941,12 @@ msgstr "Mostra les guies" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Modifica el Radi d'un Forma Esfèrica" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Modifica el Radi de Llum" @@ -4824,17 +4955,17 @@ msgstr "Modifica el Radi de Llum" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polígons" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profunditat" @@ -4894,6 +5025,24 @@ msgstr "Rotació aleatòria:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importa" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5006,20 +5155,17 @@ msgstr "" msgid "Naming Version" msgstr "Versió" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Color" @@ -5070,13 +5216,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5085,14 +5232,14 @@ msgstr "Converteix a Majúscules" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5307,6 +5454,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nom del Connector:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5504,8 +5657,8 @@ msgid "Center Z" msgstr "Centre" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5807,8 +5960,8 @@ msgstr "Establir Marge" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5893,7 +6046,8 @@ msgstr "Traça les arestes" msgid "Render Target Size Multiplier" msgstr "Estableix Múltiples:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Estableix la Nansa" @@ -5913,7 +6067,8 @@ msgstr "Esquelet" msgid "Skeleton Rig" msgstr "Esquelet" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Actualitza" @@ -6042,6 +6197,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Característiques Principals:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7144,72 +7304,16 @@ msgstr "Centre" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Sobreescriu" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Trieu la distància:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Afegeix una Entrada" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direccions" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineal" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Afegeix un Bus d'Àudio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7421,50 +7525,6 @@ msgstr "Establir Marge" msgid "Use Mipmaps" msgstr "Senyals" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Element Desactivat" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrada" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Escollir Tile" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Mode Regla" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Element Desactivat" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Crear Polígon de Col·lisió" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Crear Polígon de Col·lisió" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Predeterminat" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7555,9 +7615,9 @@ msgid "Rect Extents" msgstr "Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punts" @@ -7584,12 +7644,27 @@ msgstr "Partícules" msgid "Align Y" msgstr "Assigna" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direccions" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7648,11 +7723,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7683,7 +7762,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7822,7 +7901,7 @@ msgstr "Mode Prioritat" msgid "Trails" msgstr "Carrega Valors predeterminats" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direccions" @@ -7831,74 +7910,6 @@ msgstr "Direccions" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Botó Desactivat" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minúscula" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Majúscules" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Converteix a Majúscules" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Converteix a Majúscules" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8067,7 +8078,7 @@ msgstr "Trieu la distància:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8220,6 +8231,62 @@ msgstr "Constants" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "òfset de la quadrícula:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "òfset de la quadrícula:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Selecciona una Propietat" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Reinici automàtic :" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "La sol·licitud ha fallat, s'ha esgotat el temps d'espera" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Mode de moviment" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Final" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Mostra el Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "òfset de la quadrícula:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8248,7 +8315,7 @@ msgstr "Al Final" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8259,8 +8326,9 @@ msgstr "Acció" msgid "Mirroring" msgstr "Emmiralla" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Partir Corba" @@ -8294,217 +8362,464 @@ msgstr "Rotar" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Connecta els Nodes" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Índex de botons" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurar Ajustament" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fotograma de Física %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Converteix a Majúscules" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Converteix a Majúscules" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fotograma de Física %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Sobreescriu" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Trieu la distància:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Afegeix una Entrada" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineal" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Afegeix un Bus d'Àudio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Mode de Rotació" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direccions" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Botó Desactivat" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Planta:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Selecciona un Node" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Valor" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Configuració d'Ajustament" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Plataforma" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Capa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Capa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Establir Marge" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Element Desactivat" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Escollir Tile" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Mode Regla" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Element Desactivat" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Crear Polígon de Col·lisió" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Crear Polígon de Col·lisió" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Predeterminat" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Converteix a Majúscules" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Botó Desactivat" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minúscula" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Majúscules" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Converteix a Majúscules" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Connecta els Nodes" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Índex de botons" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurar Ajustament" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fotograma de Física %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Estableix la Posició d'Entrada de la Corba" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Estableix el Tipus de Variable" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Sagnia Esquerra" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Vertical:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descripció" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Ajustament Intel·ligent" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Velocitat (FPS):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Bloquejar Rotació de la Vista" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Allibera" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Mode Prioritat" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Talla els Nodes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Continu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Tria un Color" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Mode d'ajustament:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constants" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Mode de Rotació" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direccions" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Botó Desactivat" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Planta:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Constant" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Selecciona un Node" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Valor" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Configuració d'Ajustament" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Plataforma" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Capa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Capa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Establir Marge" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Resultats de cerca" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Converteix a Majúscules" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Converteix a Majúscules" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8523,39 +8838,6 @@ msgstr "Polígons" msgid "Internal Vertex Count" msgstr "Crear Vèrtex Intern" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Estableix la Posició d'Entrada de la Corba" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8570,20 +8852,6 @@ msgstr "Coordenada Següent" msgid "Update" msgstr "Actualitza" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Establir Marge" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resultats de cerca" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8701,35 +8969,6 @@ msgstr "Activar" msgid "Node Path" msgstr "Copia el Camí del Node" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Finestra" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Crides de Dibuix:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animació" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Camí de Recursos" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Definir nom uniforme" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8784,7 +9023,7 @@ msgstr "Habilitar Filtració" msgid "Tracking" msgstr "Compressió" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nom del node:" @@ -8842,15 +9081,6 @@ msgstr "Més proper" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Captura" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8900,13 +9130,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Tanca la Corba" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Format" @@ -8915,8 +9146,8 @@ msgstr "Format" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Màscara d'Emissió" @@ -8932,8 +9163,8 @@ msgid "Emission Energy" msgstr "Colors d'Emissió" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Omple" @@ -8966,12 +9197,6 @@ msgstr "Minúscula" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Mode de moviment" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8987,7 +9212,7 @@ msgstr "Crides de Dibuix:" msgid "Passes" msgstr "Crides de Dibuix:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9033,10 +9258,6 @@ msgstr "Mode Prioritat" msgid "Begin Margin" msgstr "Establir Marge" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Final" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9047,142 +9268,8 @@ msgstr "Expandir tot" msgid "Fade Mode" msgstr "Mode màscara de bits" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Habilitar Prioritat" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Eliminar Nodes" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Paràmetre Canviat:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Separació:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Velocitat (FPS):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Trieu la distància:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Trieu la distància:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descripció" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Converteix a Majúscules" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Majúscules" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minúscula" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animació" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Error Angular Max.:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "S'està desant l'Escena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Converteix a Majúscules" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Crides de Dibuix:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animació" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animació" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Ajustament de Píxels" @@ -9255,7 +9342,7 @@ msgstr "Habilitar Prioritat" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Text" @@ -9265,31 +9352,31 @@ msgid "Outline Modulate" msgstr "Força modulació blanca" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Lletra" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Horitzontal:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrat de senyals" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Majúscules" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Rotació aleatòria:" @@ -9297,27 +9384,27 @@ msgstr "Rotació aleatòria:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direccions" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9508,7 +9595,8 @@ msgstr "Combina-ho a partir de l'Escena" msgid "Custom Sky" msgstr "Talla els Nodes" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Talla els Nodes" @@ -9519,7 +9607,7 @@ msgid "Custom Energy" msgstr "Mou l'Efecte de Bus" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Majúscules i minúscules" @@ -9558,7 +9646,7 @@ msgstr "Avançat" msgid "Keep Y Velocity" msgstr "Converteix a Majúscules" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Mode Navegació" @@ -9622,206 +9710,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrat de senyals" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Eix" +msgid "Wind" +msgstr "Finestra" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineal" +msgid "Force Magnitude" +msgstr "Crides de Dibuix:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineal" +msgid "Attenuation Factor" +msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineal" +msgid "Source Path" +msgstr "Camí de Recursos" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Definir nom uniforme" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Captura" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "S'està desant l'Escena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Separació:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Trieu la distància:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Trieu la distància:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descripció" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Converteix a Majúscules" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Crides de Dibuix:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Majúscules" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minúscula" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animació" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animació" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Paràmetre Canviat:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Velocitat (FPS):" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Habilitar Prioritat" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Eliminar Nodes" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Converteix a Majúscules" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animació" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Error Angular Max.:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constants" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrat de senyals" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Error Angular Max.:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descripció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descripció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animació" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrat de senyals" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "òfset:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funcions" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animació" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Eix" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Fotogrames de la Pila" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Depurador" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Botó Roda Avall" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Documentació en línia" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Separació:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Utilitzar Ajustament d'Escalat" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Roda Amunt." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funcions" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Canviar Expressió" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viatge" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Error" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9890,7 +10231,8 @@ msgstr "Ossos" msgid "Interpolation" msgstr "Mode d'Interpolació" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Objectiu" @@ -9972,70 +10314,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Botó Roda Avall" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Documentació en línia" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Separació:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Utilitzar Ajustament d'Escalat" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Roda Amunt." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funcions" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Canviar Expressió" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viatge" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Error" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10080,8 +10358,8 @@ msgstr "Transposa" msgid "Extra Cull Margin" msgstr "Arguments de Crida addicionals:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10117,17 +10395,36 @@ msgstr "Mode Navegació" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Afegeix una Pista" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Actualitza" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Afegeix una Pista" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Compressió" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Afegeix una Pista" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Còpia la Postura" @@ -10840,20 +11137,10 @@ msgstr "Diàleg XForm" msgid "Reverse Fill" msgstr "Restableix el Volum del Bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "òfset de la quadrícula:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Configuració del GridMap" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11664,7 +11951,7 @@ msgstr "Converteix a Majúscules" msgid "Fill Degrees" msgstr "Rotació de %s graus." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Sagnia Esquerra" @@ -11787,7 +12074,7 @@ msgstr "Visibilitat" msgid "Ordering" msgstr "Renderitzat" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Índex Z" @@ -11801,11 +12088,6 @@ msgstr "Ajustament Relatiu" msgid "Y Sort Enabled" msgstr "Activar" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11823,11 +12105,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Mostra el Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11932,7 +12209,7 @@ msgstr "Mode Navegació" msgid "Multiplayer Poll" msgstr "Estableix Múltiples:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12005,7 +12282,7 @@ msgid "Use TAA" msgstr "Utilitzar Ajustament" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12383,6 +12660,572 @@ msgstr "Fotograma de Física %" msgid "3D Navigation" msgstr "Mode Navegació" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Arguments de l'Escena Principal:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Selecciona una Propietat" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Mode Icona" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Torna a Parentar el Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copia el Camí del Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Predeterminat" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Actualitzar Previsualització" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Índex de botons" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Node Mescla2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Canviar la durada de l'Animació" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Trieu la distància:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Trieu la distància:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direccions" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Afegeix una Entrada" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Vista Dreta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Botó Dret" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Girar a la Dreta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Girar a la Dreta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Vista Inferior" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Marcadors" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Vista Inferior" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Vista Inferior" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Esquerra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Establir Marge" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Esquerra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Esquerra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Mida de la quadrícula" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Planta Següent" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Dreta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Dreta" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Interfície d'usuari" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Codi Font" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compressió" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Elimina Disseny" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "òfset de la quadrícula:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Mode Oclusió" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fotograma de Física %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Estableix Múltiples:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Mou-te entre les pestanyes d'Escena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Escena Principal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Carrega com a Contenidor Temporal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polígons" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Crear Polígon de Col·lisió" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transposa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Establir Marge" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Mostra l'Origen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Conjunt de rajoles" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Trieu la distància:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Mode Col·lisió" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Llum" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Punts d'Emissió:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profunditat" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profunditat" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Element" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformar" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Restablir Transformació" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Previsualització" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Afegeix %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Farciment" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Radi:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Girar a la Dreta" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Clip Damunt" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Vista Inferior" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Dreta" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Arguments de l'Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Arguments de l'Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Canviar la durada de l'Animació" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Selecció Només" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Arguments de l'Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Partir Corba" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Afegeix una Entrada" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Vinculació" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ossos" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Planta Següent" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Emmagatzemant Fitxer:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Estableix Múltiples:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Omple" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grups" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Marcadors" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Executar" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Mostra-ho tot" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Tria un Color" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Llum" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Mostra l'Entorn" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Pla:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12604,16 +13447,6 @@ msgstr "Mou l'Efecte de Bus" msgid "Load Path" msgstr "Carrega un ajustament" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Arguments de l'Escena Principal:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Mode Col·lisió" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12647,20 +13480,10 @@ msgstr "Partir Corba" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Estableix Múltiples:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12893,10 +13716,6 @@ msgstr "Colors d'Emissió" msgid "Sun Scatter" msgstr "Dispersió subsuperficial" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12974,20 +13793,6 @@ msgstr "Separació:" msgid "Color Correction" msgstr "Funció color." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Llum" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Punts d'Emissió:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13067,20 +13872,6 @@ msgstr "Mode de Reproducció:" msgid "To" msgstr "Dalt" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profunditat" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profunditat" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13340,11 +14131,6 @@ msgstr "Partícules" msgid "Proximity Fade" msgstr "Mode Prioritat" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Trieu la distància:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13379,24 +14165,6 @@ msgstr "Node Mescla2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Element" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformar" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Restablir Transformació" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Previsualització" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13767,181 +14535,6 @@ msgstr "Sobreescriu" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Afegeix %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Farciment" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Radi:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Girar a la Dreta" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Clip Damunt" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Vista Inferior" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Dreta" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Arguments de l'Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Arguments de l'Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Canviar la durada de l'Animació" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Selecció Només" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Arguments de l'Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Partir Corba" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Selecciona una Propietat" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Mode Icona" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Torna a Parentar el Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copia el Camí del Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Predeterminat" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Actualitzar Previsualització" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Índex de botons" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Node Mescla2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Canviar la durada de l'Animació" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Trieu la distància:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Trieu la distància:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direccions" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Afegeix una Entrada" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13957,21 +14550,6 @@ msgstr "Mida de la quadrícula" msgid "Bone Size" msgstr "Píxels de la Vora" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Afegeix una Entrada" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Vinculació" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ossos" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13987,80 +14565,6 @@ msgstr "Mode de moviment" msgid "Radiance Size" msgstr "Mida del Contorn:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Planta Següent" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Emmagatzemant Fitxer:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Omple" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grups" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Marcadors" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Executar" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Mostra-ho tot" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Tria un Color" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Llum" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14167,223 +14671,6 @@ msgstr "Predeterminat" msgid "Default Font Size" msgstr "Predeterminat" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Vista Dreta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Botó Dret" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Girar a la Dreta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Girar a la Dreta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Vista Inferior" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Marcadors" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Vista Inferior" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Vista Inferior" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Esquerra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Establir Marge" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Esquerra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Esquerra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Mida de la quadrícula" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Planta Següent" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Dreta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Dreta" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Interfície d'usuari" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Codi Font" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compressió" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Elimina Disseny" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "òfset de la quadrícula:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Mode Oclusió" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fotograma de Física %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Estableix Múltiples:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Mou-te entre les pestanyes d'Escena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Escena Principal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Carrega com a Contenidor Temporal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polígons" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Crear Polígon de Col·lisió" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transposa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Establir Marge" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Mostra l'Origen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Conjunt de rajoles" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fitxer" @@ -14509,16 +14796,6 @@ msgstr "Índex" msgid "Degrees Mode" msgstr "Rotació de %s graus." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Mostra l'Entorn" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Pla:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -15000,6 +15277,11 @@ msgstr "Commuta Fitxers Ocults" msgid "Folder" msgstr "Directori:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Crea un Directori" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16971,11 +17253,27 @@ msgstr "Disseny de l'Editor" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Compressió" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Mida: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Node Mescla2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Compressió" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16993,11 +17291,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Compressió" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/cs.po b/properties/cs.po index 68c0dea..86f3017 100644 --- a/properties/cs.po +++ b/properties/cs.po @@ -46,8 +46,8 @@ msgstr "" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Marek Poustka \n" -"Language-Team: Czech \n" +"Language-Team: Czech \n" "Language: cs\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -69,9 +69,9 @@ msgstr "Konfigurace" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Název" @@ -162,9 +162,9 @@ msgstr "Okno" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -343,7 +343,7 @@ msgstr "Vložit podokna" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fyzika" @@ -421,7 +421,8 @@ msgid "Max Functions" msgstr "Maximální počet funkcí" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Komprese" @@ -465,7 +466,7 @@ msgstr "Zpráva" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Vykreslování" @@ -815,8 +816,9 @@ msgstr "Relativní" msgid "Screen Relative" msgstr "Relativní" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Rychlost" @@ -848,8 +850,8 @@ msgid "Action" msgstr "Akce" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Síla" @@ -958,11 +960,11 @@ msgstr "Oblast" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Offset" @@ -1109,7 +1111,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Přepisuje" @@ -1137,7 +1140,7 @@ msgstr "Načíst jako placeholder" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1158,7 +1161,7 @@ msgstr "Argumenty" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Typ" @@ -1220,7 +1223,7 @@ msgid "Sync Breakpoints" msgstr "Breakpointy" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Souborový systém" @@ -1538,6 +1541,11 @@ msgstr "Načíst výchozí rozvržení sběrnice." msgid "Theme" msgstr "Téma" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Vynutit systémového uživatele" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Předvolba" @@ -1560,6 +1568,11 @@ msgstr "Základní barva" msgid "Accent Color" msgstr "Barva zvýraznění" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Barva zvýraznění" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontrast" @@ -1658,8 +1671,8 @@ msgstr "Okno" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Povolit" @@ -1753,7 +1766,8 @@ msgid "Thumbnail Size" msgstr "Velikost náhledu" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Import" @@ -1776,8 +1790,8 @@ msgstr "Vzdálený port" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1932,9 +1946,9 @@ msgstr "Složení kódu" msgid "Word Wrap" msgstr "Zalamování" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Autoload" @@ -1952,7 +1966,7 @@ msgid "Draw Spaces" msgstr "Vykreslit mezery" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Řádkování" @@ -1962,7 +1976,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigace" @@ -2194,16 +2208,16 @@ msgstr "Barvy rukojetí" msgid "Instantiated" msgstr "Instancováno" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Bod" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Tvar" @@ -2439,6 +2453,11 @@ msgstr "Dosah pro uchopení bodu" msgid "Show Previous Outline" msgstr "Zobrazit předchozí obrys" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Zapnout Autoplay" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Automaticky přejmenovat animační stopy" @@ -2482,6 +2501,11 @@ msgstr "Průhlednost minimapy" msgid "Lines Curvature" msgstr "Uzavřít křivku" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Rovina XZ mřížky" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2529,7 +2553,7 @@ msgid "Output" msgstr "Výstup" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Velikost fontu" @@ -2802,6 +2826,96 @@ msgstr "Barva výsledků hledání" msgid "Search Result Border Color" msgstr "Výsledky hledání" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Upravit spojení:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Barva označení" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vrchol" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vrchol" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vrchol" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Barva záložky" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformace zrušena." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Barva čísel" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Barva stříšky" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Výstup" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Barva stříšky" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Barva stříšky" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Vyberte barvu" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Barva textu" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Barva stříšky" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vrchol" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Barva výběru" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Deaktivované tlačítko" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2959,13 +3073,17 @@ msgstr "Automaticky přejmenovat animační stopy" msgid "Overwrite Axis" msgstr "Přepsat" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtr" @@ -3053,20 +3171,22 @@ msgstr "Přidat typ" msgid "Shape Type" msgstr "Změnit typ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Vrstva" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3193,10 +3313,12 @@ msgstr "Prioritní mód" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Výška" @@ -3205,12 +3327,14 @@ msgstr "Výška" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Poloměr" @@ -3232,26 +3356,29 @@ msgid "Save to File" msgstr "Uložit soubor" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3310,8 +3437,8 @@ msgstr "Automatický řez" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3377,6 +3504,10 @@ msgstr "Měřítko" msgid "Root Scale" msgstr "Měřítko" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3542,7 +3673,7 @@ msgstr "Komponenty" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Jazyk" @@ -3666,7 +3797,7 @@ msgstr "Signály" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3788,8 +3919,8 @@ msgstr "Nastavit oblast textury" msgid "Trim Alpha Border From Region" msgstr "Oříznout ohraničení alfa z oblasti" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Vnutit nahrátí" @@ -4336,7 +4467,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4476,7 +4607,7 @@ msgstr "Povolit" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Zobrazit prostředí" @@ -4607,11 +4738,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Kolize" @@ -4623,9 +4754,9 @@ msgstr "Použít kolize" msgid "Collision Layer" msgstr "Kolizní vrstva" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4636,7 +4767,7 @@ msgstr "Kolizní maska" msgid "Collision Priority" msgstr "Kolizní režim" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Převrátit portály" @@ -4644,25 +4775,25 @@ msgstr "Převrátit portály" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Sítě (Mesh)" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Změny materiálu:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Argumenty hlavní scény:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Varování" @@ -4681,12 +4812,12 @@ msgstr "Zobrazit vodítka" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Změnit vnitřní poloměr Torus" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Změnit vnější poloměr Torus" @@ -4695,17 +4826,17 @@ msgstr "Změnit vnější poloměr Torus" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polygony" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Hloubka" @@ -4765,6 +4896,24 @@ msgstr "Náhodná rotace:" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Import" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4876,20 +5025,17 @@ msgstr "" msgid "Naming Version" msgstr "Verze" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Barvy" @@ -4940,13 +5086,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4955,14 +5102,14 @@ msgstr "Inicializovat" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Úhlová rychlost" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5178,6 +5325,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Název pluginu:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5370,8 +5523,8 @@ msgid "Center Z" msgstr "Uprostřed" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Priorita" @@ -5674,8 +5827,8 @@ msgstr "Okraj portálu" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Šířka" @@ -5760,7 +5913,8 @@ msgstr "Drátový pohled" msgid "Render Target Size Multiplier" msgstr "Nastavit více:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Nastavit úchyt" @@ -5780,7 +5934,8 @@ msgstr "Kostra" msgid "Skeleton Rig" msgstr "Kostra" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Aktualizovat" @@ -5909,6 +6064,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Hlavní funkce:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7012,72 +7172,16 @@ msgstr "Uprostřed" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Přepisuje" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Bod" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Vybrat vzdálenost:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Přidat vstupní port" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Směry" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineární" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Přidat audio sběrnici" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7290,51 +7394,6 @@ msgstr "Nastavit okraj" msgid "Use Mipmaps" msgstr "Signály" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Deaktivovaná položka" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Přidat vstup" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Vybrat dlaždici" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Režim pravítka" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Deaktivovaná položka" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Vytvořit kolizní polygon" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Vytvořit kolizní polygon" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Výchozí" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7425,9 +7484,9 @@ msgid "Rect Extents" msgstr "Gizma" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Body" @@ -7453,12 +7512,27 @@ msgstr "Částice" msgid "Align Y" msgstr "Přiřadit" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Směry" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Rozšířit" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7515,11 +7589,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Tlumení" @@ -7550,7 +7628,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7689,7 +7767,7 @@ msgstr "Prioritní mód" msgid "Trails" msgstr "Zobrazit výchozí" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Směry" @@ -7698,74 +7776,6 @@ msgstr "Směry" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Uzel" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Uzel" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Deaktivované tlačítko" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Měkkost" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Malá písmena" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Velká písmena" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Inicializovat" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Délka" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializovat" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Tuhost" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7934,7 +7944,7 @@ msgstr "Vybrat vzdálenost:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8087,6 +8097,62 @@ msgstr "Omezit pohled editoru" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Offset mřížky:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Offset mřížky:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Reflexní sonda" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Auto-restart:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Požadavek selhal, vypršel časový limit" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Režim přesouvání" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Zobrazit Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Offset mřížky:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8115,7 +8181,7 @@ msgstr "Na konci" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8126,8 +8192,9 @@ msgstr "Akce" msgid "Mirroring" msgstr "Zrcadlit" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Rozdělit křivku" @@ -8161,215 +8228,463 @@ msgstr "Otočit" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp +msgid "Sync to Physics" +msgstr "Synchronizace s fyzikou" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Přepisuje" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Bod" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Přidat vstupní port" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineární" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Přidat audio sběrnici" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Režim otáčení" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Směry" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Deaktivované tlačítko" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Patro:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstantní" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Odemknout uzel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Hodnota" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Maximální délka" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Přesunout výstup" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Vrstva" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Vrstva" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Nastavit okraj" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Deaktivovaná položka" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Přidat vstup" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Vybrat dlaždici" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Režim pravítka" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Deaktivovaná položka" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Vytvořit kolizní polygon" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Vytvořit kolizní polygon" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Výchozí" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Délka" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Tuhost" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializovat" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Uzel" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Uzel" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Deaktivované tlačítko" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Měkkost" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Malá písmena" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Velká písmena" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Inicializovat" + +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Nodepath" msgstr "Šířka kosti" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Index" msgstr "Index tlačítka myši:" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Auto Configure Joint" msgstr "Nastavení přichycení" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Simulate Physics" msgstr "Simulovat fyzika" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Follow Bone When Simulating" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inicializovat" +msgid "Target Position" +msgstr "Nastavit bod do křivky" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inicializovat" +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Sync to Physics" -msgstr "Synchronizace s fyzikou" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Nastavit typ proměnné" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Vlevo uprostřed" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Vertikálně:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Popis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Chytré přichcování" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Rychlost:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Uzamknout rotaci pohledu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Volný" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Prioritní mód" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Vyjmout uzly" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Spojité" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Vyberte barvu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineární" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Režim přichycení:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanty" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Režim otáčení" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Směry" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Deaktivované tlačítko" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Patro:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Konstantní" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Odemknout uzel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Hodnota" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Maximální délka" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Přesunout výstup" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Vrstva" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Vrstva" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Nastavit okraj" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Výsledky hledání" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Inicializovat" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Inicializovat" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8388,39 +8703,6 @@ msgstr "Polygony" msgid "Internal Vertex Count" msgstr "Vytvořit vnitřní vrchol" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Nastavit bod do křivky" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8435,20 +8717,6 @@ msgstr "Další koordináta" msgid "Update" msgstr "Aktualizovat" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Nastavit okraj" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Výsledky hledání" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8564,35 +8832,6 @@ msgstr "Povolit" msgid "Node Path" msgstr "Kopírovat cestu k uzlu" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Okno" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Vykreslovací volání:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animace" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Cesta ke zdroji" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Nastavit uniformní jméno" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8646,7 +8885,7 @@ msgstr "Povolit Doppler" msgid "Tracking" msgstr "Balím" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Název kosti" @@ -8703,15 +8942,6 @@ msgstr "Nejbližší" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Snímat" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8761,13 +8991,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Uzavřít křivku" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formát" @@ -8776,8 +9007,8 @@ msgstr "Formát" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emisní maska" @@ -8793,8 +9024,8 @@ msgid "Emission Energy" msgstr "Emisní barvy" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Naplnit" @@ -8827,12 +9058,6 @@ msgstr "Malá písmena" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Režim přesouvání" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8848,7 +9073,7 @@ msgstr "Vykreslovací volání:" msgid "Passes" msgstr "Vykreslovací volání:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8894,10 +9119,6 @@ msgstr "Prioritní mód" msgid "Begin Margin" msgstr "Nastavit okraj" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8908,142 +9129,8 @@ msgstr "Rozbalit vše" msgid "Fade Mode" msgstr "Režim bitové masky" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Zapnout priority" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Smazat uzly" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Změněný parametr:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Oddělení:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Rychlost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineární" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Vybrat vzdálenost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Vybrat vzdálenost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Popis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializovat" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonální" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Velká písmena" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Malá písmena" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animace" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maximální úhlová chyba:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Ukládám scénu" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializovat" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Vykreslovací volání:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineární" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animace" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animace" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Přichycení na pixely" @@ -9116,7 +9203,7 @@ msgstr "Zapnout priority" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Text" @@ -9126,31 +9213,31 @@ msgid "Outline Modulate" msgstr "Vynutit bílou modulaci" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fonty" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Horizonálně:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrovat signály" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Velká písmena" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Náhodná rotace:" @@ -9158,27 +9245,27 @@ msgstr "Náhodná rotace:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Směry" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9370,7 +9457,8 @@ msgstr "Maximální počet řádků textu" msgid "Custom Sky" msgstr "Vyjmout uzly" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Vyjmout uzly" @@ -9381,7 +9469,7 @@ msgid "Custom Energy" msgstr "Přesunout efekt zvukové sběrnice" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Rozlišovat velká a malá písmena" @@ -9420,7 +9508,7 @@ msgstr "Pokročilé" msgid "Keep Y Velocity" msgstr "Inicializovat" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigační režim" @@ -9484,206 +9572,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrovat signály" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Osa" +msgid "Wind" +msgstr "Okno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineární" +msgid "Force Magnitude" +msgstr "Vykreslovací volání:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineární" +msgid "Attenuation Factor" +msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineární" +msgid "Source Path" +msgstr "Cesta ke zdroji" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Nastavit uniformní jméno" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Snímat" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Ukládám scénu" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Oddělení:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineární" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Popis" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializovat" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Vykreslovací volání:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineární" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Velká písmena" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Malá písmena" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animace" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animace" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Změněný parametr:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Rychlost:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Zapnout priority" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Smazat uzly" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializovat" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonální" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animace" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maximální úhlová chyba:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstanty" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrovat signály" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maximální úhlová chyba:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Popis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Popis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animace" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrovat signály" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Offset(Posun):" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkce" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineární" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animace" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Osa" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineární" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineární" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineární" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Rámce zásobníku" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Ladicí program" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Kolečko dolů" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online dokumentace" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Oddělení:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Použít škálovací přichytávání" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Kolečko nahoru." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkce" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Nastavit výraz" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Cestovat" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Chyba" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9750,7 +10091,8 @@ msgstr "Špičková kost" msgid "Interpolation" msgstr "Interpolační režim" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Cíl" @@ -9832,70 +10174,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Kolečko dolů" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online dokumentace" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Oddělení:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Použít škálovací přichytávání" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Kolečko nahoru." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkce" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Nastavit výraz" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Cestovat" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Chyba" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Sledovat fyzikální snímek" @@ -9939,8 +10217,8 @@ msgstr "Transponovat" msgid "Extra Cull Margin" msgstr "Další argumenty volání:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9976,17 +10254,36 @@ msgstr "Navigace" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Přidat stopu" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Aktualizovat" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Přidat stopu" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Balím" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Přidat stopu" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Kopírovat pózu" @@ -10700,20 +10997,10 @@ msgstr "XForm dialog" msgid "Reverse Fill" msgstr "Obnovit hlasitost sběrnice" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Offset mřížky:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Rovina XZ mřížky" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11523,7 +11810,7 @@ msgstr "Inicializovat" msgid "Fill Degrees" msgstr "Vyplňte stupně" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Vlevo uprostřed" @@ -11646,7 +11933,7 @@ msgstr "Přepnout viditelnost" msgid "Ordering" msgstr "Vykreslovač:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z-Index" @@ -11660,11 +11947,6 @@ msgstr "Přichytávat relativně" msgid "Y Sort Enabled" msgstr "Povolit" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11683,11 +11965,6 @@ msgstr "" msgid "Shininess" msgstr "Tuhost" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Zobrazit Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11793,7 +12070,7 @@ msgstr "Navigační režim" msgid "Multiplayer Poll" msgstr "Hlasování více hráčů" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Tvary" @@ -11866,7 +12143,7 @@ msgid "Use TAA" msgstr "Použít přichycení" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12242,6 +12519,569 @@ msgstr "3D fyzika" msgid "3D Navigation" msgstr "Navigace" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Argumenty hlavní scény:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Vybrat vlastnost" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Režim ikony" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Změnit rodiče uzlu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopírovat cestu k uzlu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Výchozí" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Výchozí náhled" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Index tlačítka myši:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Uzel Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Změnit délku animace" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Směry" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Přidat vstupní port" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Vpravo po celé výšce" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Pravé tlačítko" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Vpravo dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Vpravo dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Vlevo dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Záložky" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Vlevo dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Vlevo dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Vlevo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Nastavit okraj" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Vlevo nahoře" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Vlevo nahoře" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Velikost mřížky" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Další patro" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Vpravo nahoře" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Vpravo nahoře" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Použít vlastní uživatelské dir" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Zdroj" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Nastavit výraz" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Odstranit rozložení" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Offset mřížky:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Režim okluze" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Fyzické vrstvy" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Nastavit více:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Karty scén" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Hlavní scéna" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Načíst jako placeholder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polygony" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Vytvořit kolizní polygon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponovat" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Nastavit okraj" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Zobrazit počátek" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet (Sada dlaždic)" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Vybrat vzdálenost:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Použít kolize" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Světlo" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Emisní body:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Hloubka" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Hloubka" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Položka" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformace" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Promazat transformaci" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Náhled" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "Přidat UV2" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Zarovnávání" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Poloměr:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Vpravo dole" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Oříznout nahoře" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Vlevo dole" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Vpravo nahoře" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Argumenty hlavní scény:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Argumenty hlavní scény:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Změnit délku animace" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Pouze výběr" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Argumenty hlavní scény:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Rozdělit křivku" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Přidat vstupní port" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Vazba" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Kost" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Další patro" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Ukládám soubor:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Nastavit více:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Naplnit" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Seskupené" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Záložky" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Spustit" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Škálování zobrazení" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Barva mřížky" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Světlo" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Zobrazit prostředí" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Rovina:" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Snímky" @@ -12461,16 +13301,6 @@ msgstr "Přesunout efekt zvukové sběrnice" msgid "Load Path" msgstr "Načíst přednastavení" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Argumenty hlavní scény:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Použít kolize" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12504,20 +13334,10 @@ msgstr "Rozdělit křivku" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Nastavit více:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12749,10 +13569,6 @@ msgstr "Emisní barvy" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12830,20 +13646,6 @@ msgstr "Oddělení:" msgid "Color Correction" msgstr "Funkce obarvení." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Světlo" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Emisní body:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12923,20 +13725,6 @@ msgstr "Režim přehrávání:" msgid "To" msgstr "Horní" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Hloubka" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Hloubka" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13193,11 +13981,6 @@ msgstr "Částice" msgid "Proximity Fade" msgstr "Prioritní mód" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Vybrat vzdálenost:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13232,24 +14015,6 @@ msgstr "Uzel Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Položka" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformace" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Promazat transformaci" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Náhled" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13620,180 +14385,6 @@ msgstr "Přepisuje" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "Přidat UV2" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Zarovnávání" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Poloměr:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Vpravo dole" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Oříznout nahoře" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Vlevo dole" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Vpravo nahoře" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Argumenty hlavní scény:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Argumenty hlavní scény:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Změnit délku animace" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Pouze výběr" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Argumenty hlavní scény:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Rozdělit křivku" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Vybrat vlastnost" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Režim ikony" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Změnit rodiče uzlu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopírovat cestu k uzlu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Výchozí" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Výchozí náhled" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Index tlačítka myši:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Uzel Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Změnit délku animace" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Vybrat vzdálenost:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Vybrat vzdálenost:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Směry" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Přidat vstupní port" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13809,20 +14400,6 @@ msgstr "Velikost mřížky" msgid "Bone Size" msgstr "Velikost okrajů" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Přidat vstupní port" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Vazba" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Kost" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13838,80 +14415,6 @@ msgstr "Režim přesouvání" msgid "Radiance Size" msgstr "Velikost obrysu:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Další patro" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Ukládám soubor:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Naplnit" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Seskupené" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Záložky" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Spustit" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Škálování zobrazení" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Barva mřížky" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Světlo" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14014,222 +14517,6 @@ msgstr "Výchozí" msgid "Default Font Size" msgstr "Výchozí" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Vpravo po celé výšce" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Pravé tlačítko" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Vpravo dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Vpravo dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Vlevo dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Záložky" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Vlevo dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Vlevo dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Vlevo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Nastavit okraj" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Vlevo nahoře" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Vlevo nahoře" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Velikost mřížky" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Další patro" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Vpravo nahoře" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Vpravo nahoře" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Použít vlastní uživatelské dir" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Zdroj" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Nastavit výraz" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Odstranit rozložení" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Offset mřížky:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Režim okluze" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Fyzické vrstvy" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Nastavit více:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Karty scén" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Hlavní scéna" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Načíst jako placeholder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polygony" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Vytvořit kolizní polygon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponovat" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Nastavit okraj" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Zobrazit počátek" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet (Sada dlaždic)" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Soubor" @@ -14355,16 +14642,6 @@ msgstr "Z-Index" msgid "Degrees Mode" msgstr "Režim stupňů" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Zobrazit prostředí" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Rovina:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14846,6 +15123,11 @@ msgstr "Zobrazit skryté soubory" msgid "Folder" msgstr "Složka:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Vytvořit složku" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16815,11 +17097,27 @@ msgstr "Jazyk editoru" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Balím" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Parametry spuštění" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Uzel Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Balím" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16837,11 +17135,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Balím" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/da.po b/properties/da.po index e3e014c..802cca6 100644 --- a/properties/da.po +++ b/properties/da.po @@ -55,9 +55,9 @@ msgstr "Konfiguration" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Navn" @@ -151,9 +151,9 @@ msgstr "Vindue" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -354,7 +354,7 @@ msgstr "Aktivér" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -438,7 +438,8 @@ msgid "Max Functions" msgstr "Funktioner:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Komprimering" @@ -484,7 +485,7 @@ msgstr "Synkroniser Script Ændringer" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -845,8 +846,9 @@ msgstr "Relativ" msgid "Screen Relative" msgstr "Relativ" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Hastighed" @@ -878,8 +880,8 @@ msgid "Action" msgstr "Handling" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Styrke" @@ -992,11 +994,11 @@ msgstr "Region" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Forskydning" @@ -1146,7 +1148,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Fysik Frame %" @@ -1173,7 +1176,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1194,7 +1197,7 @@ msgstr "Argumenter" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Type" @@ -1253,7 +1256,7 @@ msgid "Sync Breakpoints" msgstr "Slet points" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Fil System" @@ -1575,6 +1578,11 @@ msgstr "Standardform for farvevælger" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Søg" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1598,6 +1606,11 @@ msgstr "Grundfarve" msgid "Accent Color" msgstr "Tonfarve" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Tonfarve" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontrast" @@ -1692,8 +1705,8 @@ msgstr "Multivindue" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktivér" @@ -1781,7 +1794,8 @@ msgid "Thumbnail Size" msgstr "Miniaturebilledstørrelse" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importér" @@ -1803,9 +1817,9 @@ msgstr "Fjern punkt" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" +msgstr "" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1958,9 +1972,9 @@ msgstr "" msgid "Word Wrap" msgstr "Tekstombrydning" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Autoombrydningstilstand" @@ -1979,7 +1993,7 @@ msgid "Draw Spaces" msgstr "Kald" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Linjeafstand" @@ -1989,7 +2003,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigation" @@ -2224,16 +2238,16 @@ msgstr "" msgid "Instantiated" msgstr "Instans" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Led" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Form" @@ -2484,6 +2498,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Forrige fane" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Skift Autoplay" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2530,6 +2549,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Rediger Node Kurve" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "XZ-gitterplan" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2578,7 +2602,7 @@ msgid "Output" msgstr "Output" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2865,6 +2889,96 @@ msgstr "Søg i Hjælp" msgid "Search Result Border Color" msgstr "Søg i Hjælp" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Redigér Forbindelse:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funktioner:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Fjern Alt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Opret Poly" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Grundfarve" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Fjern Alt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Output" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Fjern Alt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funktioner:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funktioner:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Teksturer" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funktioner:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Deaktiveret" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3020,13 +3134,17 @@ msgstr "Omdøb animation" msgid "Overwrite Axis" msgstr "Konverter Til %s" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3113,20 +3231,22 @@ msgstr "Find Node Type" msgid "Shape Type" msgstr "Skift Base Type" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3253,10 +3373,12 @@ msgstr "Eksporter Projekt" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3265,12 +3387,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3293,26 +3417,29 @@ msgid "Save to File" msgstr "Gem en Fil" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3370,8 +3497,8 @@ msgstr "Enhed" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3437,6 +3564,10 @@ msgstr "Skalér:" msgid "Root Scale" msgstr "Skalér:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3596,7 +3727,7 @@ msgstr "Komponenter" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3719,7 +3850,7 @@ msgstr "Signaler" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3838,8 +3969,8 @@ msgstr "Interpolationsmetode" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4385,7 +4516,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4525,7 +4656,7 @@ msgstr "Aktivér" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4652,11 +4783,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Interpolationsmetode" @@ -4671,9 +4802,9 @@ msgstr "Interpolationsmetode" msgid "Collision Layer" msgstr "Interpolationsmetode" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4685,31 +4816,31 @@ msgstr "Interpolationsmetode" msgid "Collision Priority" msgstr "Interpolationsmetode" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Skift Shader" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Advarsler" @@ -4726,11 +4857,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4738,17 +4869,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Rediger Poly" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp #, fuzzy msgid "Depth" @@ -4808,6 +4939,24 @@ msgstr "Konstant" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importér" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4918,20 +5067,17 @@ msgstr "" msgid "Naming Version" msgstr "Version:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4980,13 +5126,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4995,14 +5142,14 @@ msgstr "Lineær" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5209,6 +5356,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Grupper" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5400,8 +5553,8 @@ msgid "Center Z" msgstr "Vælg Node" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5701,8 +5854,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5784,7 +5937,8 @@ msgstr "Vis alle" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5803,7 +5957,8 @@ msgstr "Singleton" msgid "Skeleton Rig" msgstr "Singleton" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Opdater" @@ -5931,6 +6086,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funktions Liste:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7009,66 +7169,16 @@ msgstr "Centreret" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Tyngdekraft" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "Punktenhedsafstand" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "Punktmidte" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Retning" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineær" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Tilføj Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7275,51 +7385,6 @@ msgstr "Indhold:" msgid "Use Mipmaps" msgstr "Signaler" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Deaktiveret" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Tilføj Input" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Vælg en Node" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Skifter Modus" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Deaktiveret" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Opret Poly" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Opret Poly" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Standard" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7406,9 +7471,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Fjern punkt" @@ -7433,12 +7498,26 @@ msgstr "Indsæt Parametre" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Retning" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Tyngdekraft" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7496,11 +7575,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7531,7 +7614,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7669,7 +7752,7 @@ msgstr "Eksporter Projekt" msgid "Trails" msgstr "Indlæs Default" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Retninger" @@ -7678,71 +7761,6 @@ msgstr "Retninger" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Deaktiveret" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineær" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7902,7 +7920,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8054,6 +8072,60 @@ msgstr "Konstanter" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Spil Scenen" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Vælg Property" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Auto Genstart:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Forespørgsel mislykkedes, tiden udløb." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Skifter Modus" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Ende" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Startforskydning" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8082,7 +8154,7 @@ msgstr "I Slutningen" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8093,8 +8165,9 @@ msgstr "Tilføj Funktion" msgid "Mirroring" msgstr "Spejl" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Rediger Node Kurve" @@ -8126,209 +8199,448 @@ msgstr "Konstant" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Forbind Nodes" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Knap" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fysik Frame %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Kun konstanter" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Kun konstanter" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fysik Frame %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "Punktenhedsafstand" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "Punktmidte" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineær" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Tilføj Audio Bus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Interpolationsmetode" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Retninger" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Deaktiveret" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Vælg Node" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Værdi:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Standard" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Interpolationsmetode" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Værdi:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Deaktiveret" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Tilføj Input" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Vælg en Node" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Skifter Modus" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Deaktiveret" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Opret Poly" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Opret Poly" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Standard" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Deaktiveret" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineær" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Forbind Nodes" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Knap" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fysik Frame %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Fjern Signal" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Sæt Variabel Type" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Vælg Node" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Beskrivelse" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Trin:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Konstant" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Fri" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Eksporter Projekt" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Indsæt Node" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Kontinuerlig" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineær" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Skifter Modus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanter" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Interpolationsmetode" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Retninger" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Deaktiveret" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstant" +msgid "Max Results" +msgstr "Søg i Hjælp" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Vælg Node" +msgid "Constant Linear Velocity" +msgstr "Kun konstanter" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Værdi:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Standard" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Interpolationsmetode" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Værdi:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Kun konstanter" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8348,39 +8660,6 @@ msgstr "Rediger Poly" msgid "Internal Vertex Count" msgstr "Opret ny horisontal guide" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Fjern Signal" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8395,19 +8674,6 @@ msgstr "Konstant" msgid "Update" msgstr "Opdater" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Søg i Hjælp" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8522,35 +8788,6 @@ msgstr "Aktivér" msgid "Node Path" msgstr "Indlæs Fejl" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Vindue" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Kald" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animation" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Scene Sti:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Skift Shader" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8603,7 +8840,7 @@ msgstr "Ændret Lokalfilter" msgid "Tracking" msgstr "Pakker" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Node Navn:" @@ -8660,15 +8897,6 @@ msgstr "Nærmest" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Optag" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8717,13 +8945,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Rediger Node Kurve" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8731,8 +8960,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Skift udtryk" @@ -8748,8 +8977,8 @@ msgid "Emission Energy" msgstr "Skift udtryk" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8781,12 +9010,6 @@ msgstr "Instans" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Skifter Modus" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8802,7 +9025,7 @@ msgstr "Kald" msgid "Passes" msgstr "Kald" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8848,10 +9071,6 @@ msgstr "Eksporter Projekt" msgid "Begin Margin" msgstr "Knap" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Ende" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8862,140 +9081,8 @@ msgstr "Udvid alle" msgid "Fade Mode" msgstr "Skifter Modus" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Rediger filtre" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Vælg Node" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Skift Shader" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Tællinger:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Værdi:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Beskrivelse" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animation" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Azimutal fejl:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Gemmer Scene" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Kald" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animation" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animation" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9067,7 +9154,7 @@ msgstr "Rediger filtre" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9077,30 +9164,30 @@ msgid "Outline Modulate" msgstr "Tving Hvid Modulate" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtrer filer..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrer filer..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstant" @@ -9108,27 +9195,27 @@ msgstr "Konstant" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Retninger" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9314,7 +9401,8 @@ msgstr "Skrifttype Størrelse:" msgid "Custom Sky" msgstr "Indsæt Node" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Indsæt Node" @@ -9325,7 +9413,7 @@ msgid "Custom Energy" msgstr "Flyt Bus Effect" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Forskel på små og store bogstaver" @@ -9363,7 +9451,7 @@ msgstr "Balanceret" msgid "Keep Y Velocity" msgstr "Lineær" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Rediger Poly" @@ -9426,204 +9514,454 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrer filer..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Akse" +msgid "Wind" +msgstr "Vindue" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineær" +msgid "Force Magnitude" +msgstr "Kald" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineær" +msgid "Attenuation Factor" +msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineær" +msgid "Source Path" +msgstr "Scene Sti:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Skift Shader" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Optag" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Gemmer Scene" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Tællinger:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineær" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Beskrivelse" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Lineær" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Kald" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineær" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animation" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animation" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Skift Shader" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Værdi:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Rediger filtre" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Vælg Node" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineær" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineær" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animation" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Azimutal fejl:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstanter" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrer filer..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Azimutal fejl:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Beskrivelse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Beskrivelse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrer filer..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funktioner:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animation" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Akse" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Fejlfinde" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Dokumentation" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Tællinger:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signaler" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Hjulet op." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funktioner:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Skift udtryk" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Rejse" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Fejl!" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9690,7 +10028,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolationsmetode" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9770,69 +10109,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online Dokumentation" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Tællinger:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signaler" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Hjulet op." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funktioner:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Skift udtryk" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Rejse" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Fejl!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9876,8 +10152,8 @@ msgstr "Oversætter: " msgid "Extra Cull Margin" msgstr "Ekstra Call Argumenter:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9912,17 +10188,36 @@ msgstr "Rediger Poly" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Tilføj Spor" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Opdater" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Tilføj Spor" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakker" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Tilføj Spor" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10617,19 +10912,10 @@ msgstr "Indsæt Parametre" msgid "Reverse Fill" msgstr "Nulstil Bus Volume" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "XZ-gitterplan" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11425,7 +11711,7 @@ msgstr "" msgid "Fill Degrees" msgstr "Enhed" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Vælg Node" @@ -11545,7 +11831,7 @@ msgstr "Eksporter Projekt" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11558,11 +11844,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Aktivér" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11580,10 +11861,6 @@ msgstr "NormalKort" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11688,7 +11965,7 @@ msgstr "Rediger Poly" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11757,7 +12034,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12123,6 +12400,558 @@ msgstr "Fysik Frame %" msgid "3D Navigation" msgstr "Rediger Poly" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Argumenter:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Vælg Property" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Skifter Modus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Tidsskala Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Indlæs Fejl" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Standard" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Forhåndsvisning:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Knap" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Tidssøgning Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Ændre Animationslængde" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Retninger" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Tilføj punkt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Lineær" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Højre knap." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Knap" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Fjern Alt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Fjern Alt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Fjern Alt" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Fjern Alt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Lineær" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Indhold:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Udviklere" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Editor Indstillinger" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Fjern Alt" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Højre knap." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Åbn Projekt datamappe" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Ressource" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Skift udtryk" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Slet Layout" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Rediger Node Kurve" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Rediger Poly" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fysik Frame %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Indsæt Node" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Skift Scene Fane" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Skift Scene Fane" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Afspil Mode:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Rediger Poly" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Opret Poly" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Fjern Template" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Sorter" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instans" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Interpolationsmetode" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Lineær" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Fjern Template" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Dybde" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Dybde" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim Skift Transformering" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Skift Transformering" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Fjern Alt" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Argumenter:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Trin:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Ændre Animationslængde" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Kun Valgte" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Argumenter:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Rediger Node Kurve" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Tilføj punkt" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Node Navn:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Fjern Alt" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Lagrings Fil:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Skifter Modus" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupper" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Fjern Alt" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Vis alle" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Ugyldigt navn." + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Næste fane" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12340,16 +13169,6 @@ msgstr "Flyt Bus Effect" msgid "Load Path" msgstr "Indlæs Fejl" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Argumenter:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Interpolationsmetode" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12383,19 +13202,10 @@ msgstr "Rediger Node Kurve" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12620,10 +13430,6 @@ msgstr "Lineær" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12698,20 +13504,6 @@ msgstr "Tællinger:" msgid "Color Correction" msgstr "Tilføj Funktion" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Lineær" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Fjern Template" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12790,20 +13582,6 @@ msgstr "Afspil Mode:" msgid "To" msgstr "Top" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Dybde" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Dybde" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13054,11 +13832,6 @@ msgstr "Indsæt Parametre" msgid "Proximity Fade" msgstr "Eksporter Projekt" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instans" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -13092,24 +13865,6 @@ msgstr "Skifter Modus" msgid "Shadow Mesh" msgstr "Skifter Modus" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim Skift Transformering" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Skift Transformering" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13474,175 +14229,6 @@ msgstr "Fysik Frame %" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Fjern Alt" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Argumenter:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Trin:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Ændre Animationslængde" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Kun Valgte" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Argumenter:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Rediger Node Kurve" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Vælg Property" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Skifter Modus" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Tidsskala Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Indlæs Fejl" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Standard" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Forhåndsvisning:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Knap" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Tidssøgning Node" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Ændre Animationslængde" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Retninger" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Tilføj punkt" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13658,20 +14244,6 @@ msgstr "Editor Indstillinger" msgid "Bone Size" msgstr "Skrifttype Størrelse:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Tilføj punkt" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Node Navn:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13686,78 +14258,6 @@ msgstr "Eksporter Projekt" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Fjern Alt" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Lagrings Fil:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Skifter Modus" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupper" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Fjern Alt" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Vis alle" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Ugyldigt navn." - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13859,220 +14359,6 @@ msgstr "Standard" msgid "Default Font Size" msgstr "Standard" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Lineær" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Højre knap." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Knap" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Fjern Alt" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Fjern Alt" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Fjern Alt" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Fjern Alt" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Lineær" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Indhold:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Udviklere" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Editor Indstillinger" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Fjern Alt" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Højre knap." - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Åbn Projekt datamappe" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Ressource" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Skift udtryk" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Slet Layout" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Rediger Node Kurve" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Rediger Poly" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fysik Frame %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Indsæt Node" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Skift Scene Fane" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Skift Scene Fane" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Afspil Mode:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Rediger Poly" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Opret Poly" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Fjern Template" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Sorter" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fil" @@ -14197,15 +14483,6 @@ msgstr "Skift Shader" msgid "Degrees Mode" msgstr "Udskudt" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Næste fane" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14682,6 +14959,11 @@ msgstr "Skifter Skjulte Filer" msgid "Folder" msgstr "Opret Mappe" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Opret Mappe" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16617,11 +16899,26 @@ msgstr "Redaktør opsætning" msgid "Treat Warnings as Errors" msgstr "Behandl advarsler som fejl" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakker" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Skifter Modus" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakker" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Er primær" @@ -16639,11 +16936,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakker" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/de.po b/properties/de.po index 41308f8..a895644 100644 --- a/properties/de.po +++ b/properties/de.po @@ -133,9 +133,9 @@ msgstr "Konfiguration" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Name" @@ -225,9 +225,9 @@ msgstr "Fenster" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -406,7 +406,7 @@ msgstr "Unterfenster einbetten" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Physik" @@ -483,7 +483,8 @@ msgid "Max Functions" msgstr "Maximale Funktionen" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompression" @@ -527,7 +528,7 @@ msgstr "Nachricht" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Rendern" @@ -861,8 +862,9 @@ msgstr "Relativ" msgid "Screen Relative" msgstr "Bildschirm-Relativ" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Geschwindigkeit" @@ -893,8 +895,8 @@ msgid "Action" msgstr "Aktion" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Stärke" @@ -1003,11 +1005,11 @@ msgstr "Region" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Versatz" @@ -1143,7 +1145,8 @@ msgstr "Doppelvokale" msgid "Fake BiDi" msgstr "Fake-BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Überschreiben" @@ -1168,7 +1171,7 @@ msgstr "Platzhalter überspringen" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1189,7 +1192,7 @@ msgstr "Argumente" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Art" @@ -1243,7 +1246,7 @@ msgid "Sync Breakpoints" msgstr "Sync-Haltepunkte" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Dateisystem" @@ -1533,6 +1536,11 @@ msgstr "Default-Farbwahl-Form" msgid "Theme" msgstr "Theme" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Systemnutzer erzwingen" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Vorgabe" @@ -1553,6 +1561,11 @@ msgstr "Grundfarbe" msgid "Accent Color" msgstr "Akzentfarbe" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Akzentfarbe" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontrast" @@ -1641,8 +1654,8 @@ msgstr "Mehrfach-Fenster" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktivieren" @@ -1724,7 +1737,8 @@ msgid "Thumbnail Size" msgstr "Vorschaubildgröße" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importieren" @@ -1744,9 +1758,10 @@ msgstr "RPC-Port" msgid "RPC Server Uptime" msgstr "RPC-Server-Uptime" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF-Pfad" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1892,9 +1907,9 @@ msgstr "Code-Einklappen" msgid "Word Wrap" msgstr "Wörter umbrechen" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Automatischer Umbrechungsmodus" @@ -1911,7 +1926,7 @@ msgid "Draw Spaces" msgstr "Leerzeichen anzeigen" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Zeilenzwischenraum" @@ -1921,7 +1936,7 @@ msgid "Behavior" msgstr "Verhalten" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigation" @@ -2143,16 +2158,16 @@ msgstr "Gizmofarben" msgid "Instantiated" msgstr "Instanziiert" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Gelenk" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Shape" @@ -2381,6 +2396,11 @@ msgstr "Punktauswahlradius" msgid "Show Previous Outline" msgstr "Vorigen Umriss anzeigen" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Autoplay" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Animations-Tracks automatisch umbenennen" @@ -2421,6 +2441,10 @@ msgstr "Deckkraft der Übersichtskarte" msgid "Lines Curvature" msgstr "Linienkrümmung" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "Raster-Muster" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Visueller Shader" @@ -2464,7 +2488,7 @@ msgid "Output" msgstr "Ausgabe" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Schriftgröße" @@ -2720,6 +2744,96 @@ msgstr "Suchergebnisfarbe" msgid "Search Result Border Color" msgstr "Suchergebnisrahmenfarbe" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Randfarbe Verbindung" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Markierungsfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vertex-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vertex-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vertex-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Lesezeichenfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transform-Format" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Shape-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Textcursorfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Ausgabe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Textcursorfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Kritisch-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Schriftfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Textfarbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Kritisch-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vertex-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Shape-Farbe" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Partikelkollision" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2856,13 +2970,17 @@ msgstr "Positions-Tracks normalisieren" msgid "Overwrite Axis" msgstr "Achse überschreiben" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Silhouette korrigieren" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filter" @@ -2937,20 +3055,22 @@ msgstr "Body-Typ" msgid "Shape Type" msgstr "Shape-Typ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Physik-Material-Überschreibung" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Ebene" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Maske" @@ -3060,10 +3180,12 @@ msgstr "Primitive" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Höhe" @@ -3072,12 +3194,14 @@ msgstr "Höhe" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Radius" @@ -3097,26 +3221,29 @@ msgid "Save to File" msgstr "In Datei speichern" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Aktiviert" @@ -3167,8 +3294,8 @@ msgstr "Schnitte" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3222,6 +3349,10 @@ msgstr "Root-Skalierung anwenden" msgid "Root Scale" msgstr "Root-Skalierung" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Meshes" @@ -3365,7 +3496,7 @@ msgstr "Komprimieren" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Sprache" @@ -3474,7 +3605,7 @@ msgstr "Mipmaps" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limit" @@ -3580,8 +3711,8 @@ msgstr "Auf Region zuschneiden" msgid "Trim Alpha Border From Region" msgstr "Alpharand von Region abschneiden" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Force" @@ -4067,7 +4198,7 @@ msgid "Handheld" msgstr "Handgerät" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Ausrichtung" @@ -4191,7 +4322,7 @@ msgstr "Zeichentablet" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Environment" @@ -4310,11 +4441,11 @@ msgid "Calculate Tangents" msgstr "Tangenten berechnen" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Kollision" @@ -4326,9 +4457,9 @@ msgstr "Kollisionen verwenden" msgid "Collision Layer" msgstr "Kollisionsebene" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4338,30 +4469,30 @@ msgstr "Kollisionsmaske" msgid "Collision Priority" msgstr "Kollisionspriorität" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Oberflächen wenden" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Material" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Radiale Segmente" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Ringe" @@ -4377,11 +4508,11 @@ msgstr "Seiten" msgid "Cone" msgstr "Kegel" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Innerer Radius" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Äußerer Radius" @@ -4389,16 +4520,16 @@ msgstr "Äußerer Radius" msgid "Ring Sides" msgstr "Ringseiten" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Polygon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Tiefe" @@ -4451,6 +4582,24 @@ msgstr "Pfad zusammengeführt" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importieren" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Handhabung für eingebettete Bilder" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4546,20 +4695,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Naming-Version" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Handhabung für eingebettete Bilder" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Farbe" @@ -4606,13 +4752,14 @@ msgid "Spec Gloss Img" msgstr "Spec Gloss Bild" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Masse" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4620,14 +4767,14 @@ msgstr "Lineare Geschwindigkeit" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Winkelgeschwindigkeit" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "Schwerpunkt" @@ -4811,6 +4958,12 @@ msgstr "Sparse Wertepufferanzeige" msgid "Sparse Values Byte Offset" msgstr "Sparse Wertebyteversatz" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Plugin-Name" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4981,8 +5134,8 @@ msgid "Center Z" msgstr "Z zentrieren" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Priorität" @@ -5249,8 +5402,8 @@ msgstr "Fraktal-Gain" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Breite" @@ -5324,7 +5477,8 @@ msgstr "Aktualisierungsrate anzeigen" msgid "Render Target Size Multiplier" msgstr "Renderzielgrößenfaktor" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "Hand" @@ -5340,7 +5494,8 @@ msgstr "Handskelett" msgid "Skeleton Rig" msgstr "Skelett-Rig" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "Knochen-Update" @@ -5453,6 +5608,11 @@ msgstr "Angefragte Reference-Space-Typen" msgid "Reference Space Type" msgstr "Reference-Space-Typ" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Optionale Features" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Sichtbarkeitsstatus" @@ -6414,64 +6574,16 @@ msgstr "Zentriert" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "H spiegeln" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "V spiegeln" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Wird überwacht" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Überwachbar" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Schwerkraft" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Raum-Überschreibung" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "Punkt Einheitsabstand" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "Punkt Mitte" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Richtung" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Lineare Dämpfung" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Dämpfung nach Winkel" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Audiobus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6652,43 +6764,6 @@ msgstr "Rand entfernen" msgid "Use Mipmaps" msgstr "Mipmaps verwenden" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "Inaktivmodus" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Eingabe" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Aufnehmbar" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Build-Modus" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Deaktiviert" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Einseitige Kollision" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Grenze für einseitige Kollisionen" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "Debug-Farbe" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6770,9 +6845,9 @@ msgid "Rect Extents" msgstr "Rechteckausmaße" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punkte" @@ -6795,12 +6870,26 @@ msgstr "Partikel-Flags" msgid "Align Y" msgstr "Y Ausrichten" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Richtung" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Streuung" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Schwerkraft" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Anfangsgeschwindigkeit" @@ -6851,11 +6940,15 @@ msgstr "Radiale Beschleunigung" msgid "Tangential Accel" msgstr "Tangentiale Beschleunigung" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Dämpfung" @@ -6883,7 +6976,7 @@ msgid "Angle Min" msgstr "Winkel Min" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Winkel Max" @@ -6998,7 +7091,7 @@ msgstr "Sichtbarkeitsrechteck" msgid "Trails" msgstr "Trails" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "Abschnitte" @@ -7006,67 +7099,6 @@ msgstr "Abschnitte" msgid "Section Subdivisions" msgstr "Abschnitt Unterbereiche" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Node A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Node B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Bias" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Kollisionen deaktivieren" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Weichheit" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Winkelgrenze" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Untergrenze" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Obergrenze" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Antrieb" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Zielgeschwindigkeit" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Länge" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Anfänglicher Versatz" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Restlänge" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Steifheit" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Editor-exklusiv" @@ -7211,7 +7243,7 @@ msgstr "Max Pfad-Distanz" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7339,6 +7371,60 @@ msgstr "Ausweichen einschränken" msgid "Skew" msgstr "Neigung" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Scrollbar" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Scrollversatz" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Wiederholen" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Wiederholen" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Autostart" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Anfrage-Zeitüberschreitung" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "Beginn" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Ende" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Viewport folgen" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Kamerazoom ignorieren" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Scrollversatz" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7364,7 +7450,7 @@ msgstr "Endgrenze" msgid "Ignore Camera Zoom" msgstr "Kamerazoom ignorieren" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Bewegung" @@ -7373,8 +7459,9 @@ msgstr "Bewegung" msgid "Mirroring" msgstr "Spiegeln" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Kurve" @@ -7402,183 +7489,406 @@ msgstr "Rotiert" msgid "Cubic Interp" msgstr "Kubische Interpolation" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "Knochen-2D-Nodepfad" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "Knochen-2D-Index" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "Gelenk automatisch konfigurieren" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "Physik simulieren" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Knochen bei Simulation folgen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Konstante lineare Geschwindigkeit" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Konstante Winkelgeschwindigkeit" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "Zu Physik synchronisieren" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Wird überwacht" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Überwachbar" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Raum-Überschreibung" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "Punkt Einheitsabstand" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "Punkt Mitte" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "Lineare Dämpfung" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Dämpfung nach Winkel" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Audiobus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "Bewegungsmodus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "Richtung nach oben" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "An Decke gleiten" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Min. Wandgleitwinkel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "Boden" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Bei Schräge anhalten" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "Konstante Geschwindigkeit" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "Bei Wand blockieren" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Max. Winkel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "Einrast-Länge" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Bewegliche Plattform" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Beim Verlassen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "Bodenebenen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "Wandebenen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "Toleranzabstand" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "Inaktivmodus" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Eingabe" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Aufnehmbar" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Build-Modus" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Deaktiviert" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Einseitige Kollision" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Grenze für einseitige Kollisionen" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "Debug-Farbe" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Länge" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Restlänge" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Steifheit" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Anfänglicher Versatz" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Node A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Node B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Bias" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Kollisionen deaktivieren" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Weichheit" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Winkelgrenze" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Untergrenze" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Obergrenze" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Antrieb" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Zielgeschwindigkeit" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "Knochen-2D-Nodepfad" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "Knochen-2D-Index" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "Gelenk automatisch konfigurieren" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "Physik simulieren" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Knochen bei Simulation folgen" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Parent ausschließen" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "Zielposition" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Von innen treffen" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Kollidiere mit" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Gebiete" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Körper" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Schwerkraft-Skalierung" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "Massenverteilung" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "Schwerpunktmodus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Trägheit" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "Deaktivierung" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "Am schlafen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Kann schlafen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "Rotation sperren" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "Einfrieren" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "Einfriermodus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "Solver" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Eigener Integrator" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "Fortlaufende Kollisionserkennung" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Max. erkannte Kontakte" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "Kontaktanzeige" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linear" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "Dämpfungsmodus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Dämpfung" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Winkel" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "Konstante Kräfte" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Drehmoment" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "Bewegungsmodus" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Rand" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "Richtung nach oben" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "Max. Ergebnisse" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "An Decke gleiten" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Konstante lineare Geschwindigkeit" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Min. Wandgleitwinkel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "Boden" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Bei Schräge anhalten" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "Konstante Geschwindigkeit" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "Bei Wand blockieren" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Max. Winkel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "Einrast-Länge" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Bewegliche Plattform" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Beim Verlassen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "Bodenebenen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "Wandebenen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "Toleranzabstand" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Konstante Winkelgeschwindigkeit" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7596,38 +7906,6 @@ msgstr "Polygone" msgid "Internal Vertex Count" msgstr "Interne Vertex-Anzahl" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Parent ausschließen" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "Zielposition" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Von innen treffen" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Kollidiere mit" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Gebiete" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Körper" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Remote-Pfad" @@ -7640,18 +7918,6 @@ msgstr "Globale Koordinaten verwenden" msgid "Update" msgstr "Update" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Rand" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "Max. Ergebnisse" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Länge und Winkel automatisch berechnen" @@ -7750,30 +8016,6 @@ msgstr "Aktivieren" msgid "Node Path" msgstr "Node-Pfad" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "Wind" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "Kraftstärke" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "Dämpfungsfaktor" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "Quellpfad" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Hall-Bus" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Gleichmäßigkeit" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Dämpfungsmodell" @@ -7821,7 +8063,7 @@ msgstr "Dopplereffekt" msgid "Tracking" msgstr "Nachverfolgen" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Knochenname" @@ -7871,14 +8113,6 @@ msgstr "Near" msgid "Far" msgstr "Far" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Strahl aufnehmbar" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "Fangen bei Ziehen" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Sichtbarkeit AABB" @@ -7919,13 +8153,14 @@ msgstr "Flachheit" msgid "Scale Curve Z" msgstr "Skalierungskurve Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -7933,8 +8168,8 @@ msgstr "Normal" msgid "Orm" msgstr "Orm" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Emission" @@ -7947,8 +8182,8 @@ msgid "Emission Energy" msgstr "Emissionsenergie" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Modulation" @@ -7976,11 +8211,6 @@ msgstr "Unteres Fading" msgid "Distance Fade" msgstr "Fern-Fading" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "Beginn" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "Transformationsausrichtung" @@ -7993,7 +8223,7 @@ msgstr "Zeichendurchläufe" msgid "Passes" msgstr "Durchläufe" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Dicke" @@ -8031,10 +8261,6 @@ msgstr "Sichtbarkeitsbereich" msgid "Begin Margin" msgstr "Abstand Beginn" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Ende" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "Abstand Ende" @@ -8043,121 +8269,8 @@ msgstr "Abstand Ende" msgid "Fade Mode" msgstr "Fading-Modus" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "Solver-Priorität" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "Nodes von Kollision ausschließen" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Parameter" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Impuls-Clamp" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Entspannung" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Max Impuls" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Lineare Grenze" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Weite Distanz" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Kurze Distanz" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Rückbildung" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Lineare Bewegung" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Lineares Ortho" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Oberer Winkel" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Unterer Winkel" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Winkelbewegung" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Winkel-Ortho" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Schwungbereich" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Verdrehungsbereich" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "Linearantrieb" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Kraftgrenze" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "Linearfeder" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Gleichgewichts-Punkt" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "Winkelantrieb" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "Winkelfeder" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Pixelgröße" @@ -8223,7 +8336,7 @@ msgstr "Render-Priorität" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Text" @@ -8232,54 +8345,54 @@ msgid "Outline Modulate" msgstr "Übersicht ändern" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Schriftart" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Horizontale Ausrichtung" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Vertikale Ausrichtung" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Großbuchstaben" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "Blocksatz-Flags" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "Textrichtung" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Strukturierter-Text-Bidi-Überschreibung" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Strukturierter-Text-Bidi-Überschreibung-Optionen" @@ -8441,7 +8554,8 @@ msgstr "Max. Texturengröße" msgid "Custom Sky" msgstr "Eigener Himmel" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Eigene Farbe" @@ -8450,7 +8564,7 @@ msgid "Custom Energy" msgstr "Eigene Energie" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "Kameraattribute" @@ -8482,7 +8596,7 @@ msgstr "3D-Ausweichen verwenden" msgid "Keep Y Velocity" msgstr "Y-Geschwindigkeit behalten" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "Navigations-Mesh" @@ -8536,172 +8650,390 @@ msgstr "Modellvorderseite verwenden" msgid "Tilt Enabled" msgstr "Neigung aktiviert" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Achsensperre" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "Wind" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "X linear" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "Kraftstärke" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Y linear" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "Dämpfungsfaktor" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Z linear" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "Quellpfad" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "X Winkel" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Hall-Bus" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Y Winkel" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Gleichmäßigkeit" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Z Winkel" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Strahl aufnehmbar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "Fangen bei Ziehen" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Schwungbereich" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Verdrehungsbereich" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Entspannung" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Lineare Grenze" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Weite Distanz" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Kurze Distanz" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Rückbildung" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "Linearantrieb" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Kraftgrenze" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "Linearfeder" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Gleichgewichts-Punkt" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Oberer Winkel" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Unterer Winkel" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "Winkelantrieb" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "Winkelfeder" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Parameter" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Max Impuls" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "Solver-Priorität" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "Nodes von Kollision ausschließen" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Impuls-Clamp" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Lineare Bewegung" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Lineares Ortho" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Winkelbewegung" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Winkel-Ortho" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Gelenk-Begrenzungen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Winkelbegrenzung aktiviert" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Obere Winkelgrenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Untere Winkelgrenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Winkelgrenzen-Bias" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Winkelgrenzen-Glättung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "Winkelgrenzen-Entspannung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Obere lineare Grenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Untere lineare Grenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "Glättung linearer Grenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "Wiederherstellung der linearen Grenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "Dämpfung des linearen Limits" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "Wiederherstellung der Winkelgrenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "Dämpfung der Winkelgrenze" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Lineare Grenze aktiviert" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "Lineare Feder aktiviert" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "Lineare Federstärke" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "Lineare Federdämpfung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Linearer Ausgleichspunkt" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "Lineare Rückstellung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "Lineare Dämpfung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "Winkelrückstellung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "Winkeldämpfung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "Winkelfeder aktiviert" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Steifigkeit der Winkelfeder" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Dämpfung der Winkelfeder" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Winkel Ausgleichspunkt" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Body-Versatz" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Reibung" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Elastizität" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "Linearer Dämpfungsmodus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "Winkeldämpfungsmodus" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Achsensperre" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "X linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Y linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Z linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "X Winkel" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Y Winkel" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Z Winkel" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "Backfaces treffen" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Debug-Shape" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Federlänge" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Bewegung pro Rad" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Antriebskraft" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Bremskraft" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Lenkwinkel" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D-Bewegung" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "Als Bodenhaftung verwenden" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "Als Lenkung verwenden" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Rad" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Rolleinfluss" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Reibungsschlupf" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Federung" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Reisen" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Max Kraft" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Ursprungsversatz" @@ -8758,7 +9090,8 @@ msgstr "Endknochen" msgid "Interpolation" msgstr "Interpolation" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Ziel" @@ -8830,62 +9163,6 @@ msgstr "Dämpfungskoeffizient" msgid "Drag Coefficient" msgstr "Zugkoeffizient" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Federlänge" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Bewegung pro Rad" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Antriebskraft" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Bremskraft" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Lenkwinkel" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D-Bewegung" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "Als Bodenhaftung verwenden" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "Als Lenkung verwenden" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Rad" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Rolleinfluss" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Reibungsschlupf" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Federung" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Reisen" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Max Kraft" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Physikschritt verfolgen" @@ -8923,8 +9200,8 @@ msgstr "Transparenz" msgid "Extra Cull Margin" msgstr "Zusatz-Cull-Abstand" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "Eigenes AABB" @@ -8956,15 +9233,34 @@ msgstr "Verbreitung" msgid "Use Two Bounces" msgstr "Zwei Abprälle verwenden" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Tracker" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Knochen-Update" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "Gesichtstracker" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Hand-Tracking" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "Tracker" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Pose" @@ -9556,18 +9852,10 @@ msgstr "Nativen Dialog verwenden" msgid "Reverse Fill" msgstr "Füllung Rückseite" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Scrollversatz" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "Raster anzeigen" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "Raster-Muster" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "Einrasten aktiviert" @@ -10255,7 +10543,7 @@ msgstr "Startwinkel" msgid "Fill Degrees" msgstr "Füllwinkel" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Mitteversatz" @@ -10359,7 +10647,7 @@ msgstr "Sichtbarkeitsebene" msgid "Ordering" msgstr "Reihenfolge" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z-Index" @@ -10371,11 +10659,6 @@ msgstr "Z als relativ" msgid "Y Sort Enabled" msgstr "Y-Sortierung aktiviert" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Wiederholen" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Parent-Material verwenden" @@ -10392,10 +10675,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "Glanz" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Viewport folgen" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Datei herunterladen" @@ -10484,7 +10763,7 @@ msgstr "Navigationshinweise debuggen" msgid "Multiplayer Poll" msgstr "Mehrspieler-Poll" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Shapes" @@ -10549,7 +10828,7 @@ msgid "Use TAA" msgstr "TAA verwenden" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Debanding verwenden" @@ -10868,6 +11147,484 @@ msgstr "3D-Physik" msgid "3D Navigation" msgstr "3D-Navigation" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segmente" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "Auf Schräge gleiten" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Eigener Bias für Solver" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "Ausführmodus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "Ziel-Node-Pfad" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "Ende-Nodepfad" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "CCDIK-Datenkettenlänge" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "FABRIK-Datenkettenlänge" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Jiggle-Datenkettenlänge" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "Default-Gelenkeinstellungen" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "Schwerkraft verwenden" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "Knochenindex" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "2D-Knochen-Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "Physische Knochenkettenlänge" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "Minimale Zieldistanz" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "Maximale Zieldistanz" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "Biegerichtung spiegeln" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "Modifikationsanzahl" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "Rechte Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "Rechte Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "Untere rechte Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "Untere rechte Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "Untere Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "Untere Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "Untere linke Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "Untere linke Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "Linke Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "Linke Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "Obere linke Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "Obere linke Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "Obere Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "Obere Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "Obere rechte Seite" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "Obere rechte Ecke" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Terrains" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Benutzerdefinierte Daten" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "Tile-Stellvertreter" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "Quell-Level" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "Koordinaten-Level" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Alternativer Level" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "Tile-Form" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "Tile-Layout" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "Tile-Versatzachse" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "Tile-Größe" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV-Clipping" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "Verdeckungsebenen" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Physik-Ebenen" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "Terrain-Sets" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "Eigene Datenschichten" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Szenen" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Szene" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "Platzhalter anzeigen" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "Polygonanzahl" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "Einweg" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "Einwegabstand" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "Terrain-Peering-Bit" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponieren" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Texturursprung" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y-Sortierungsursprung" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "Terrain-Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Terrain" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Sonstiges" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Wahrscheinlichkeit" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Distanz" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "Backface-Kollision" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "Dichte" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "Höhenabfall" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Kanten-Fading" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "Dichtentextur" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Kartenbreite" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Kartentiefe" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Kartendaten" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Element" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Mesh-Transformation" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "Navigationsmesh-Transformation" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Vorschau" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "UV2 hinzufügen" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "UV2-Padding" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Unterteilungsbreite" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Unterteilungshöhe" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Unterteilungstiefe" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Radius oben" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Radius unten" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "Abschluss oben" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "Abschluss unten" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "Links nach rechts" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Ist Halbkugel" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "Ringsegmente" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "Radiale Schritte" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "Abschnittslänge" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "Abschnittsringe" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "Abschnittssegmente" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Kurven-Stufe" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "Zuordnungs-Anzahl" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "Zuordnung" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Knochen" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Himmel" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Farbe oben" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Horizontfarbe" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "Energiefaktor" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Abdeckung" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "Cover-Modulation" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Boden" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Farbe unten" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Sonne" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Panorama" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Rayleigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "Koeffizient" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "Mie" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Exzentrizität" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Turbidität" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "Sonnenscheibenskalierung" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Bodenfarbe" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "Nachthimmel" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Fallback-Environment" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Ebene" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Frames" @@ -11055,14 +11812,6 @@ msgstr "Kompositor-Effekte" msgid "Load Path" msgstr "Ladepfad" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segmente" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "Backface-Kollision" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Backauflösung" @@ -11091,19 +11840,10 @@ msgstr "Kurve Z" msgid "Background" msgstr "Hintergrund" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "Energiefaktor" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Max. Canvas-Ebene" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Himmel" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "Eigenes FOV" @@ -11308,10 +12048,6 @@ msgstr "Lichtenergie" msgid "Sun Scatter" msgstr "Sonnenstreuung" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "Dichte" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "Vogelperspektive" @@ -11376,18 +12112,6 @@ msgstr "Sättigung" msgid "Color Correction" msgstr "Farbkorrektur" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "Höhenabfall" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Kanten-Fading" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "Dichtentextur" - #: scene/resources/font.cpp msgid "Base Font" msgstr "Basisschrift" @@ -11454,18 +12178,6 @@ msgstr "Von" msgid "To" msgstr "Bis" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Kartenbreite" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Kartentiefe" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Kartendaten" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Nächster Durchgang" @@ -11686,10 +12398,6 @@ msgstr "Partikel-Trails verwenden" msgid "Proximity Fade" msgstr "Nah-Fading" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Distanz" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11718,22 +12426,6 @@ msgstr "Blend-Shape-Modus" msgid "Shadow Mesh" msgstr "Schatten-Mesh" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Element" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Mesh-Transformation" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "Navigationsmesh-Transformation" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Vorschau" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Grundtextur" @@ -12042,155 +12734,6 @@ msgstr "Größenüberschreibung" msgid "Keep Compressed Buffer" msgstr "Komprimierten Puffer behalten" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "UV2 hinzufügen" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "UV2-Padding" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Unterteilungsbreite" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Unterteilungshöhe" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Unterteilungstiefe" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Radius oben" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Radius unten" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "Abschluss oben" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "Abschluss unten" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "Links nach rechts" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Ist Halbkugel" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "Ringsegmente" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "Radiale Schritte" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "Abschnittslänge" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "Abschnittsringe" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "Abschnittssegmente" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Kurven-Stufe" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "Auf Schräge gleiten" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Eigener Bias für Solver" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "Ausführmodus" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "Ziel-Node-Pfad" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "Ende-Nodepfad" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "CCDIK-Datenkettenlänge" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "FABRIK-Datenkettenlänge" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Jiggle-Datenkettenlänge" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "Default-Gelenkeinstellungen" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "Schwerkraft verwenden" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "Knochenindex" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "2D-Knochen-Node" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "Physische Knochenkettenlänge" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "Minimale Zieldistanz" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "Maximale Zieldistanz" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "Biegerichtung spiegeln" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "Modifikationsanzahl" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "Basisknochen skalieren" @@ -12203,18 +12746,6 @@ msgstr "Gruppengröße" msgid "Bone Size" msgstr "Knochengröße" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "Zuordnungs-Anzahl" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "Zuordnung" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Knochen" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "Himmelsmaterial" @@ -12227,70 +12758,6 @@ msgstr "Verarbeitungsmodus" msgid "Radiance Size" msgstr "Strahlungsgröße" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Farbe oben" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Horizontfarbe" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Abdeckung" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "Cover-Modulation" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Boden" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Farbe unten" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Sonne" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Panorama" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Rayleigh" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "Koeffizient" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "Mie" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Exzentrizität" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Turbidität" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "Sonnenscheibenskalierung" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Bodenfarbe" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "Nachthimmel" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "Inhalts-Ränder" @@ -12379,186 +12846,6 @@ msgstr "Default-Schriftart" msgid "Default Font Size" msgstr "Default-Schriftgröße" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "Rechte Seite" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "Rechte Ecke" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "Untere rechte Seite" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "Untere rechte Ecke" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "Untere Seite" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "Untere Ecke" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "Untere linke Seite" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "Untere linke Ecke" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "Linke Seite" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "Linke Ecke" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "Obere linke Seite" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "Obere linke Ecke" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "Obere Seite" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "Obere Ecke" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "Obere rechte Seite" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "Obere rechte Ecke" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Terrains" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Benutzerdefinierte Daten" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "Tile-Stellvertreter" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "Quell-Level" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "Koordinaten-Level" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Alternativer Level" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "Tile-Form" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "Tile-Layout" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "Tile-Versatzachse" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "Tile-Größe" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV-Clipping" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "Verdeckungsebenen" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Physik-Ebenen" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "Terrain-Sets" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "Eigene Datenschichten" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Szenen" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Szene" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "Platzhalter anzeigen" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "Polygonanzahl" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "Einweg" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "Einwegabstand" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "Terrain-Peering-Bit" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponieren" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Texturursprung" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y-Sortierungsursprung" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "Terrain-Set" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Terrain" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Sonstiges" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Wahrscheinlichkeit" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Datei" @@ -12664,14 +12951,6 @@ msgstr "Oberflächenindex" msgid "Degrees Mode" msgstr "Gradmodus" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Fallback-Environment" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Ebene" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panel" @@ -13072,6 +13351,11 @@ msgstr "Versteckte ein-/ausschalten" msgid "Folder" msgstr "Ordner" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Parent-Ordner" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "Ordner-Icon-Farbe" @@ -14741,10 +15025,25 @@ msgstr "Shader-Sprache" msgid "Treat Warnings as Errors" msgstr "Warnungen als Fehler behandeln" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "Hat Tracking-Daten" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Glyphen-Flags" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "Blend-Shapes" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Hand-Tracking" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Ist Primär" @@ -14761,10 +15060,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Ist Ankererkennung aktiviert" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "Hat Tracking-Daten" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "Tracking-Konfidenz" diff --git a/properties/el.po b/properties/el.po index 6dddf4d..d3d72d0 100644 --- a/properties/el.po +++ b/properties/el.po @@ -54,9 +54,9 @@ msgstr "Διαμόρφωση" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Όνομα" @@ -153,9 +153,9 @@ msgstr "Παράθυρο" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -356,7 +356,7 @@ msgstr "Ενεργοποίηση κουμπώματος" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -439,7 +439,8 @@ msgid "Max Functions" msgstr "Συνάρτηση" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Ορισμός έκφρασης" @@ -489,7 +490,7 @@ msgstr "Μήνυμα" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Απόδοση" @@ -870,8 +871,9 @@ msgstr "Σχετικό" msgid "Screen Relative" msgstr "Σχετικό" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Ταχύτητα" @@ -904,8 +906,8 @@ msgid "Action" msgstr "Ενέργεια" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Δύναμη" @@ -1022,11 +1024,11 @@ msgstr "Περιοχή" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1180,7 +1182,8 @@ msgstr "Δύο Όψεων" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Παρακάμπτει" @@ -1210,7 +1213,7 @@ msgstr "Φόρτωση ως μέσο κράτησης" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1232,7 +1235,7 @@ msgstr "Ορίσματα" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Τύπος" @@ -1296,7 +1299,7 @@ msgid "Sync Breakpoints" msgstr "Σημεία Διακοπής" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Σύστημα αρχείων" @@ -1620,6 +1623,11 @@ msgstr "Προεπιλεγμένη Λειτουργία Επιλογέα Χρώ msgid "Theme" msgstr "Θέμα" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Αναζήτηση" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Προρύθμιση" @@ -1644,6 +1652,11 @@ msgstr "Χρώμα" msgid "Accent Color" msgstr "Επιλογή χρώματος" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Επιλογή χρώματος" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1745,8 +1758,8 @@ msgstr "Παράθυρο" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Ενεργοποίηση" @@ -1843,7 +1856,8 @@ msgid "Thumbnail Size" msgstr "Μικρογραφία..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Εισαγωγή" @@ -1866,8 +1880,8 @@ msgstr "Αφαίρεση Σημείου" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2028,9 +2042,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Αυτόματη φόρτωση" @@ -2050,7 +2064,7 @@ msgid "Draw Spaces" msgstr "Κλήσεις σχεδίασης" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2060,7 +2074,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Πλοήγηση" @@ -2300,17 +2314,17 @@ msgstr "Χρώματα εκπομπής" msgid "Instantiated" msgstr "Στιγμιότυπο" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Σημείο" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2577,6 +2591,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Προηγούμενο επίπεδο" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Εναλλαγή αυτόματης αναπαραγωγής" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2623,6 +2642,11 @@ msgstr "" msgid "Lines Curvature" msgstr "κλείσιμο καμπύλης" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "GridMap Ζωγραφική" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2673,7 +2697,7 @@ msgid "Output" msgstr "Έξοδος" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2965,6 +2989,96 @@ msgstr "Αποτελέσματα Αναζήτησης" msgid "Search Result Border Color" msgstr "Αποτελέσματα Αναζήτησης" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Επεξεργασία Σύνδεσης:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Επιλογή χρώματος" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Κορυφή" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Κορυφή" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Κορυφή" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Αγαπημένα" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Ο μετασχηματισμός ματαιώθηκε." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Δειγματολήπτης" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Αφαίρεση στοιχείων κλάσης" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Έξοδος" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Αγαπημένα" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Επόμενο πάτωμα" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Επιλογή χρώματος" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Επόμενο πάτωμα" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Επόμενο πάτωμα" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Κορυφή" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Μόνο στην επιλογή" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Απενεργοποιημένο Κουμπί" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3118,13 +3232,17 @@ msgstr "Μετονομασία κίνησης" msgid "Overwrite Axis" msgstr "Αντικατάσταση" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3213,20 +3331,22 @@ msgstr "Τύπος" msgid "Shape Type" msgstr "Αλλαγή τύπου" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Παράκαμψη Υλικού Φυσικής" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Στρώμα" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Μάσκα" @@ -3354,10 +3474,12 @@ msgstr "Λειτουργία Προτεραιότητας" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "Φως" @@ -3367,12 +3489,14 @@ msgstr "Φως" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Ακτίνα:" @@ -3396,26 +3520,29 @@ msgid "Save to File" msgstr "Αποθήκευση αρχείου" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3474,8 +3601,8 @@ msgstr "Αυτόματο κόψιμο" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3541,6 +3668,10 @@ msgstr "Κλιμάκωση:" msgid "Root Scale" msgstr "Κλιμάκωση:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3705,7 +3836,7 @@ msgstr "Συστατικά" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Γλώσσα" @@ -3829,7 +3960,7 @@ msgstr "Σήματα" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3950,8 +4081,8 @@ msgstr "Ορισμός Περιοχής Πλακιδίου" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Πηγαίο πλέγμα:" @@ -4499,7 +4630,7 @@ msgid "Handheld" msgstr "Χειρός" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4641,7 +4772,7 @@ msgstr "Ενεργοποίηση" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Εμφάνιση περιβάλλοντος" @@ -4773,11 +4904,11 @@ msgid "Calculate Tangents" msgstr "Υπολογεισμός Καθέτων" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Σύγκρουση" @@ -4791,9 +4922,9 @@ msgstr "Σύγκρουση" msgid "Collision Layer" msgstr "Λειτουργία Σύγκρουσης" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4805,7 +4936,7 @@ msgstr "Λειτουργία Σύγκρουσης" msgid "Collision Priority" msgstr "Λειτουργία Σύγκρουσης" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Αναστροφή Οριζόντια" @@ -4813,25 +4944,25 @@ msgstr "Αναστροφή Οριζόντια" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Πλέγμα" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Αλλαγές υλικού" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Ορίσματα κύριας σκηνής:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Προειδοποιήσεις" @@ -4850,12 +4981,12 @@ msgstr "Εμφάνιση Οδηγιών" msgid "Cone" msgstr "Κώνος" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Αλλαγή Εσωτερική Ακτίνας Τόρου" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Αλλαγή Εξωτερικής Ακτίνας Τόρου" @@ -4864,17 +4995,17 @@ msgstr "Αλλαγή Εξωτερικής Ακτίνας Τόρου" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Πολύγωνα" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Βάθος" @@ -4934,6 +5065,24 @@ msgstr "Τυχαία περιστροφή:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Εισαγωγή" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -5045,20 +5194,17 @@ msgstr "" msgid "Naming Version" msgstr "Έκδοση:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Χρώμα" @@ -5109,13 +5255,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5124,14 +5271,14 @@ msgstr "Αρχικοποιήστε" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Γωνιακή ταχύτητα" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5347,6 +5494,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Όνομα προσθέτου:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5543,8 +5696,8 @@ msgid "Center Z" msgstr "Κέντρο" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Προτεραιότητα" @@ -5850,8 +6003,8 @@ msgstr "Ορισμός Περιθωρίου" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Πλάτος" @@ -5936,7 +6089,8 @@ msgstr "Εμφάνιση περιγράμματος επιφάνειας" msgid "Render Target Size Multiplier" msgstr "Ορισμός πολλών:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Χειρός" @@ -5956,7 +6110,8 @@ msgstr "Σκελετός" msgid "Skeleton Rig" msgstr "Σκελετός" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Ενημέρωση" @@ -6085,6 +6240,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Δυνατότητες" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7187,72 +7347,16 @@ msgstr "Κέντρο" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Κλειδί" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Κλειδί" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Παρακάμπτει" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Σημείο" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Επιλογή απόστασης:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Προσθήκη Θύρας Εισόδου" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Κατευθήνσεις" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Γραμμική" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Προσθήκη διαύλου ήχου" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7465,50 +7569,6 @@ msgstr "Ορισμός Περιθωρίου" msgid "Use Mipmaps" msgstr "Σήματα" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Απενεργοποιημένο Στοιχείο" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Προσθήκη εισόδου" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Επιλογή πλακιδίου" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Λειτουργία Χάρακα" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Απενεργοποιημένο" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Προεπιλεγμένο" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7599,9 +7659,9 @@ msgid "Rect Extents" msgstr "Μαραφέτια" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Σημεία" @@ -7628,12 +7688,27 @@ msgstr "Σωματίδια" msgid "Align Y" msgstr "Ανάθεση" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Κατευθήνσεις" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Εύρος" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7692,11 +7767,15 @@ msgstr "Τροχιακή επιτάχυνση" msgid "Tangential Accel" msgstr "Γωνιακή επιτάχυνση" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Απόσβεση" @@ -7727,7 +7806,7 @@ msgid "Angle Min" msgstr "Ελάχιστη Γωνία" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Μέγιστη Γωνία" @@ -7866,7 +7945,7 @@ msgstr "Λειτουργία Προτεραιότητας" msgid "Trails" msgstr "Φόρτωση προεπιλογής" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Κατευθήνσεις" @@ -7875,74 +7954,6 @@ msgstr "Κατευθήνσεις" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Κόμβος" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Κόμβος" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Απενεργοποιημένο Κουμπί" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Γωνιώδης Ώριο" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Πεζά" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Κεφαλαία" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Μοτέρ" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Αρχικοποιήστε" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Αρχικοποιήστε" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8111,7 +8122,7 @@ msgstr "Επιλογή απόστασης:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8264,6 +8275,62 @@ msgstr "σταθερές" msgid "Skew" msgstr "Λοξότητα" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Μετατόπιση Πλέγματος:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Μετατόπιση Πλέγματος:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Επιλογή ιδιότητας" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Αυτόματη επανεκκίνηση:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Το αίτημα απέτυχε, λήξη χρονικού ορίου" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Λειτουργία Μετακίνησης" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Τέλος" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Εμφάνιση Οπτικής Γωνίας" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Μετατόπιση Πλέγματος:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8292,7 +8359,7 @@ msgstr "Στο τέλος" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8303,8 +8370,9 @@ msgstr "Ενέργεια" msgid "Mirroring" msgstr "Κατοπτρισμός" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Διαίρεση Καμπύλης" @@ -8338,217 +8406,463 @@ msgstr "Λειτουργία Περιστροφής" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Σύνδεση Δεδομένων Κόμβων" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Δείκτης Κουμπιού" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Προσαρμογή Προσκόλλησης" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Kαρέ φυσικής %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Αρχικοποιήστε" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Αρχικοποιήστε" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Kαρέ φυσικής %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Κλειδί" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Κλειδί" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Παρακάμπτει" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Σημείο" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Προσθήκη Θύρας Εισόδου" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Γραμμική" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Προσθήκη διαύλου ήχου" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Λειτουργία Περιστροφής" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Κατευθήνσεις" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Απενεργοποιημένο Κουμπί" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Δάπεδο:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Stop on Slope" +msgstr "Γλυστράει σε Κλίση" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Σταθερή" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Ξεκλείδωμα Κόμβου" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Τιμή" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Ρυθμίσεις κουμπώματος" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Πλατφόρμα" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Στρώμα" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Στρώμα" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Ορισμός Περιθωρίου" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Απενεργοποιημένο Στοιχείο" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Προσθήκη εισόδου" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Επιλογή πλακιδίου" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Λειτουργία Χάρακα" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Απενεργοποιημένο" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Προεπιλεγμένο" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Αρχικοποιήστε" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Κόμβος" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Κόμβος" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Απενεργοποιημένο Κουμπί" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Γωνιώδης Ώριο" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Πεζά" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Κεφαλαία" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Μοτέρ" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Αρχικοποιήστε" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Σύνδεση Δεδομένων Κόμβων" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Δείκτης Κουμπιού" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Προσαρμογή Προσκόλλησης" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Kαρέ φυσικής %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Ορισμός θέσης εισόδου καμπύλης" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Τοποθεσίες" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Σώματα" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Ορισμός τύπου μεταβλητής" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Κέντρο Αριστερά" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Κάθετα:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Περιγραφή" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Έξυπνη Προσκόλληση" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Ταχύτητα:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Κλείδωμα Περιστροφής Προβολής" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Ελεύθερο" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Πάγωμα Σωμάτων" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Αποκοπή κόμβων" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Συνεχόμενη" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Επιλογή χρώματος" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Γραμμική" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Λειτουργία κουμπώματος:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "σταθερές" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Περιθώριο" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Λειτουργία Περιστροφής" +msgid "Max Results" +msgstr "Αποτελέσματα Αναζήτησης" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Up Direction" -msgstr "Κατευθήνσεις" +msgid "Constant Linear Velocity" +msgstr "Αρχικοποιήστε" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Slide on Ceiling" -msgstr "Απενεργοποιημένο Κουμπί" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Δάπεδο:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Stop on Slope" -msgstr "Γλυστράει σε Κλίση" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Σταθερή" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Ξεκλείδωμα Κόμβου" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Τιμή" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Ρυθμίσεις κουμπώματος" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Πλατφόρμα" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Στρώμα" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Στρώμα" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" -msgstr "Ορισμός Περιθωρίου" +msgid "Constant Angular Velocity" +msgstr "Αρχικοποιήστε" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8568,39 +8882,6 @@ msgstr "Πολύγωνα" msgid "Internal Vertex Count" msgstr "Δημιουργία Εσωτερικής Κορυφής" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Ορισμός θέσης εισόδου καμπύλης" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Τοποθεσίες" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Σώματα" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8615,19 +8896,6 @@ msgstr "Επόμενη Συντεταγμένη" msgid "Update" msgstr "Ενημέρωση" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Περιθώριο" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Αποτελέσματα Αναζήτησης" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8744,35 +9012,6 @@ msgstr "Ενεργοποίηση" msgid "Node Path" msgstr "Αντιγραφή διαδρομής κόμβου" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Παράθυρο" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Κλήσεις σχεδίασης" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Φίλτρο Απόσβεσης" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Διαδρομή πόρου" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Αλλαγή Ονόματος Ενιαίας Μεταβλητής" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8827,7 +9066,7 @@ msgstr "Ενεργοποίηση Doppler" msgid "Tracking" msgstr "Πακετάρισμα" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Όνομα κόμβου:" @@ -8885,15 +9124,6 @@ msgstr "Πλησιέστερη" msgid "Far" msgstr "Μακριά" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Επιλέξημη Ακτίνα" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Καταγραφή" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8943,13 +9173,14 @@ msgstr "Ομαλότητα" msgid "Scale Curve Z" msgstr "κλείσιμο καμπύλης" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Μορφή" @@ -8958,8 +9189,8 @@ msgstr "Μορφή" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Μάσκα εκπομπής" @@ -8975,8 +9206,8 @@ msgid "Emission Energy" msgstr "Χρώματα εκπομπής" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Συμπλήρωση" @@ -9009,12 +9240,6 @@ msgstr "Πεζά" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Λειτουργία Μετακίνησης" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -9030,7 +9255,7 @@ msgstr "Κλήσεις σχεδίασης" msgid "Passes" msgstr "Κλήσεις σχεδίασης" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Πάχος" @@ -9076,10 +9301,6 @@ msgstr "Λειτουργία Προτεραιότητας" msgid "Begin Margin" msgstr "Ορισμός Περιθωρίου" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Τέλος" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9090,142 +9311,8 @@ msgstr "Ανάπτυξη Όλων" msgid "Fade Mode" msgstr "Λειτουργία Μάσκας Bit" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Επεξεργασία Προτεραιότητας" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Διαγραφή Κόμβων" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Αλλαγη Παραμέτρου" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Διαχωρισμός:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Ταχύτητα:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Γραμμική" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Επιλογή απόστασης:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Επιλογή απόστασης:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Περιγραφή" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Αρχικοποιήστε" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Αξονομετρική" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Κεφαλαία" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Πεζά" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Κίνηση" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Μέγιστο γωνιώδες σφάλμα:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Αποθήκευση σκηνής" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "Χ" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Υ" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Ζ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Αρχικοποιήστε" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Κλήσεις σχεδίασης" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Γραμμική" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Μέρος Ισορροπείας" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Γωνιώδης Μοτέρ Χ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Γωνιώδης Ελατήριο Χ" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Κούμπωμα στα εικονοστοιχεία" @@ -9298,7 +9385,7 @@ msgstr "Επεξεργασία Προτεραιότητας" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Κείμενο" @@ -9308,31 +9395,31 @@ msgid "Outline Modulate" msgstr "Εξανάγκασε τονισμό άσπρου" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Γραμματοσειρά" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Οριζόντια:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Φιλτράρισμα σημάτων" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Κεφαλαία" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Τυχαία περιστροφή:" @@ -9340,27 +9427,27 @@ msgstr "Τυχαία περιστροφή:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Κατευθήνσεις" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9551,7 +9638,8 @@ msgstr "Συγχώνευση από σκηνή" msgid "Custom Sky" msgstr "Αποκοπή κόμβων" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Αποκοπή κόμβων" @@ -9562,7 +9650,7 @@ msgid "Custom Energy" msgstr "Μετακίνηση εφέ διαύλου ήχου" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Διάκριση πεζών-κεφαλαίων" @@ -9601,7 +9689,7 @@ msgstr "Για προχωρημένους" msgid "Keep Y Velocity" msgstr "Ταχύτητα" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Δημιουργία Πλοήγησης" @@ -9664,206 +9752,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "Φιλτράρισμα σημάτων" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Άξονας" +msgid "Wind" +msgstr "Παράθυρο" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Force Magnitude" +msgstr "Κλήσεις σχεδίασης" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Φίλτρο Απόσβεσης" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Διαδρομή πόρου" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Αλλαγή Ονόματος Ενιαίας Μεταβλητής" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Επιλέξημη Ακτίνα" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Καταγραφή" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Αποθήκευση σκηνής" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Διαχωρισμός:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "Χ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Περιγραφή" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Υ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Ζ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Αρχικοποιήστε" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Κλήσεις σχεδίασης" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Μέρος Ισορροπείας" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Γραμμική" +msgid "Upper Angle" +msgstr "Κεφαλαία" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Γωνιώδης Χ" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Πεζά" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Γωνιώδης Υ" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Γωνιώδης Ζ" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Γωνιώδης Μοτέρ Χ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Γωνιώδης Ελατήριο Χ" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Αλλαγη Παραμέτρου" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Ταχύτητα:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Επεξεργασία Προτεραιότητας" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Διαγραφή Κόμβων" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Αρχικοποιήστε" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Αξονομετρική" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Κίνηση" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Μέγιστο γωνιώδες σφάλμα:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "σταθερές" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Φιλτράρισμα σημάτων" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Μέγιστο γωνιώδες σφάλμα:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Κίνηση" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Κίνηση" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Κίνηση" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Κίνηση" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Περιγραφή" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Περιγραφή" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Κίνηση" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Φιλτράρισμα σημάτων" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Μετατόπιση:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Συναρτήσεις" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Γραμμική" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Κίνηση" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Άξονας" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Γραμμική" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Γραμμική" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Γραμμική" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Γωνιώδης Χ" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Γωνιώδης Υ" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Γωνιώδης Ζ" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Στοίβαξη καρέ" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Αποσφαλματωτής" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Ροδέλα κάτω" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Ηλεκτρονική τεκμηρίωση" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Διαχωρισμός:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Χρήση Κλιμακωτής Προσκόλλησης" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Ροδέλα πάνω." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Συναρτήσεις" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Ορισμός έκφρασης" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Ταξίδι" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Σφάλμα" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9931,7 +10272,8 @@ msgstr "Οστά" msgid "Interpolation" msgstr "Παρεμβολή" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Στόχος" @@ -10013,70 +10355,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Ροδέλα κάτω" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Ηλεκτρονική τεκμηρίωση" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Διαχωρισμός:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Χρήση Κλιμακωτής Προσκόλλησης" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Ροδέλα πάνω." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Συναρτήσεις" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Ορισμός έκφρασης" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Ταξίδι" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Σφάλμα" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10121,8 +10399,8 @@ msgstr "Μετατόπιση" msgid "Extra Cull Margin" msgstr "Επιπλέον παράμετροι κλήσης:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10159,17 +10437,36 @@ msgstr "Πλοήγηση" msgid "Use Two Bounces" msgstr "Πηδήματα" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Ιχνος" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Ενημέρωση" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Ιχνος" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Πακετάρισμα" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Ιχνος" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Αντιγραφή Στάσης" @@ -10880,20 +11177,10 @@ msgstr "Διάλογος XForm" msgid "Reverse Fill" msgstr "Επαναφορά Έντασης Διαύλου" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Μετατόπιση Πλέγματος:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "GridMap Ζωγραφική" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11705,7 +11992,7 @@ msgstr "Αρχικοποιήστε" msgid "Fill Degrees" msgstr "Περιστροφή %s μοίρες." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Κέντρο Αριστερά" @@ -11828,7 +12115,7 @@ msgstr "Εναλλαγή ορατότητας" msgid "Ordering" msgstr "Απόδοση" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Δείκτης Z" @@ -11842,11 +12129,6 @@ msgstr "Σχετική Προσκόλληση" msgid "Y Sort Enabled" msgstr "Ενεργοποίηση" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Χρησιμποίησε το Υλικό του Γονέα" @@ -11865,11 +12147,6 @@ msgstr "" msgid "Shininess" msgstr "Πάχος" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Εμφάνιση Οπτικής Γωνίας" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11974,7 +12251,7 @@ msgstr "Δημιουργία Πλοήγησης" msgid "Multiplayer Poll" msgstr "Ορισμός πολλών:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12047,7 +12324,7 @@ msgid "Use TAA" msgstr "Χρήση κουμπώματος" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12426,6 +12703,572 @@ msgstr "Kαρέ φυσικής %" msgid "3D Navigation" msgstr "Πλοήγηση" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Ορίσματα κύριας σκηνής:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "Α" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Γλυστράει σε Κλίση" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Λειτουργία Εικονιδίων" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Επαναπροσδιορισμός Γονέα Κόμβου" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Αντιγραφή διαδρομής κόμβου" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Προεπιλεγμένο Βήμα Κινητής Υποδιαστολής" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Ανανέωση Προεπισκόπησης" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Δείκτης Κουμπιού" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Κόμβος Ανάμειξης 2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Αλλαγή Μήκους Κίνησης" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Κατευθήνσεις" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Προσθήκη Θύρας Εισόδου" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Ευρεία Δεξιά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Δεξί κουμπί" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Κάτω Δεξιά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Κάτω Δεξιά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Κάτω Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Αγαπημένα" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Κάτω Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Κάτω Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Ορισμός Περιθωρίου" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Πάνω Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Πάνω Αριστερά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Πλευρές Περιστροφικής Κίνησης" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Επόμενο πάτωμα" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Πάνω Δεξιά" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Πάνω Δεξιά" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Χρήση Προσαρμοσμένης Διεύθυνση Καταλόγου Χρήστη" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Πηγή" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Ορισμός έκφρασης" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Διαγραφή διάταξης" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Μετατόπιση Πλέγματος:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Λειτουργία Εμποδίου" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Kαρέ φυσικής %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Ορισμός πολλών:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Εναλλαγή καρτέλας σκηνής" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Κύρια Σκηνή" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Φόρτωση ως μέσο κράτησης" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Πολύγωνα" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Μεταθέτω" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Ορισμός Περιθωρίου" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Προβολή Προέλευσης" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Επιλογή απόστασης:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Σύγκρουση" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Φως" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Σημεία εκπομπής:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Βάθος" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Βάθος" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Στοιχείο" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Μετασχηματισμός" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Εκκαθάριση Μετασχηματισμού" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Προεπισκόπηση" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Πρόσθεσε %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Αναπλήρωση" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Ακτίνα:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Κάτω Δεξιά" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Περικοπή πάνω" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Κάτω Αριστερά" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Πάνω Δεξιά" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Είναι Ημισφαίριο" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Ορίσματα κύριας σκηνής:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Ορίσματα κύριας σκηνής:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Αλλαγή Μήκους Κίνησης" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Μόνο στην επιλογή" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Ορίσματα κύριας σκηνής:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Διαίρεση Καμπύλης" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Προσθήκη Θύρας Εισόδου" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Δεσμός" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Οστά" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Επόμενο πάτωμα" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Αρχείο αποθήκευσης:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Ορισμός πολλών:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Συμπλήρωση" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Ομάδες" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Αγαπημένα" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Εκτέλεση" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Πανόραμα" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Εμφάνιση όλων" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Επιλογή χρώματος" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Φως" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Εμφάνιση περιβάλλοντος" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Επίπεδο:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12648,16 +13491,6 @@ msgstr "Μετακίνηση εφέ διαύλου ήχου" msgid "Load Path" msgstr "Φόρτωση Διαμόρφωσης" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Ορίσματα κύριας σκηνής:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Σύγκρουση" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12691,20 +13524,10 @@ msgstr "Διαίρεση Καμπύλης" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Ορισμός πολλών:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12934,10 +13757,6 @@ msgstr "Χρώματα εκπομπής" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -13015,20 +13834,6 @@ msgstr "Διαχωρισμός:" msgid "Color Correction" msgstr "Συνάρτηση χρώματος." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Φως" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Σημεία εκπομπής:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13108,20 +13913,6 @@ msgstr "Λειτουργία Αναπαραγωγής:" msgid "To" msgstr "Κορυφή" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Βάθος" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Βάθος" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13380,11 +14171,6 @@ msgstr "Σωματίδια" msgid "Proximity Fade" msgstr "Λειτουργία Προτεραιότητας" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Επιλογή απόστασης:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13419,24 +14205,6 @@ msgstr "Κόμβος Ανάμειξης 2" msgid "Shadow Mesh" msgstr "Πρόγραμμα Σκίασης" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Στοιχείο" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Μετασχηματισμός" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Εκκαθάριση Μετασχηματισμού" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Προεπισκόπηση" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13807,181 +14575,6 @@ msgstr "Παρακάμπτει" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Πρόσθεσε %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Αναπλήρωση" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Ακτίνα:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Κάτω Δεξιά" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Περικοπή πάνω" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Κάτω Αριστερά" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Πάνω Δεξιά" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Είναι Ημισφαίριο" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Ορίσματα κύριας σκηνής:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Ορίσματα κύριας σκηνής:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Αλλαγή Μήκους Κίνησης" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Μόνο στην επιλογή" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Ορίσματα κύριας σκηνής:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Διαίρεση Καμπύλης" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "Α" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Γλυστράει σε Κλίση" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Λειτουργία Εικονιδίων" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Επαναπροσδιορισμός Γονέα Κόμβου" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Αντιγραφή διαδρομής κόμβου" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Προεπιλεγμένο Βήμα Κινητής Υποδιαστολής" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Ανανέωση Προεπισκόπησης" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Δείκτης Κουμπιού" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Κόμβος Ανάμειξης 2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Αλλαγή Μήκους Κίνησης" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Επιλογή απόστασης:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Επιλογή απόστασης:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Κατευθήνσεις" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Προσθήκη Θύρας Εισόδου" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13997,21 +14590,6 @@ msgstr "Βήμα Πλέγματος:" msgid "Bone Size" msgstr "Εικονοστοιχεία Περιγράμματος" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Προσθήκη Θύρας Εισόδου" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Δεσμός" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Οστά" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -14027,80 +14605,6 @@ msgstr "Λειτουργία Μετακίνησης" msgid "Radiance Size" msgstr "Μέγεθος περιγράμματος:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Επόμενο πάτωμα" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Αρχείο αποθήκευσης:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Συμπλήρωση" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Ομάδες" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Αγαπημένα" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Εκτέλεση" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Πανόραμα" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Εμφάνιση όλων" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Επιλογή χρώματος" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Φως" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14203,223 +14707,6 @@ msgstr "Προεπιλεγμένο" msgid "Default Font Size" msgstr "Προεπιλεγμένο" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Ευρεία Δεξιά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Δεξί κουμπί" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Κάτω Δεξιά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Κάτω Δεξιά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Κάτω Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Αγαπημένα" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Κάτω Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Κάτω Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Ορισμός Περιθωρίου" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Πάνω Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Πάνω Αριστερά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Πλευρές Περιστροφικής Κίνησης" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Επόμενο πάτωμα" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Πάνω Δεξιά" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Πάνω Δεξιά" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Χρήση Προσαρμοσμένης Διεύθυνση Καταλόγου Χρήστη" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Πηγή" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Ορισμός έκφρασης" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Διαγραφή διάταξης" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Μετατόπιση Πλέγματος:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Λειτουργία Εμποδίου" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Kαρέ φυσικής %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Ορισμός πολλών:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Εναλλαγή καρτέλας σκηνής" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Κύρια Σκηνή" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Φόρτωση ως μέσο κράτησης" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Πολύγωνα" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Δημιουργία Πολυγώνου Σύγκρουσης" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Μεταθέτω" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Ορισμός Περιθωρίου" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Προβολή Προέλευσης" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Αρχείο" @@ -14545,16 +14832,6 @@ msgstr "Δείκτης Z" msgid "Degrees Mode" msgstr "Περιστροφή %s μοίρες." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Εμφάνιση περιβάλλοντος" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Επίπεδο:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Πλαίσιο" @@ -15036,6 +15313,11 @@ msgstr "Εναλλαγή κρυμμένων αρχείων" msgid "Folder" msgstr "Φάκελος:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Δημιουργία φακέλου" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -17008,11 +17290,27 @@ msgstr "Διάταξη επεξεργαστή" msgid "Treat Warnings as Errors" msgstr "Συμπεριφορά σε προειδοποιήσεις ως σφάλματα" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Πακετάρισμα" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Μέγεθος: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Κόμβος Ανάμειξης 2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Πακετάρισμα" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -17030,11 +17328,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Πακετάρισμα" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/eo.po b/properties/eo.po index d7a5f46..0030fa1 100644 --- a/properties/eo.po +++ b/properties/eo.po @@ -45,9 +45,9 @@ msgstr "Agordi kapton" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nomo" @@ -143,9 +143,9 @@ msgstr "Nova Fenestro" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -346,7 +346,7 @@ msgstr "Ŝaltita" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -430,7 +430,8 @@ msgid "Max Functions" msgstr "Funkcio" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Uzi regulesprimojn" @@ -481,7 +482,7 @@ msgstr "Ŝanĝu" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Bildigo" @@ -859,8 +860,9 @@ msgstr "Kapti relative" msgid "Screen Relative" msgstr "Kapti relative" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -893,8 +895,8 @@ msgid "Action" msgstr "Faro" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1008,11 +1010,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1166,7 +1168,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Redifinoj" @@ -1196,7 +1199,7 @@ msgstr "Ŝargi kiel lokokupilo" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1218,7 +1221,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1279,7 +1282,7 @@ msgid "Sync Breakpoints" msgstr "Paŭzpunktoj" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Dosiersistemo" @@ -1605,6 +1608,11 @@ msgstr "Ŝargi la defaŭlta busaranĝo." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Serĉo" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Antaŭagordo" @@ -1629,6 +1637,11 @@ msgstr "Elekti koloron" msgid "Accent Color" msgstr "Elekti koloron" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Elekti koloron" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1728,8 +1741,8 @@ msgstr "Nova Fenestro" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Ŝaltita" @@ -1822,7 +1835,8 @@ msgid "Thumbnail Size" msgstr "Grando de miniaturoj" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importi" @@ -1845,8 +1859,8 @@ msgstr "Forigi punkton" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2005,9 +2019,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Aŭtoŝargado" @@ -2027,7 +2041,7 @@ msgid "Draw Spaces" msgstr "Alvokoj" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2037,7 +2051,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2276,17 +2290,17 @@ msgstr "Emisiaj koloroj" msgid "Instantiated" msgstr "Ekzemplodoni" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punkto" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2542,6 +2556,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Iri al Antaŭa Paŝo" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Baskuli aŭtoludadon" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2588,6 +2607,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Profundo" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Elekti koloron" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2637,7 +2661,7 @@ msgid "Output" msgstr "Eligo" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2920,6 +2944,96 @@ msgstr "Rezultoj de serĉo" msgid "Search Result Border Color" msgstr "Rezultoj de serĉo" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Redakti Konekton:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Nur Elektaro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Nur Elektaro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Nur Elektaro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Paĝosignoj" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Renomi nodon" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Eligo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Paĝosignoj" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Elekti koloron" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Nur Elektaro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Nur Elektaro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Ŝalti filtradon" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3074,13 +3188,17 @@ msgstr "Renomi animaĵon" msgid "Overwrite Axis" msgstr "Superskribi" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3169,20 +3287,22 @@ msgstr "Tipo" msgid "Shape Type" msgstr "Ŝanĝi tipon" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Tavolo" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3307,10 +3427,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3319,12 +3441,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3346,26 +3470,29 @@ msgid "Save to File" msgstr "Konservi dosieron" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3424,8 +3551,8 @@ msgstr "Ĉiuj aparatoj" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3490,6 +3617,10 @@ msgstr "Skalo:" msgid "Root Scale" msgstr "Skalo:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3654,7 +3785,7 @@ msgstr "Komponantoj" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3778,7 +3909,7 @@ msgstr "Signaloj" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3896,8 +4027,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Risurca Vojo" @@ -4445,7 +4576,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4584,7 +4715,7 @@ msgstr "Ŝaltita" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4714,11 +4845,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4732,9 +4863,9 @@ msgstr "Emisia masko" msgid "Collision Layer" msgstr "Videblaj koliziaj formoj" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4746,32 +4877,32 @@ msgstr "Emisia masko" msgid "Collision Priority" msgstr "Emisia masko" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Maŝo" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Parametro ŝanĝiĝis" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Parametroj de ĉefa sceno:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Avertoj" @@ -4790,11 +4921,11 @@ msgstr "Montri gvidilojn" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4802,17 +4933,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Redakti plurlateron" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundo" @@ -4870,6 +5001,24 @@ msgstr "Alglui animacion" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importi" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4981,20 +5130,17 @@ msgstr "" msgid "Naming Version" msgstr "Versio:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Elekti koloron" @@ -5044,13 +5190,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5059,14 +5206,14 @@ msgstr "Lineara" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5276,6 +5423,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nomo de kromprogramon:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5470,8 +5623,8 @@ msgid "Center Z" msgstr "Centre" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5771,8 +5924,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5857,7 +6010,8 @@ msgstr "Vidigi tutan" msgid "Render Target Size Multiplier" msgstr "Agordi pluroblan:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Defini stirilon" @@ -5877,7 +6031,8 @@ msgstr "Opcioj de ostaro" msgid "Skeleton Rig" msgstr "Opcioj de ostaro" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Ĝisdatigi" @@ -6004,6 +6159,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Ĉefa eblaĵoj:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7099,72 +7259,16 @@ msgstr "Centre" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitoro" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitoro" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Redifinoj" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Ekzemplodoni" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Eniga mapo" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direktoj" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineara" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Aldoni aŭdian buson" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7377,49 +7481,6 @@ msgstr "Enhavo:" msgid "Use Mipmaps" msgstr "Signaloj" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Ŝalti filtradon" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Eniga mapo" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Elekti nodon" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Mezurado reĝimo" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Ŝalti filtradon" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Defaŭlto" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7505,9 +7566,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7534,12 +7595,27 @@ msgstr "Partikloj" msgid "Align Y" msgstr "Valorizi" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direktoj" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7597,11 +7673,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7632,7 +7712,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7770,7 +7850,7 @@ msgstr "Baskuli videblon" msgid "Trails" msgstr "Ŝargi defaŭlton" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direktoj" @@ -7779,74 +7859,6 @@ msgstr "Direktoj" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Ŝalti filtradon" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minuskla" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Majuskla" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineara" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Krada deŝovo:" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8009,7 +8021,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8160,6 +8172,62 @@ msgstr "Konstantoj" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Krada deŝovo:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Krada deŝovo:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Elekti atributon" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Rekomencigi" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Peto eraris, tempolimo" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Movada reĝimo" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fino" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Montri vidujon" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Krada deŝovo:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8188,7 +8256,7 @@ msgstr "Je la fino" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8199,8 +8267,9 @@ msgstr "Faro" msgid "Mirroring" msgstr "Spegulo" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8233,210 +8302,455 @@ msgstr "Rotaciada reĝimo" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Indekso de butono" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Agordi kapton" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fiziko-kadro %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Nur konstantoj" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Nur konstantoj" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fiziko-kadro %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitoro" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitoro" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Redifinoj" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Ekzemplodoni" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Eniga mapo" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineara" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Aldoni aŭdian buson" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Rotaciada reĝimo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direktoj" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Ŝalti filtradon" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstanto" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Malŝlosi nodon" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Valoro" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Defaŭlto" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Tavolo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Tavolo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Ŝalti filtradon" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Eniga mapo" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Elekti nodon" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Mezurado reĝimo" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Ŝalti filtradon" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Defaŭlto" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Krada deŝovo:" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Ŝalti filtradon" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minuskla" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Majuskla" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineara" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Indekso de butono" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Agordi kapton" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fiziko-kadro %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Pozicio de doko" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Ŝanĝu la tipon de %s" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centre maldekstre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Priskribo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Inteligenta kaptado" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Rotacia paŝo:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Senkosta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Rotaciada reĝimo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Eltondi nodo(j)n" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Seninterrompa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Elekti koloron" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineara" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Elektada reĝimo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstantoj" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Rotaciada reĝimo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direktoj" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Ŝalti filtradon" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstanto" +msgid "Max Results" +msgstr "Rezultoj de serĉo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Malŝlosi nodon" +msgid "Constant Linear Velocity" +msgstr "Nur konstantoj" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Valoro" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Defaŭlto" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Tavolo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Tavolo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Nur konstantoj" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8455,39 +8769,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Pozicio de doko" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8502,19 +8783,6 @@ msgstr "Konstanto" msgid "Update" msgstr "Ĝisdatigi" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Rezultoj de serĉo" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8631,34 +8899,6 @@ msgstr "Ŝaltita" msgid "Node Path" msgstr "Ŝargi antaŭagordon" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Nova Fenestro" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Alvokoj" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacio" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Risurca Vojo" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8712,7 +8952,7 @@ msgstr "" msgid "Tracking" msgstr "Pakas" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nomo de nodo:" @@ -8770,15 +9010,6 @@ msgstr "Plej apuda" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Kapti" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8828,13 +9059,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Skalada reĝimo" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formo" @@ -8843,8 +9075,8 @@ msgstr "Formo" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emisia masko" @@ -8860,8 +9092,8 @@ msgid "Emission Energy" msgstr "Emisiaj koloroj" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8893,12 +9125,6 @@ msgstr "Minuskla" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Movada reĝimo" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8914,7 +9140,7 @@ msgstr "Alvokoj" msgid "Passes" msgstr "Alvokoj" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8960,10 +9186,6 @@ msgstr "Baskuli videblon" msgid "Begin Margin" msgstr "Butono" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fino" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8974,142 +9196,8 @@ msgstr "Etendi tuton" msgid "Fade Mode" msgstr "Rotaciada reĝimo" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Movada reĝimo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Krei okludan plurlateron" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parametro ŝanĝiĝis" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Versio:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Valoro" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineara" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Ekzemplodoni" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Ekzemplodoni" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Priskribo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineara" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineara" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Majuskla" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minuskla" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacio" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maks. Angula Eraro:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Konservas scenon" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineara" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Alvokoj" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineara" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacio" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacio" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Grando de konturo:" @@ -9180,7 +9268,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9190,30 +9278,30 @@ msgid "Outline Modulate" msgstr "Altrudi blankan moduladon" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtri signalojn" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtri signalojn" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Majuskla" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Alglui animacion" @@ -9221,27 +9309,27 @@ msgstr "Alglui animacion" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direktoj" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9430,7 +9518,8 @@ msgstr "Kunigi el sceno" msgid "Custom Sky" msgstr "Eltondi nodo(j)n" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Eltondi nodo(j)n" @@ -9441,7 +9530,7 @@ msgid "Custom Energy" msgstr "Movi busan efekton" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Uskleciva" @@ -9479,7 +9568,7 @@ msgstr "Altnivela" msgid "Keep Y Velocity" msgstr "Lineara" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Videbla navigacio" @@ -9543,206 +9632,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtri signalojn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Akso" +msgid "Wind" +msgstr "Nova Fenestro" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineara" +msgid "Force Magnitude" +msgstr "Alvokoj" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineara" +msgid "Attenuation Factor" +msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineara" +msgid "Source Path" +msgstr "Risurca Vojo" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Kapti" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Konservas scenon" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Versio:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineara" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Ekzemplodoni" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Ekzemplodoni" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Priskribo" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Lineara" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Alvokoj" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineara" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Majuskla" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minuskla" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacio" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacio" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parametro ŝanĝiĝis" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Valoro" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Movada reĝimo" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Krei okludan plurlateron" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineara" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineara" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacio" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maks. Angula Eraro:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstantoj" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtri signalojn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maks. Angula Eraro:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Priskribo" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Priskribo" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtri signalojn" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Krada deŝovo:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcioj:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineara" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacio" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Akso" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineara" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineara" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineara" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Stakaj Framoj" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Sencimigilo" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Radeto malsupren" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Enreta dokumentaro" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Versio:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Uzi skalan kaptadon" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Radeto supren." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcioj:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Uzi regulesprimojn" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Vojaĝa" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Eraro!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9810,7 +10151,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolado Modo" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Celo" @@ -9890,70 +10232,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Radeto malsupren" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Enreta dokumentaro" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Versio:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Uzi skalan kaptadon" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Radeto supren." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcioj:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Uzi regulesprimojn" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Vojaĝa" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Eraro!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9998,8 +10276,8 @@ msgstr "Tradukoj" msgid "Extra Cull Margin" msgstr "Aldona argumentoj de alvoko:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10033,17 +10311,36 @@ msgstr "Videbla navigacio" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Aldoni trakon" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Ĝisdatigi" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Aldoni trakon" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakas" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Aldoni trakon" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Kopii la pozon" @@ -10747,20 +11044,10 @@ msgstr "Partikloj" msgid "Reverse Fill" msgstr "Rekomencigi la laŭtecon de buso" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Krada deŝovo:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Elekti koloron" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11565,7 +11852,7 @@ msgstr "Krada deŝovo:" msgid "Fill Degrees" msgstr "Rotacia paŝo:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centre maldekstre" @@ -11687,7 +11974,7 @@ msgstr "Baskuli videblon" msgid "Ordering" msgstr "Bildigo" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11701,11 +11988,6 @@ msgstr "Kapti relative" msgid "Y Sort Enabled" msgstr "Ŝaltita" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11723,11 +12005,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Montri vidujon" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11832,7 +12109,7 @@ msgstr "Videbla navigacio" msgid "Multiplayer Poll" msgstr "Agordi pluroblan:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11904,7 +12181,7 @@ msgid "Use TAA" msgstr "Uzi kapton krade" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12278,6 +12555,566 @@ msgstr "Fiziko-kadro %" msgid "3D Navigation" msgstr "Videbla navigacio" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Parametroj de ĉefa sceno:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Elekti atributon" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Faro" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Krei nodon" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Ŝargi antaŭagordon" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Defaŭlto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Defaŭlto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Indekso de butono" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nova radiko de sceno" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Aliigi Animadon Longecon" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Ekzemplodoni" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Ekzemplodoni" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direktoj" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Eniga mapo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Dekstre vaste" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Dekstra butono" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Malsupre dekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Malsupre dekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Malsupre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Paĝosignoj" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Malsupre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Malsupre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Supre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Enhavo:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Supre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Supre maldekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Grando de krado" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Elekti koloron" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Supre dekstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Supre dekstre" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Uzanta Interfaco" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Fonto" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Uzi regulesprimojn" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Forigi aranĝon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Krada deŝovo:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Videblaj koliziaj formoj" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fiziko-kadro %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Agordi pluroblan:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Interŝanĝi langeton de sceno" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Ĉefa sceno" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Ŝargi kiel lokokupilo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Eniga mapo" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Enhavo:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Enhavo:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Montri originon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Ekzemplodoni" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Emisia masko" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Dekstre vaste" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Krei emisiajn punktojn el la maŝo" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profundo" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profundo" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformo" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Transformo" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Aldoni %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Supre dekstre" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Malsupre dekstre" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Malsupre maldekstre" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Supre dekstre" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Parametroj de ĉefa sceno:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Parametroj de ĉefa sceno:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Aliigi Animadon Longecon" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Nur Elektaro" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Parametroj de ĉefa sceno:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Eltondi nodo(j)n" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Eniga mapo" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Nomo de nodo:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Elekti koloron" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Memoras dosieron:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Agordi pluroblan:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Elektada reĝimo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupoj" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Paĝosignoj" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Ruli" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Vidigi tutan" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Elekti koloron" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12497,16 +13334,6 @@ msgstr "Movi busan efekton" msgid "Load Path" msgstr "Ŝargi antaŭagordon" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Parametroj de ĉefa sceno:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Emisia masko" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12540,20 +13367,10 @@ msgstr "Eltondi nodo(j)n" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Agordi pluroblan:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12783,10 +13600,6 @@ msgstr "Emisiaj koloroj" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12863,20 +13676,6 @@ msgstr "Versio:" msgid "Color Correction" msgstr "Formo" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Dekstre vaste" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Krei emisiajn punktojn el la maŝo" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12956,20 +13755,6 @@ msgstr "Reĝimo de ludado:" msgid "To" msgstr "Supro" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profundo" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profundo" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13220,11 +14005,6 @@ msgstr "Partikloj" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Ekzemplodoni" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13259,24 +14039,6 @@ msgstr "Skalada reĝimo" msgid "Shadow Mesh" msgstr "Baskuli reĝimon" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformo" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Transformo" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13643,179 +14405,6 @@ msgstr "Redifinoj" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Aldoni %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Supre dekstre" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Malsupre dekstre" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Malsupre maldekstre" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Supre dekstre" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Parametroj de ĉefa sceno:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Parametroj de ĉefa sceno:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Aliigi Animadon Longecon" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Nur Elektaro" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Parametroj de ĉefa sceno:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Eltondi nodo(j)n" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Elekti atributon" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Faro" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Krei nodon" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Ŝargi antaŭagordon" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Defaŭlto" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Defaŭlto" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Indekso de butono" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nova radiko de sceno" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Aliigi Animadon Longecon" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Ekzemplodoni" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Ekzemplodoni" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direktoj" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Eniga mapo" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13831,20 +14420,6 @@ msgstr "Grando de krado" msgid "Bone Size" msgstr "Rastumeroj de bordero" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Eniga mapo" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Nomo de nodo:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13860,79 +14435,6 @@ msgstr "Movada reĝimo" msgid "Radiance Size" msgstr "Grando de konturo:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Elekti koloron" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Memoras dosieron:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Elektada reĝimo" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupoj" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Paĝosignoj" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Ruli" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Vidigi tutan" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Elekti koloron" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14035,223 +14537,6 @@ msgstr "Defaŭlto" msgid "Default Font Size" msgstr "Defaŭlto" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Dekstre vaste" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Dekstra butono" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Malsupre dekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Malsupre dekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Malsupre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Paĝosignoj" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Malsupre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Malsupre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Supre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Enhavo:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Supre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Supre maldekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Grando de krado" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Elekti koloron" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Supre dekstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Supre dekstre" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Uzanta Interfaco" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Fonto" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Uzi regulesprimojn" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Forigi aranĝon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Krada deŝovo:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Videblaj koliziaj formoj" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fiziko-kadro %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Agordi pluroblan:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Interŝanĝi langeton de sceno" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Ĉefa sceno" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Ŝargi kiel lokokupilo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Eniga mapo" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Enhavo:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Enhavo:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Montri originon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Dosiero" @@ -14376,14 +14661,6 @@ msgstr "Defini stirilon" msgid "Degrees Mode" msgstr "Rotacia paŝo:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14863,6 +15140,11 @@ msgstr "Baskuli kaŝitaj dosieroj" msgid "Folder" msgstr "Dosierujo:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Krei dosierujon" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16811,11 +17093,27 @@ msgstr "Aranĝo de la redaktilo" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakas" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Grando: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Skalada reĝimo" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakas" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16833,11 +17131,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakas" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/es.po b/properties/es.po index 36b0cc6..45f996b 100644 --- a/properties/es.po +++ b/properties/es.po @@ -132,9 +132,9 @@ msgstr "Configuración" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nombre" @@ -225,9 +225,9 @@ msgstr "Ventana" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -406,7 +406,7 @@ msgstr "Incrustar Subventanas" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Físicas" @@ -483,7 +483,8 @@ msgid "Max Functions" msgstr "Funciones Máximas" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compresión" @@ -527,7 +528,7 @@ msgstr "Mensaje" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderizado" @@ -863,8 +864,9 @@ msgstr "Relativo" msgid "Screen Relative" msgstr "Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Velocidad" @@ -895,8 +897,8 @@ msgid "Action" msgstr "Acción" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Fuerza" @@ -1005,11 +1007,11 @@ msgstr "Región" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Desplazamiento" @@ -1145,7 +1147,8 @@ msgstr "Vocales Dobles" msgid "Fake BiDi" msgstr "Falso BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Anular" @@ -1170,7 +1173,7 @@ msgstr "Omitir Marcadores de Posición" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1191,7 +1194,7 @@ msgstr "Argumentos" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1245,7 +1248,7 @@ msgid "Sync Breakpoints" msgstr "Sincronización de Puntos de Interrupción" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistema de Archivos" @@ -1538,6 +1541,11 @@ msgstr "Forma Predeterminada del Selector de Color" msgid "Theme" msgstr "Theme" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Forzar Usuario del Sistema" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Preconfigurado" @@ -1559,6 +1567,11 @@ msgstr "Color Base" msgid "Accent Color" msgstr "Color de Acento" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Color de Acento" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Contraste" @@ -1648,8 +1661,8 @@ msgstr "Ventana Múltiple" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activar" @@ -1731,7 +1744,8 @@ msgid "Thumbnail Size" msgstr "Tamaño de las Miniaturas" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importar" @@ -1752,9 +1766,10 @@ msgstr "Puerto RPC" msgid "RPC Server Uptime" msgstr "Tiempo de actividad del servidor RPC" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Ruta FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1901,9 +1916,9 @@ msgstr "Plegado de Código" msgid "Word Wrap" msgstr "Ajuste de Palabras" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Modo de Ajuste Automático de Línea" @@ -1920,7 +1935,7 @@ msgid "Draw Spaces" msgstr "Dibujar Espacios" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Espaciado de Línea" @@ -1930,7 +1945,7 @@ msgid "Behavior" msgstr "Comportamiento" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navegación" @@ -2152,16 +2167,16 @@ msgstr "Colores de Gizmo" msgid "Instantiated" msgstr "Instanciado" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Articulación" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Forma" @@ -2390,6 +2405,11 @@ msgstr "Radio del Punto de Agarre" msgid "Show Previous Outline" msgstr "Mostrar Contorno Anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Reproducción Automática" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Autorrenombrar Pistas de Animación" @@ -2430,6 +2450,11 @@ msgstr "Opacidad del Minimapa" msgid "Lines Curvature" msgstr "Curvatura de Lineas" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Cuadrícula Plano XZ" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Visual Shader*" @@ -2473,7 +2498,7 @@ msgid "Output" msgstr "Salida" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Tamaño de Fuente" @@ -2734,6 +2759,96 @@ msgstr "Color del Resultado de Búsqueda" msgid "Search Result Border Color" msgstr "Color de los Bordes del Resultado de Búsqueda" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Color de Conexión de Bordes" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Marcar Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Color del Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Color del Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Color del Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Color del Marcador" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Formato de Transformación" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Color de la Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Color del Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Salida" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Color del Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Color de críticos" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Color de la Fuente" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Color del Texto" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Color de críticos" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Color del Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Color de la Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Colisión de Partículas" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2872,13 +2987,17 @@ msgstr "Normalizar la Posición de las Pistas" msgid "Overwrite Axis" msgstr "Sobreescribir Ejes" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Reparar la Silueta" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtro" @@ -2954,20 +3073,22 @@ msgstr "Tipo de Cuerpo" msgid "Shape Type" msgstr "Tipo de Forma" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Reemplazar el material de físicas" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Capa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Máscara" @@ -3077,10 +3198,12 @@ msgstr "Primitivo" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Altura" @@ -3089,12 +3212,14 @@ msgstr "Altura" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Radio" @@ -3114,26 +3239,29 @@ msgid "Save to File" msgstr "Guardar en Archivo" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Activado" @@ -3184,8 +3312,8 @@ msgstr "Trozos" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3239,6 +3367,10 @@ msgstr "Aplicar Escala de Raíz" msgid "Root Scale" msgstr "Escala de Raíz" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Mallas" @@ -3383,7 +3515,7 @@ msgstr "Comprimir" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Idioma" @@ -3494,7 +3626,7 @@ msgstr "Mipmaps" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limite" @@ -3600,8 +3732,8 @@ msgstr "Recorte a Región" msgid "Trim Alpha Border From Region" msgstr "Recortar Borde Alfa de la Región" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Fuerza" @@ -4094,7 +4226,7 @@ msgid "Handheld" msgstr "Manipulador" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientación" @@ -4221,7 +4353,7 @@ msgstr "Tableta Digitalizadora" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Entorno" @@ -4340,11 +4472,11 @@ msgid "Calculate Tangents" msgstr "Calcular Tangentes" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Colisión" @@ -4356,9 +4488,9 @@ msgstr "Usar Colisión" msgid "Collision Layer" msgstr "Capa de Colisión" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4368,30 +4500,30 @@ msgstr "Máscara de Colisión" msgid "Collision Priority" msgstr "Prioridad de Colisión" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Voltear Caras" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Malla" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Material" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmentos Radiales" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Anillos" @@ -4407,11 +4539,11 @@ msgstr "Lados" msgid "Cone" msgstr "Cono" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Radio Interior" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Radio Exterior" @@ -4419,16 +4551,16 @@ msgstr "Radio Exterior" msgid "Ring Sides" msgstr "Lados del Anillo" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Polígono" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundidad" @@ -4481,6 +4613,24 @@ msgstr "Ruta Unida" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Manejo de Imágenes Embebidas" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4577,20 +4727,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Versión Menor" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Manejo de Imágenes Embebidas" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Color" @@ -4637,13 +4784,14 @@ msgid "Spec Gloss Img" msgstr "Espec. Brillo Img" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Masa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4651,14 +4799,14 @@ msgstr "Velocidad Lineal" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Velocidad angular" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "Centro de Masa" @@ -4844,6 +4992,12 @@ msgstr "Vista del Buffer de Valores Esparcidos" msgid "Sparse Values Byte Offset" msgstr "Valores Dispersos del Offset de Bytes" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nombre del Plugin" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5014,8 +5168,8 @@ msgid "Center Z" msgstr "Centro Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioridad" @@ -5284,8 +5438,8 @@ msgstr "Ganancia Fractal" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Anchura" @@ -5360,7 +5514,8 @@ msgstr "Mostrar Tasa de Refresco" msgid "Render Target Size Multiplier" msgstr "Tamaño del Multiplicador del Objetivo a Renderizar" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "Mano" @@ -5377,7 +5532,8 @@ msgstr "Esqueleto de la Mano" msgid "Skeleton Rig" msgstr "Esqueleto" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Actualizar" @@ -5491,6 +5647,11 @@ msgstr "Tipos de Espacios de Referencia Requeridos" msgid "Reference Space Type" msgstr "Tipo de Espacio de Referencia" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Características Opcionales" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Estado de Visibilidad" @@ -6460,64 +6621,16 @@ msgstr "Centrado" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Voltear H" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Voltear V" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Monitorización" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Monitorizable" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Gravedad" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Anulación de Espacio" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "Distancia de Unidad de Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "Centrar Punto" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Dirección" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Amortiguación Lineal" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Amortiguación Angular" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Bus de Audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6698,43 +6811,6 @@ msgstr "Limpiar Margen" msgid "Use Mipmaps" msgstr "Usar Mipmaps" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "Modo Desactivado" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrada" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Seleccionable" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Modo de Compilación" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Desactivado" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Colisión en Una Dirección" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Margen de Colisión en Una Dirección" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "Color de Depuración" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6816,9 +6892,9 @@ msgid "Rect Extents" msgstr "Extender Completo" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Puntos" @@ -6841,12 +6917,26 @@ msgstr "Marcador de Partículas" msgid "Align Y" msgstr "Alineación Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Dirección" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Propagación" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Gravedad" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Velocidad Inicial" @@ -6897,11 +6987,15 @@ msgstr "Aceleración radial" msgid "Tangential Accel" msgstr "Aceleración tangencial" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Amortiguación" @@ -6929,7 +7023,7 @@ msgid "Angle Min" msgstr "Ángulo Mínimo" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Ángulo Máximo" @@ -7046,7 +7140,7 @@ msgstr "Visibilidad Rect" msgid "Trails" msgstr "Estelas" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "Secciones" @@ -7054,67 +7148,6 @@ msgstr "Secciones" msgid "Section Subdivisions" msgstr "Subdivisiones de Sección" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Nodo A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Nodo B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Tendencia" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Desactivar Colisión" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Suavidad" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Límite Angular" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Inferior" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Superior" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Motor" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Velocidad del Objetivo" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Longitud" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Offset Inicial" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Duración de Reposo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Rigidez" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Sólo para el Editor" @@ -7259,7 +7292,7 @@ msgstr "Distancia Máxima de la Ruta" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7387,6 +7420,60 @@ msgstr "Restricciones de Evasión" msgid "Skew" msgstr "Sesgo" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Desplazable" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Offset de Scroll" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Inicio Automático" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Tiempo de espera de solicitud" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "Comienzo" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fin" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Seguir el Viewport" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Ignorar Zoom de la Cámara" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Offset de Scroll" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7412,7 +7499,7 @@ msgstr "Fin del Límite" msgid "Ignore Camera Zoom" msgstr "Ignorar Zoom de la Cámara" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Movimiento" @@ -7421,8 +7508,9 @@ msgstr "Movimiento" msgid "Mirroring" msgstr "Reflejar" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Curva" @@ -7450,183 +7538,406 @@ msgstr "Rotar" msgid "Cubic Interp" msgstr "Interp. Cúbica" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "Ruta del nodo de Hueso 2D" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "Índice de Huesos 2D" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "Auto Configurar Junta" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "Simular Físicas" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Seguimiento de Hueso Durante la Simulación" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Velocidad Lineal Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Velocidad Angular Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "Sincronizar con la Física\"" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Monitorización" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Monitorizable" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Anulación de Espacio" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "Distancia de Unidad de Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "Centrar Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "Amortiguación Lineal" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Amortiguación Angular" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Bus de Audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "Modo de Locomocion" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "Dirección Arriba" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "Deslizamiento en Techo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Angulo Mínimo de Deslizamiento en Muro" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "Suelo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Detener en Pendiente" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "Velocidad Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "Bloque en Muro" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Ángulo Máximo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "Longitud de Ajuste" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Plataforma Móvil" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Al Dejar" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "Capas de Suelo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "Capas de Muro" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "Margen de Seguridad" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "Modo Desactivado" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Seleccionable" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Modo de Compilación" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Desactivado" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Colisión en Una Dirección" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Margen de Colisión en Una Dirección" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "Color de Depuración" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Longitud" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Duración de Reposo" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Rigidez" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Offset Inicial" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Nodo A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Nodo B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Tendencia" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Desactivar Colisión" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Suavidad" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Límite Angular" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Inferior" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Superior" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Motor" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Velocidad del Objetivo" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "Ruta del nodo de Hueso 2D" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "Índice de Huesos 2D" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "Auto Configurar Junta" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "Simular Físicas" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Seguimiento de Hueso Durante la Simulación" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Excluir Padre" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "Posición del Objetivo" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Golpea desde dentro" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Colisionar con" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Áreas" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Cuerpos" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Escala de gravedad" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "Distribución en masa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "Modo de Centro de Masa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Inercia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "Desactivación" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "Resposo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Puede Dormir" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "Bloquear Rotación" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "Congelar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "Modo de Congelamiento" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "Solucionador" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Integrador Personalizado" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "CD Continuo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Contactos Máximos Reportados" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "Monitor de Contacto" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "Modo de amortiguamiento" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Humedad" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Angular" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "Fuerzas Constantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Torsión" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "Modo de Locomocion" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Margen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "Dirección Arriba" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "Resultados Máximos" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "Deslizamiento en Techo" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Velocidad Lineal Constante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Angulo Mínimo de Deslizamiento en Muro" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "Suelo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Detener en Pendiente" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "Velocidad Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "Bloque en Muro" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Ángulo Máximo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "Longitud de Ajuste" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Plataforma Móvil" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Al Dejar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "Capas de Suelo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "Capas de Muro" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "Margen de Seguridad" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Velocidad Angular Constante" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7644,38 +7955,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "Conteo de Vértices Internos" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Excluir Padre" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "Posición del Objetivo" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Golpea desde dentro" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Colisionar con" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Áreas" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Cuerpos" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Ruta Remota" @@ -7688,18 +7967,6 @@ msgstr "Usar Coordenadas Globales" msgid "Update" msgstr "Actualizar" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Margen" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "Resultados Máximos" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Auto Calcular la Longitud y el Ángulo" @@ -7798,30 +8065,6 @@ msgstr "Habilitando" msgid "Node Path" msgstr "Ruta del Nodo" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "Viento" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "Magnitud de Fuerza" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "Factor de atenuación" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "Ruta de la Fuente" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Bus de reverberación" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Uniformidad" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Modelo de Atenuación" @@ -7869,7 +8112,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Seguimiento" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Nombre del Hueso" @@ -7920,14 +8163,6 @@ msgstr "Cercano" msgid "Far" msgstr "Lejos" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Seleccionable por Rayo" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "Captura Al Arrastrar" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Visibilidad AABB" @@ -7968,13 +8203,14 @@ msgstr "Llanura" msgid "Scale Curve Z" msgstr "Curva de Escala Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -7982,8 +8218,8 @@ msgstr "Normal" msgid "Orm" msgstr "Orm" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Emisión" @@ -7996,8 +8232,8 @@ msgid "Emission Energy" msgstr "Energia de Emisión" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Modular" @@ -8025,11 +8261,6 @@ msgstr "Fundido Inferior" msgid "Distance Fade" msgstr "Fade al Distanciarse" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "Comienzo" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "Transformacion de Alineamiento" @@ -8042,7 +8273,7 @@ msgstr "Pases de Dibujo" msgid "Passes" msgstr "Pases" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Espesor" @@ -8080,10 +8311,6 @@ msgstr "Rango de Visibilidad" msgid "Begin Margin" msgstr "Margen Inicial" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fin" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "Margen al Final" @@ -8092,121 +8319,8 @@ msgstr "Margen al Final" msgid "Fade Mode" msgstr "Modo de Fundido" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "Prioridad del Solucionador" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "Excluir Nodos Desde la Colisión" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Parámetros" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Restricción de Impulso" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Relajación" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Impulso Máximo" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Límite Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Distancia Superior" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Distancia Inferior" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Restitución" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Movimiento Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Ortogonal Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Ángulo Superior" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Ángulo Inferior" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Movimiento Angular" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Ortogonal Angular" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Expansión de Swing" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Extensión de Torsión" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "Motor Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Forzar Límite" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "Resorte Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Punto de Equilibrio" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "Motor Angular" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "Resorte Angular" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Tamaño de Píxeles" @@ -8272,7 +8386,7 @@ msgstr "Prioridad de Renderización del Contorno" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texto" @@ -8281,54 +8395,54 @@ msgid "Outline Modulate" msgstr "Modular Contorno" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Fuente" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Alineación Horizontal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Alineación Vertical" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Mayúsculas" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "Marcas de Justificación" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "Dirección de Texto" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Anulación BiDi de Texto Estructurado" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Opciones de Anulación BiDi de Texto Estructurado" @@ -8493,7 +8607,8 @@ msgstr "Tamaño Máximo de Textura" msgid "Custom Sky" msgstr "Cielo Personalizado" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Color Personalizado" @@ -8502,7 +8617,7 @@ msgid "Custom Energy" msgstr "Energía Personalizada" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "Atributos de Cámara" @@ -8535,7 +8650,7 @@ msgstr "Usar Evasión 3D" msgid "Keep Y Velocity" msgstr "Mantener Velocidad" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "Malla de Navegación" @@ -8589,172 +8704,390 @@ msgstr "Usar Model Frontal" msgid "Tilt Enabled" msgstr "Activado de Inclinado" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Bloquear Ejes" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "Viento" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "Lineal X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "Magnitud de Fuerza" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Lineal Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "Factor de atenuación" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Lineal Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "Ruta de la Fuente" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Bus de reverberación" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Uniformidad" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Seleccionable por Rayo" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "Captura Al Arrastrar" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Expansión de Swing" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Extensión de Torsión" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Relajación" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Límite Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Distancia Superior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Distancia Inferior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Restitución" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "Motor Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Forzar Límite" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "Resorte Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Punto de Equilibrio" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Ángulo Superior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Ángulo Inferior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "Motor Angular" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "Resorte Angular" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Parámetros" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Impulso Máximo" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "Prioridad del Solucionador" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "Excluir Nodos Desde la Colisión" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Restricción de Impulso" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Movimiento Lineal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Ortogonal Lineal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Movimiento Angular" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Ortogonal Angular" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Restringir Articulaciones" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Límite Angular Activado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Límite Angular Superior" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Límite Angular Inferior" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Sesgo de Límite Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Límite Angular de Suavizado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "Relajación del Límite Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Límite Lineal Superior" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Límite Lineal Inferior" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "Límite Lineal de Suavizado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "Restitución del Límite Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "Amortiguación de Límite Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "Restitución del Límite Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "Amortiguación de Límite Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Límite Lineal Activado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "Amortiguador Lineal Activado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "Rigidez Lineal del Amortiguador" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "Atenuación Lineal del Amortiguador" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Punto de Equilibrio Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "Restitución Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "Amortiguación Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "Restitución Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "Amortiguación Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "Amortiguación Angular Activada" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Rigidez del Amortiguador Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Amortiguación Angular del Muelle" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Punto de Equilibrio Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Offset del Cuerpo" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Fricción" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Rebotar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "Modo de Amortiguación Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "Modo de Amortiguación Angular" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Bloquear Ejes" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "Lineal X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Lineal Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Lineal Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Angular X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Angular Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Angular Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "Golpear Caras Traseras" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Depurar Shape" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Cantidad de Amortiguación" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Movimiento por Rueda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Fuerza del Motor" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Freno" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Dirección" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "Movimiento del VehicleBody 3D" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "Usar Como Tracción" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "Usar Como Dirección" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Rueda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Influencia del Rodaje" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Deslizamiento por Fricción" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensión" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viaje" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Fuerza Máxima" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Offset de Origen" @@ -8812,7 +9145,8 @@ msgstr "Punta del Hueso" msgid "Interpolation" msgstr "Interpolación" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Objetivo" @@ -8884,62 +9218,6 @@ msgstr "Coeficiente de amortización" msgid "Drag Coefficient" msgstr "Coeficiente de resistencia" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Cantidad de Amortiguación" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Movimiento por Rueda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Fuerza del Motor" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Freno" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Dirección" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "Movimiento del VehicleBody 3D" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "Usar Como Tracción" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "Usar Como Dirección" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Rueda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Influencia del Rodaje" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Deslizamiento por Fricción" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensión" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viaje" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Fuerza Máxima" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Paso de Física de Pistas" @@ -8977,8 +9255,8 @@ msgstr "Transparencia" msgid "Extra Cull Margin" msgstr "Margen de Sacrificio Extra" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "AABB Personalizado" @@ -9010,16 +9288,35 @@ msgstr "Propagación" msgid "Use Two Bounces" msgstr "Usar Dos Rebotes" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Rastreador" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Actualizar" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Rastreador" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Seguimiento" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "Rastreador" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Pose" @@ -9613,19 +9910,10 @@ msgstr "Usar diálogo nativo" msgid "Reverse Fill" msgstr "Eliminar Caras Invertidas" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Offset de Scroll" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "Mostrar Cuadrícula" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Cuadrícula Plano XZ" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "Ajuste a grilla habilitado" @@ -10319,7 +10607,7 @@ msgstr "Ángulo Inicial" msgid "Fill Degrees" msgstr "Completar Grados" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Offset Central" @@ -10423,7 +10711,7 @@ msgstr "Capa de Visibilidad" msgid "Ordering" msgstr "Ordenamiento" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z Index" @@ -10435,11 +10723,6 @@ msgstr "Z Como Relativo" msgid "Y Sort Enabled" msgstr "Orden Y Habilitado" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Repetir" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Usar el material del padre" @@ -10456,10 +10739,6 @@ msgstr "Mapa Normal" msgid "Shininess" msgstr "Luminosidad" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Seguir el Viewport" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Descargar Archivo" @@ -10548,7 +10827,7 @@ msgstr "Sugerencia de Depuración de Navegación" msgid "Multiplayer Poll" msgstr "Encuesta Multijugador" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Formas" @@ -10613,7 +10892,7 @@ msgid "Use TAA" msgstr "Usar TAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Usar Debanding" @@ -10935,6 +11214,484 @@ msgstr "Física 3D" msgid "3D Navigation" msgstr "Navegación 3D" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segmentos" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "Deslizar en Pendiente" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Bias de Solución Personalizado" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "Modo de Ejecución" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "ruta de Nodo Objetivo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "Pista de ruta de Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "Longitud de Cadena de Datos CCDIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "Longitud de Cadena de Datos FABRIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Longitud de Cadena de Datos de Sacudida" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "Ajustes de Juntas por Defecto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "Usar Gravedad" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "Índice de Hueso" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "Nodo de Hueso 2D" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "Longitud de Cadena de Huesos Físicos" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "Distancia Mínima del Objetivo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "Distancia Máxima del Objetivo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "Invertir Dirección de Curvatura" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "Conteo de Modificación" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "Lado Derecho" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "Esquina Derecha" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "Lado Inferior Derecho" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "Esquina Inferior Derecha" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "Lado Inferior" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "Esquina Inferior" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "Lado Inferior Izquierdo" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "Esquina Inferior Izquierda" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "Lado Izquierdo" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "Esquina Izquierda" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "Lado Superior Izquierdo" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "Esquina Superior Izquierda" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "Lado Superior" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "Esquina Superior" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "Lado Superior Derecho" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "Esquina Superior Derecha" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Terrenos" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Datos Personalizados" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "Proxys de Tiles" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "Nivel de la Fuente" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "Nivel de Coordenadas" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Nivel Alternativo" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "Forma del Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "Distribución de Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "Eje de Ajuste de Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "Tamaño de Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "Recorte de UV" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "Capas de Oclusión" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Capas Físicas" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "Conjuntos de Terrenos" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "Capas de Datos Personalizados" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Escenas" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Escena" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "Mostrar Marcador" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "Conteo de Polígonos" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "Unico Sentido" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "Margen de Unico Sentido" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "Bit de Emparejamiento de Terrenos" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponer" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Origen de Textura" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Origen de Ordenación Y" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "Conjunto de Terreno" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Terreno" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Miscelaneo" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Probabilidad" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Distancia" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "Colisión de Cara Trasera" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "Densidad" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "Atenuación de Altura" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Fundido de Borde" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "Densidad de Textura" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Anchura del Mapa" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Mapa de Profundidad" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Datos del Mapa" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Elemento" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Transformación de Mesh" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "Transformación de Malla de Navegación" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Vista Previa" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "Añadir UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "Relleno UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Anchura de Subdivisión" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Altura de Subdivisión" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Profundidad de Subdivisión" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Radio Superior" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Radio Inferior" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "Tapa Superior" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "Tapa Inferior" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "De Izquierda a Derecha" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Es Hemisfera" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "Segmentos en Anillo" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "Pasos Radiales" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "Longitud de Sección" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "Anillos de Sección" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "Segmentos de Sección" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Paso de Curva" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "Conteo de Vinculaciones" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "Vinculación" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Hueso" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Cielo" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Color Superior" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Color del Horizonte" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "Multiplicador de Energía" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Cubierta" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "Modulación de Cubierta" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Suelo" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Color Inferior" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Sol" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Panorama" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Rayleigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "Coeficiente" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "Mie" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Excentricidad" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Turbidez" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "Escala de Disco Solar" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Color del Suelo" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "Cielo Nocturno" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Entorno de Retorno" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Plano" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Fotogramas" @@ -11125,14 +11882,6 @@ msgstr "Efectos Personalizados" msgid "Load Path" msgstr "Ruta de Carga" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segmentos" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "Colisión de Cara Trasera" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Bakear Resolución" @@ -11161,19 +11910,10 @@ msgstr "Curva Z" msgid "Background" msgstr "Fondo" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "Multiplicador de Energía" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Max de Capas del Lienzo" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Cielo" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "FOV Personalizado" @@ -11378,10 +12118,6 @@ msgstr "Energía de Luz" msgid "Sun Scatter" msgstr "Dispersión Solar" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "Densidad" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "Perspectiva Atmosferica" @@ -11449,18 +12185,6 @@ msgstr "Saturación" msgid "Color Correction" msgstr "Corrección del Color" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "Atenuación de Altura" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Fundido de Borde" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "Densidad de Textura" - #: scene/resources/font.cpp msgid "Base Font" msgstr "Fuente Base" @@ -11528,18 +12252,6 @@ msgstr "Desde" msgid "To" msgstr "A" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Anchura del Mapa" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Mapa de Profundidad" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Datos del Mapa" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Siguiente Paso" @@ -11760,10 +12472,6 @@ msgstr "Usar Estelas de Partículas" msgid "Proximity Fade" msgstr "Desvanecimiento de Proximidad" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Distancia" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11792,22 +12500,6 @@ msgstr "Modo de Mezcla de Forma" msgid "Shadow Mesh" msgstr "Malla de Sombra" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Elemento" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Transformación de Mesh" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "Transformación de Malla de Navegación" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Vista Previa" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Textura Base" @@ -12146,155 +12838,6 @@ msgstr "Anulación de Tamaño" msgid "Keep Compressed Buffer" msgstr "Mantener Buffer Comprimido" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "Añadir UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "Relleno UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Anchura de Subdivisión" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Altura de Subdivisión" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Profundidad de Subdivisión" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Radio Superior" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Radio Inferior" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "Tapa Superior" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "Tapa Inferior" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "De Izquierda a Derecha" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Es Hemisfera" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "Segmentos en Anillo" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "Pasos Radiales" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "Longitud de Sección" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "Anillos de Sección" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "Segmentos de Sección" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Paso de Curva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "Deslizar en Pendiente" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Bias de Solución Personalizado" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "Modo de Ejecución" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "ruta de Nodo Objetivo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "Pista de ruta de Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "Longitud de Cadena de Datos CCDIK" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "Longitud de Cadena de Datos FABRIK" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Longitud de Cadena de Datos de Sacudida" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "Ajustes de Juntas por Defecto" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "Usar Gravedad" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "Índice de Hueso" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "Nodo de Hueso 2D" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "Longitud de Cadena de Huesos Físicos" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "Distancia Mínima del Objetivo" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "Distancia Máxima del Objetivo" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "Invertir Dirección de Curvatura" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "Conteo de Modificación" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "Escala del Hueso Base" @@ -12307,18 +12850,6 @@ msgstr "Tamaño del Grupo" msgid "Bone Size" msgstr "Tamaño del Hueso" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "Conteo de Vinculaciones" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "Vinculación" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Hueso" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "Material del Cielo" @@ -12331,70 +12862,6 @@ msgstr "Modo de Proceso" msgid "Radiance Size" msgstr "Tamaño de Resplandor" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Color Superior" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Color del Horizonte" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Cubierta" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "Modulación de Cubierta" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Suelo" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Color Inferior" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Sol" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Panorama" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Rayleigh" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "Coeficiente" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "Mie" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Excentricidad" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Turbidez" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "Escala de Disco Solar" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Color del Suelo" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "Cielo Nocturno" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "Margenes de Contenido" @@ -12483,186 +12950,6 @@ msgstr "Fuente Predeterminada" msgid "Default Font Size" msgstr "Tamaño Fuente Predeterminada" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "Lado Derecho" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "Esquina Derecha" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "Lado Inferior Derecho" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "Esquina Inferior Derecha" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "Lado Inferior" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "Esquina Inferior" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "Lado Inferior Izquierdo" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "Esquina Inferior Izquierda" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "Lado Izquierdo" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "Esquina Izquierda" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "Lado Superior Izquierdo" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "Esquina Superior Izquierda" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "Lado Superior" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "Esquina Superior" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "Lado Superior Derecho" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "Esquina Superior Derecha" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Terrenos" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Datos Personalizados" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "Proxys de Tiles" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "Nivel de la Fuente" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "Nivel de Coordenadas" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Nivel Alternativo" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "Forma del Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "Distribución de Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "Eje de Ajuste de Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "Tamaño de Tile" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "Recorte de UV" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "Capas de Oclusión" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Capas Físicas" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "Conjuntos de Terrenos" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "Capas de Datos Personalizados" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Escenas" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Escena" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "Mostrar Marcador" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "Conteo de Polígonos" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "Unico Sentido" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "Margen de Unico Sentido" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "Bit de Emparejamiento de Terrenos" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponer" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Origen de Textura" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Origen de Ordenación Y" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "Conjunto de Terreno" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Terreno" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Miscelaneo" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Probabilidad" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Archivo" @@ -12768,14 +13055,6 @@ msgstr "Índice de Superficie" msgid "Degrees Mode" msgstr "Modo de Grados" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Entorno de Retorno" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Plano" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panel" @@ -13176,6 +13455,11 @@ msgstr "Oculto" msgid "Folder" msgstr "Carpeta" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Carpeta Padre" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "Color de Ícono de Carpeta" @@ -14853,11 +15137,26 @@ msgstr "Lenguaje de Shader" msgid "Treat Warnings as Errors" msgstr "Tratar las Advertencias como Errores" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "Tiene Datos de Seguimiento" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Marcas de Glifos" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Modo de Mezcla de Forma" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Seguimiento" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Es Primario" @@ -14874,10 +15173,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Detección de Anclaje Está Activada" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "Tiene Datos de Seguimiento" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "Confianza de Seguimiento" diff --git a/properties/es_AR.po b/properties/es_AR.po index 01f2992..22b296f 100644 --- a/properties/es_AR.po +++ b/properties/es_AR.po @@ -56,9 +56,9 @@ msgstr "Configuraciones" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nombre" @@ -151,9 +151,9 @@ msgstr "Ventana" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -354,7 +354,7 @@ msgstr "Activar Ajuste" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "(Física)" @@ -437,7 +437,8 @@ msgid "Max Functions" msgstr "Función" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compresión" @@ -486,7 +487,7 @@ msgstr "Mensaje" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderización" @@ -862,8 +863,9 @@ msgstr "Relativo" msgid "Screen Relative" msgstr "Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Velocidad" @@ -896,8 +898,8 @@ msgid "Action" msgstr "Acción" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Fuerza" @@ -1011,11 +1013,11 @@ msgstr "Región" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1168,7 +1170,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Reemplazos(Overrides)" @@ -1198,7 +1201,7 @@ msgstr "Cargar Como Placeholder" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1219,7 +1222,7 @@ msgstr "Argumentos" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1282,7 +1285,7 @@ msgid "Sync Breakpoints" msgstr "Puntos de interrupción" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistema de Archivos" @@ -1610,6 +1613,11 @@ msgstr "Cargar el Bus Layout predeterminado." msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Buscar" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Preset" @@ -1634,6 +1642,11 @@ msgstr "Colores" msgid "Accent Color" msgstr "Seleccionar Color" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Seleccionar Color" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1734,8 +1747,8 @@ msgstr "Ventana" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activar" @@ -1833,7 +1846,8 @@ msgid "Thumbnail Size" msgstr "Miniatura..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importar" @@ -1856,8 +1870,8 @@ msgstr "Quitar Punto" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2018,9 +2032,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "AutoLoad" @@ -2040,7 +2054,7 @@ msgid "Draw Spaces" msgstr "Llamadas de Dibujado:" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2050,7 +2064,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navegación" @@ -2293,17 +2307,17 @@ msgstr "Colores de Emisión" msgid "Instantiated" msgstr "Instancia" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punto" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2571,6 +2585,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Plano anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Autoreproducción" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2617,6 +2636,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Cerrar Curva" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Pintar GridMap" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2667,7 +2691,7 @@ msgid "Output" msgstr "Salida" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2959,6 +2983,96 @@ msgstr "Resultados de la Búsqueda" msgid "Search Result Border Color" msgstr "Resultados de la Búsqueda" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Editar Conexión:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Seleccionar Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Marcadores" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformación Abortada." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Sampler" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Cambiar Nombre del Elemento Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Salida" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Marcadores" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Piso Siguiente" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Seleccionar Color" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Piso Siguiente" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Piso Siguiente" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Solo Selección" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Botón Desactivado" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3116,13 +3230,17 @@ msgstr "Renombrar Animación" msgid "Overwrite Axis" msgstr "Sobreescribir" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3211,20 +3329,22 @@ msgstr "Añadir Tipo" msgid "Shape Type" msgstr "Cambiar Tipo" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Capa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3350,10 +3470,12 @@ msgstr "Modo Prioridad" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Altura" @@ -3362,12 +3484,14 @@ msgstr "Altura" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Radio:" @@ -3391,26 +3515,29 @@ msgid "Save to File" msgstr "Guardar un Archivo" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3469,8 +3596,8 @@ msgstr "Corte Automático" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3536,6 +3663,10 @@ msgstr "Escalar" msgid "Root Scale" msgstr "Escalar" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3700,7 +3831,7 @@ msgstr "Comprimir" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3825,7 +3956,7 @@ msgstr "Señales" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3946,8 +4077,8 @@ msgstr "Asignar Región de Tile" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Forzar Push" @@ -4498,7 +4629,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4639,7 +4770,7 @@ msgstr "Activar" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Ver Entorno" @@ -4771,11 +4902,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Colisión" @@ -4789,9 +4920,9 @@ msgstr "Colisión" msgid "Collision Layer" msgstr "Modo Colisión" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4803,7 +4934,7 @@ msgstr "Modo Colisión" msgid "Collision Priority" msgstr "Modo Colisión" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Invertir Portales" @@ -4811,25 +4942,25 @@ msgstr "Invertir Portales" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Cambios de Material:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Argumentos de Escena Principal:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Advertencias" @@ -4848,12 +4979,12 @@ msgstr "Mostrar guías" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Cambiar Radio Interno de Toro" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Cambiar Radio Externo de Toro" @@ -4862,17 +4993,17 @@ msgstr "Cambiar Radio Externo de Toro" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polígonos" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundidad" @@ -4932,6 +5063,24 @@ msgstr "Rotación al Azar:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5044,20 +5193,17 @@ msgstr "" msgid "Naming Version" msgstr "Version" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Colores" @@ -5108,13 +5254,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Masa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5123,14 +5270,14 @@ msgstr "Inicializar" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5346,6 +5493,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nombre del Plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5542,8 +5695,8 @@ msgid "Center Z" msgstr "Centro" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioridad" @@ -5846,8 +5999,8 @@ msgstr "Asignar Margen" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Ancho" @@ -5932,7 +6085,8 @@ msgstr "Mostrar Wireframe" msgid "Render Target Size Multiplier" msgstr "Asignar Múltiples:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "En manejo" @@ -5952,7 +6106,8 @@ msgstr "Esqueleto" msgid "Skeleton Rig" msgstr "Esqueleto" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Actualizar" @@ -6081,6 +6236,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Características Principales:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7184,72 +7344,16 @@ msgstr "Centro" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Reemplazos(Overrides)" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Elegir Instancia:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Agregar Puerto de Entrada" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direcciones" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineal" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Agregar Bus de Audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7463,50 +7567,6 @@ msgstr "Asignar Margen" msgid "Use Mipmaps" msgstr "Señales" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Desactivar Ítem" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrada" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Elegir Tile" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Modo Regla" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Desactivar Ítem" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Crear Polígono de Colisión" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Crear Polígono de Colisión" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Por Defecto" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7597,9 +7657,9 @@ msgid "Rect Extents" msgstr "Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Puntos" @@ -7625,12 +7685,27 @@ msgstr "Partículas" msgid "Align Y" msgstr "Asignar" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direcciones" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7690,11 +7765,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7725,7 +7804,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7864,7 +7943,7 @@ msgstr "Modo Prioridad" msgid "Trails" msgstr "Mostrar Valores por Defecto" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direcciones" @@ -7873,72 +7952,6 @@ msgstr "Direcciones" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Botón Desactivado" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Límite Angular" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Inferior" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Superior" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Orbitar Vista Hacia La Derecha" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializar" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8108,7 +8121,7 @@ msgstr "Elegir Instancia:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8260,6 +8273,62 @@ msgstr "Constantes" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Offset de Grilla:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Offset de Grilla:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Seleccionar Propiedad" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Auto Reiniciar:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Solicitud fallida, tiempo de espera agotado" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Modo Mover" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fin" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Mostrar Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Offset de Grilla:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8288,7 +8357,7 @@ msgstr "Al Final" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Movimiento" @@ -8298,8 +8367,9 @@ msgstr "Movimiento" msgid "Mirroring" msgstr "Espejar" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Curva" @@ -8332,214 +8402,458 @@ msgstr "Rotar" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Conectar Datos de Nodos" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Índice de Botones" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurar Ajuste" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "(Física)" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inicializar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inicializar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "(Física)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Reemplazos(Overrides)" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Elegir Instancia:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Agregar Puerto de Entrada" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineal" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Agregar Bus de Audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Modo de Rotación" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direcciones" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Botón Desactivado" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Piso:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Desbloquear Nodo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Valor" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Configuración de Ajuste" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Moviendo salida" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Capas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Capa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "Margen Seguro" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Desactivar Ítem" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Elegir Tile" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Modo Regla" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Desactivar Ítem" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Crear Polígono de Colisión" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Crear Polígono de Colisión" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Por Defecto" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializar" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Botón Desactivado" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Límite Angular" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Inferior" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Superior" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Orbitar Vista Hacia La Derecha" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Conectar Datos de Nodos" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Índice de Botones" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurar Ajuste" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "(Física)" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Setear Posición de Entrada de Curva" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Colisionar Con" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Escala de Gravedad" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Editar Tipo de Variable" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centro Izquierda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Inercia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descripción" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Ajuste Inteligente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Velocidad:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Trabar Rotación de Vista" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Libre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Modo Prioridad" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "CustomNode" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Contínuo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Seleccionar Color" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Modo de Ajuste:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Angular" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Margen" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Modo de Rotación" +msgid "Max Results" +msgstr "Resultados de la Búsqueda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Up Direction" -msgstr "Direcciones" +msgid "Constant Linear Velocity" +msgstr "Inicializar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Slide on Ceiling" -msgstr "Botón Desactivado" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Piso:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Desbloquear Nodo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Valor" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Configuración de Ajuste" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Moviendo salida" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Capas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Capa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "Margen Seguro" +msgid "Constant Angular Velocity" +msgstr "Inicializar" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8558,39 +8872,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "Recuento de Vértices Internos" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Setear Posición de Entrada de Curva" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Colisionar Con" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8605,19 +8886,6 @@ msgstr "Coordenada Siguiente" msgid "Update" msgstr "Actualizar" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Margen" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resultados de la Búsqueda" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8733,35 +9001,6 @@ msgstr "Activar" msgid "Node Path" msgstr "Copiar Ruta del Nodo" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Ventana" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Llamadas de Dibujado:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Filtro de Atenuación" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Ruta de Recursos" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Bus de Reverberación" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Asignar Nombre a Uniform" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Modelo de Atenuación" @@ -8813,7 +9052,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Empaquetando" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nombre de Nodo:" @@ -8869,15 +9108,6 @@ msgstr "Cercano" msgid "Far" msgstr "Lejano" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Captura" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8927,13 +9157,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Cerrar Curva" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formato" @@ -8942,8 +9173,8 @@ msgstr "Formato" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Máscara de Emisión" @@ -8959,8 +9190,8 @@ msgid "Emission Energy" msgstr "Ángulo de Emisión" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Poblar" @@ -8993,12 +9224,6 @@ msgstr "Minúsculas" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Modo Mover" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -9013,7 +9238,7 @@ msgstr "Pases de Dibujo" msgid "Passes" msgstr "Llamadas de Dibujado:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9058,10 +9283,6 @@ msgstr "Modo Prioridad" msgid "Begin Margin" msgstr "Asignar Margen" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fin" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9072,140 +9293,8 @@ msgstr "Expandir Todos" msgid "Fade Mode" msgstr "Modo Bitmask" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Activar Prioridad" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Eliminar Nodos" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parámetro Modificado:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Separación:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Velocidad:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Elegir Instancia:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Elegir Instancia:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descripción" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonal Trasera" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Ángulo Superior" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Ángulo Inferior" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animación" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Error Angular Max.:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Guardar Escena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Llamadas de Dibujado:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animación" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animación" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Tamaño de Píxel" @@ -9277,7 +9366,7 @@ msgstr "Activar Prioridad" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texto" @@ -9287,31 +9376,31 @@ msgid "Outline Modulate" msgstr "Forzar Modulado a Blanco" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fuentes" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Horizontal:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrar señales" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Mayúsculas" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Rotación al Azar:" @@ -9319,27 +9408,27 @@ msgstr "Rotación al Azar:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direcciones" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9531,7 +9620,8 @@ msgstr "Mergear desde Escena" msgid "Custom Sky" msgstr "CustomNode" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "CustomNode" @@ -9542,7 +9632,7 @@ msgid "Custom Energy" msgstr "Mover Efecto de Bus" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Respetar Mayúsculas/Minúsculas" @@ -9580,7 +9670,7 @@ msgstr "Avanzado" msgid "Keep Y Velocity" msgstr "Velocidad" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Modo Navegación" @@ -9643,204 +9733,452 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrar señales" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Eje" +msgid "Wind" +msgstr "Ventana" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineal" +msgid "Force Magnitude" +msgstr "Llamadas de Dibujado:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineal" +msgid "Attenuation Factor" +msgstr "Filtro de Atenuación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineal" +msgid "Source Path" +msgstr "Ruta de Recursos" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Bus de Reverberación" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Asignar Nombre a Uniform" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Captura" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Guardar Escena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Separación:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Elegir Instancia:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Elegir Instancia:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descripción" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Llamadas de Dibujado:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Ángulo Superior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Ángulo Inferior" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animación" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animación" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parámetro Modificado:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Velocidad:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Activar Prioridad" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Eliminar Nodos" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializar" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonal Trasera" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animación" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Error Angular Max.:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrar señales" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Error Angular Max.:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descripción" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descripción" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrar señales" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Offset:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Fricción" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Rebote" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animación" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Eje" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Frames del Stack" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Forma de Depuración" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Botón Rueda Abajo" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Fuerza del Motor" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Separación:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Usar Ajuste de Escalado" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Rueda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Función" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensión" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viaje" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Error" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9908,7 +10246,8 @@ msgstr "Huesos" msgid "Interpolation" msgstr "Interpolación" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Objetivo" @@ -9988,67 +10327,6 @@ msgstr "Coeficiente de Amortiguación" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Botón Rueda Abajo" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Fuerza del Motor" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Separación:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Usar Ajuste de Escalado" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Rueda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Función" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensión" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viaje" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Error" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10092,8 +10370,8 @@ msgstr "Transponer" msgid "Extra Cull Margin" msgstr "Argumentos de Llamada Extras:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10128,17 +10406,36 @@ msgstr "Propagación" msgid "Use Two Bounces" msgstr "Rebotes" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Agregar Pista" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Actualizar" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Agregar Pista" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Empaquetando" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Agregar Pista" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Copiar Pose" @@ -10840,20 +11137,10 @@ msgstr "Dialogo XForm" msgid "Reverse Fill" msgstr "Resetear Volumen de Bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Offset de Grilla:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Pintar GridMap" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11664,7 +11951,7 @@ msgstr "Inicializar" msgid "Fill Degrees" msgstr "Rotando %s grados." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centro Izquierda" @@ -11787,7 +12074,7 @@ msgstr "Act/Desact. Visibilidad" msgid "Ordering" msgstr "Renderización" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z Index" @@ -11801,11 +12088,6 @@ msgstr "Ajuste Relativo" msgid "Y Sort Enabled" msgstr "Activar" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11823,11 +12105,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Mostrar Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11933,7 +12210,7 @@ msgstr "Modo Navegación" msgid "Multiplayer Poll" msgstr "Multiplicar %s" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12006,7 +12283,7 @@ msgid "Use TAA" msgstr "Usar Ajuste" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12382,6 +12659,574 @@ msgstr "(Física)" msgid "3D Navigation" msgstr "Navegación" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Argumentos de Escena Principal:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Seleccionar Propiedad" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Modo de Acción" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Reemparentar Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copiar Ruta del Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Por Defecto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Gravedad Predeterminada" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Índice de Botones" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nodo Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Cambiar Duración de la Animación" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Elegir Instancia:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Elegir Instancia:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direcciones" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Agregar Puerto de Entrada" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Derecha Ancha" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Botón Derecho" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Inferior Derecha" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Inferior Derecha" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Inferior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Marcadores" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Inferior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Inferior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Superior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Asignar Margen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Superior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Superior Izquierda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Step de Grilla:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Piso Siguiente" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Superior Derecha" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Superior Derecha" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Utilizar Directorio de Usuario Personalizado" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Código Fuente" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compresión" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Eliminar Layout" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Offset de Grilla:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Modo Oclusión" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Frames de Física %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Asignar Múltiples:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Cambiar Pestaña de Escena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Escena Principal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Cargar Como Placeholder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polígonos" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Crear Polígono de Colisión" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Asignar Margen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Mostrar Orígen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Elegir Instancia:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Colisión" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Intensidad" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Luz" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Puntos de Emisión:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profundidad" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profundidad" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Ítem" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transform" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Reestablecer Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Vista Previa" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Agregar %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Relleno" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Radio:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Inferior Derecha" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Clip Arriba" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Inferior Izquierda" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Superior Derecha" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Argumentos de Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Argumentos de Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Cambiar Duración de la Animación" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Solo Selección" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Argumentos de Escena Principal:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Partir Curva" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Agregar Puerto de Entrada" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Binding" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Huesos" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Piso Siguiente" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Almacenando Archivo:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Asignar Múltiples:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Poblar" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Agrupado" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Marcadores" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Ejecutar" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "Coeficiente de Amortiguación" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Mostrar Todo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Seleccionar Color" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Luz" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Ver Entorno" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Plano:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12602,16 +13447,6 @@ msgstr "Mover Efecto de Bus" msgid "Load Path" msgstr "Cargar Preset" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Argumentos de Escena Principal:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Colisión" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12645,20 +13480,10 @@ msgstr "Curva" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Asignar Múltiples:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12891,11 +13716,6 @@ msgstr "Colores de Emisión" msgid "Sun Scatter" msgstr "Dispersión Subsuperficial" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Intensidad" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12973,20 +13793,6 @@ msgstr "Separación:" msgid "Color Correction" msgstr "Función Color." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Luz" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Puntos de Emisión:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13066,20 +13872,6 @@ msgstr "Modo de Reproducción:" msgid "To" msgstr "Cima" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profundidad" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profundidad" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13339,11 +14131,6 @@ msgstr "Partículas" msgid "Proximity Fade" msgstr "Modo Prioridad" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Elegir Instancia:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13378,24 +14165,6 @@ msgstr "Nodo Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Ítem" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transform" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Reestablecer Transform" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Vista Previa" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13766,181 +14535,6 @@ msgstr "Reemplazos(Overrides)" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Agregar %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Relleno" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Radio:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Inferior Derecha" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Clip Arriba" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Inferior Izquierda" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Superior Derecha" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Argumentos de Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Argumentos de Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Cambiar Duración de la Animación" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Solo Selección" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Argumentos de Escena Principal:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Partir Curva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Seleccionar Propiedad" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Modo de Acción" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Reemparentar Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copiar Ruta del Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Por Defecto" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Gravedad Predeterminada" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Índice de Botones" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nodo Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Cambiar Duración de la Animación" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Elegir Instancia:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Elegir Instancia:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direcciones" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Agregar Puerto de Entrada" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13956,21 +14550,6 @@ msgstr "Step de Grilla:" msgid "Bone Size" msgstr "Píxeles del Borde" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Agregar Puerto de Entrada" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Binding" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Huesos" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13986,81 +14565,6 @@ msgstr "Modo Mover" msgid "Radiance Size" msgstr "Tamaño de Outline:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Piso Siguiente" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Almacenando Archivo:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Poblar" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Agrupado" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Marcadores" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Ejecutar" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "Coeficiente de Amortiguación" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Mostrar Todo" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Seleccionar Color" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Luz" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14163,223 +14667,6 @@ msgstr "Por Defecto" msgid "Default Font Size" msgstr "Por Defecto" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Derecha Ancha" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Botón Derecho" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Inferior Derecha" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Inferior Derecha" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Inferior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Marcadores" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Inferior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Inferior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Superior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Asignar Margen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Superior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Superior Izquierda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Step de Grilla:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Piso Siguiente" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Superior Derecha" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Superior Derecha" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Utilizar Directorio de Usuario Personalizado" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Código Fuente" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compresión" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Eliminar Layout" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Offset de Grilla:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Modo Oclusión" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Frames de Física %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Asignar Múltiples:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Cambiar Pestaña de Escena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Escena Principal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Cargar Como Placeholder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polígonos" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Crear Polígono de Colisión" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Asignar Margen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Mostrar Orígen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Archivo" @@ -14505,16 +14792,6 @@ msgstr "Establecer Índice" msgid "Degrees Mode" msgstr "Rotando %s grados." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Ver Entorno" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Plano:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14996,6 +15273,11 @@ msgstr "Act/Desact. Archivos Ocultos" msgid "Folder" msgstr "Carpeta:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Crear Carpeta" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16965,11 +17247,27 @@ msgstr "Layout del Editor" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Empaquetando" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Tamaño: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nodo Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Empaquetando" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16987,11 +17285,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Empaquetando" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/et.po b/properties/et.po index 5f55dee..31eed43 100644 --- a/properties/et.po +++ b/properties/et.po @@ -39,9 +39,9 @@ msgstr "Konfiguratsioon" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nimi" @@ -133,9 +133,9 @@ msgstr "Aken" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -318,7 +318,7 @@ msgstr "Manusta Alamaknad" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Füüsika" @@ -397,7 +397,8 @@ msgid "Max Functions" msgstr "Maksimaalsed Funktsioonid" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompressioon" @@ -441,7 +442,7 @@ msgstr "Sõnum" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderdamine" @@ -788,8 +789,9 @@ msgstr "Suhteline" msgid "Screen Relative" msgstr "Suhteline" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Kiirus" @@ -821,8 +823,8 @@ msgid "Action" msgstr "Tegevus" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Tugevus" @@ -931,11 +933,11 @@ msgstr "Regioon" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Nihe" @@ -1072,7 +1074,8 @@ msgstr "Kahekordsed Täishäälkud" msgid "Fake BiDi" msgstr "Sünteetiline BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Kirjuta Üle" @@ -1097,7 +1100,7 @@ msgstr "Jäta Kohatäitjad Vahele" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1118,7 +1121,7 @@ msgstr "Argumendid" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tüüp" @@ -1174,7 +1177,7 @@ msgid "Sync Breakpoints" msgstr "Sünkroniseeri Katkepunktid" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Failikuvaja" @@ -1471,6 +1474,11 @@ msgstr "Vaikimisi Värvivalija Kuju" msgid "Theme" msgstr "Teema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Sunni Süsteemi Kasutaja" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Eelseadistus" @@ -1492,6 +1500,11 @@ msgstr "Põhivärv" msgid "Accent Color" msgstr "Aksendi Värv" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Aksendi Värv" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontrast" @@ -1582,8 +1595,8 @@ msgstr "Mitu Akent" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Luba" @@ -1665,7 +1678,8 @@ msgid "Thumbnail Size" msgstr "Pisipildi Suurus" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Import" @@ -1686,9 +1700,10 @@ msgstr "RPC Port" msgid "RPC Server Uptime" msgstr "RPC Serveri Aktiivaeg" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF Asukoht" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1836,9 +1851,9 @@ msgstr "Koodi Kokku Voltimine" msgid "Word Wrap" msgstr "Reamurdmine" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Automaatmurdmise Režiim" @@ -1855,7 +1870,7 @@ msgid "Draw Spaces" msgstr "Joonista Tühimikud" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Reavahe" @@ -1866,7 +1881,7 @@ msgid "Behavior" msgstr "Käitumine" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigatsioon" @@ -2091,16 +2106,16 @@ msgstr "Telgede Värvid" msgid "Instantiated" msgstr "Loodud" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Liigend" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Kuju" @@ -2330,6 +2345,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Näita Eelmist Kontuuri" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Liigutamisrežiim" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Animatsiooniradade Automaatne Ümbernimetamine" @@ -2371,6 +2391,11 @@ msgstr "Minikaardi Läbipaistvus" msgid "Lines Curvature" msgstr "Joonte Kõverus" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Ruudustiku Kaart" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2417,7 +2442,7 @@ msgid "Output" msgstr "Väljund" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Fondi Suurus" @@ -2680,6 +2705,96 @@ msgstr "Otsingu Tulemuse Värv" msgid "Search Result Border Color" msgstr "Otsingu Tulemuse Äärise Värv" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Ühenda" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Märgistuse Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Valiku Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Valiku Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Valiku Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Järjehoidja Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "3D muundus rada" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Numbri Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Kursori Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Väljund" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Kursori Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Kursori Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funktsioonid" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Teksti Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Kursori Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Valiku Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Valiku Värv" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Osakeste Kokkupõrge" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2820,13 +2935,17 @@ msgstr "Normaliseeri Positsioonirajad" msgid "Overwrite Axis" msgstr "Kirjuta Telg Üle" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Paranda Siluett" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtreeri Sõlmed" @@ -2906,20 +3025,22 @@ msgstr "Keha Tüüp" msgid "Shape Type" msgstr "Kujundi Tüüp" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Kiht" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3039,10 +3160,12 @@ msgstr "Primitiivne" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Kõrgus" @@ -3051,12 +3174,14 @@ msgstr "Kõrgus" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Raadius" @@ -3076,26 +3201,29 @@ msgid "Save to File" msgstr "Salvesta Faili" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Sisselülitatud" @@ -3150,8 +3278,8 @@ msgstr "Viilud" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3205,6 +3333,10 @@ msgstr "Rakenda Juurskaala" msgid "Root Scale" msgstr "Juurskaala" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Mesh'id" @@ -3354,7 +3486,7 @@ msgstr "Suru Kokku" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Keel" @@ -3469,7 +3601,7 @@ msgstr "Mipmapid" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limiit" @@ -3582,8 +3714,8 @@ msgstr "Kärbi Piirkonda" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Jõud" @@ -4095,7 +4227,7 @@ msgid "Handheld" msgstr "Käes hoitav seade" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientatsioon" @@ -4232,7 +4364,7 @@ msgstr "Puutetahvel Pliiatsiga" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Keskkond" @@ -4359,11 +4491,11 @@ msgid "Calculate Tangents" msgstr "Arvuta Tangetid" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Kokkupõrge" @@ -4375,9 +4507,9 @@ msgstr "Kasuta Kokkupõrget" msgid "Collision Layer" msgstr "Kokkupõrke Kiht" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4387,7 +4519,7 @@ msgstr "Kokkupõrke Mask" msgid "Collision Priority" msgstr "Kokkupõrke Prioriteet" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Pööra Küljed" @@ -4395,24 +4527,24 @@ msgstr "Pööra Küljed" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Materjal" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Radiaalsed Segmendid" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Rõngad" @@ -4430,11 +4562,11 @@ msgstr "Küljed" msgid "Cone" msgstr "Koonus" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Sisemine Raadius" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Välimine Raadius" @@ -4442,16 +4574,16 @@ msgstr "Välimine Raadius" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Hulknurk" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Sügavus" @@ -4508,6 +4640,25 @@ msgstr "Konstant" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Import" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +#, fuzzy +msgid "Embedded Image Handling" +msgstr "Manustatud Pildi Töötlemine" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4617,21 +4768,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Alamversioon" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -#, fuzzy -msgid "Embedded Image Handling" -msgstr "Manustatud Pildi Töötlemine" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Värv" @@ -4681,13 +4828,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Mass" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4695,14 +4843,14 @@ msgstr "Lineaarne Kiirus" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Nurkkiirus" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4899,6 +5047,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Pistikprogrammi Nimi" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5086,8 +5240,8 @@ msgid "Center Z" msgstr "Kustuta sõlm(ed)" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioriteet" @@ -5372,8 +5526,8 @@ msgstr "Fraktaalne Võimendus" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Laius" @@ -5451,7 +5605,8 @@ msgstr "Ekraani Värskendussagedus" msgid "Render Target Size Multiplier" msgstr "Renderduse Sihthulga Kordistaja" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "Käsi" @@ -5468,7 +5623,8 @@ msgstr "Käe Skelett" msgid "Skeleton Rig" msgstr "Skelett" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Uuenda" @@ -5585,6 +5741,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Valikulised Funktsioonid" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -6594,72 +6755,16 @@ msgstr "Kustuta sõlm(ed)" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Jälgija" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Jälgija" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Salvesta kõik" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Paigalda" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Sisesta võti siia" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Kirjeldus" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Sirgjooneline" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Lisa siin" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6868,47 +6973,6 @@ msgstr "Valimisrežiim" msgid "Use Mipmaps" msgstr "Signaalid" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "(Redaktor keelatud)" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Sisend" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Skaleerimisrežiim" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "(Redaktor keelatud)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Vaikimisi" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6993,9 +7057,9 @@ msgid "Rect Extents" msgstr "Vidinad" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punktid" @@ -7021,12 +7085,27 @@ msgstr "Suurus: " msgid "Align Y" msgstr "Määra..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Kirjeldus" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7084,11 +7163,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7119,7 +7202,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7256,7 +7339,7 @@ msgstr "Sea nähtavus sisse/välja" msgid "Trails" msgstr "Laadi vaikimisi" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Peegeldused" @@ -7265,70 +7348,6 @@ msgstr "Peegeldused" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Sõlm" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Sõlm" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Sirgjooneline" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7487,7 +7506,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7637,6 +7656,60 @@ msgstr "Konstandid" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Mängi stseeni" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Peegeldused" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Päringu Ajalõpp" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Liigutamisrežiim" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Kuva vaateaken" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Algnihe" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7664,7 +7737,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7675,8 +7748,9 @@ msgstr "Animatsioon" msgid "Mirroring" msgstr "Peegel" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7707,210 +7781,449 @@ msgstr "Pööramisrežiim" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Kopeeri sõlme tee" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Nupu indeks" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Füüsika" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Ainult konstandid" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Ainult konstandid" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Füüsika" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Jälgija" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Jälgija" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Salvesta kõik" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Paigalda" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Sisesta võti siia" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Sirgjooneline" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Lisa siin" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Pööramisrežiim" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Kirjeldus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Vaateakna sätted" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Skaleerimisrežiim" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Väärtus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Vaikimisi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Kiht" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Kiht" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "(Redaktor keelatud)" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Sisend" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Skaleerimisrežiim" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "(Redaktor keelatud)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Vaikimisi" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Sõlm" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Sõlm" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Sirgjooneline" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Kopeeri sõlme tee" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Nupu indeks" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Füüsika" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Doki asukoht" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Levitamise Tüüp" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Kustuta sõlm(ed)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Kirjeldus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Intervall:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Lukusta vaateakna pöördenurk" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Vaba" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Pööramisrežiim" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Kustuta sõlm(ed)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Pidev" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Jälgija" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Sirgjooneline" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Valimisrežiim" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstandid" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Pööramisrežiim" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Kirjeldus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Vaateakna sätted" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstant" +msgid "Max Results" +msgstr "Tulemus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Skaleerimisrežiim" +msgid "Constant Linear Velocity" +msgstr "Ainult konstandid" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Väärtus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Vaikimisi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Kiht" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Kiht" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Ainult konstandid" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7928,39 +8241,6 @@ msgstr "Hulknurgad" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Doki asukoht" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7975,19 +8255,6 @@ msgstr "Konstant" msgid "Update" msgstr "Uuenda" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Tulemus" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8100,34 +8367,6 @@ msgstr "Luba" msgid "Node Path" msgstr "Kopeeri sõlme tee" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Aken" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Kuvamise kutsungid" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animatsioon" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Ressursi tee" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8179,7 +8418,7 @@ msgstr "" msgid "Tracking" msgstr "Pakin" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Sõlme nimi:" @@ -8236,15 +8475,6 @@ msgstr "Lähim" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Jäädvusta" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8291,13 +8521,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Skaleerimisrežiim" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formaat" @@ -8306,8 +8537,8 @@ msgstr "Formaat" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8322,8 +8553,8 @@ msgid "Emission Energy" msgstr "Kustuta sõlm(ed)" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Moduleeri" @@ -8355,12 +8586,6 @@ msgstr "Paigalda" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Liigutamisrežiim" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8376,7 +8601,7 @@ msgstr "Kuvamise kutsungid" msgid "Passes" msgstr "Kuvamise kutsungid" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8422,10 +8647,6 @@ msgstr "Sea nähtavus sisse/välja" msgid "Begin Margin" msgstr "Kuva failikuvajas" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8436,138 +8657,8 @@ msgstr "Laienda kõik" msgid "Fade Mode" msgstr "Pööramisrežiim" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Liigutamisrežiim" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Materjali muutused" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Versioon:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Väärtus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Sirgjooneline" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Paigalda" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Paigalda" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Kirjeldus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Sirgjooneline" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Sirgjooneline" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animatsioon" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Stseeni salvestamine" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Sirgjooneline" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Kuvamise kutsungid" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Sirgjooneline" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animatsioon" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animatsioon" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8637,7 +8728,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Tekst" @@ -8647,30 +8738,30 @@ msgid "Outline Modulate" msgstr "Valimisrežiim" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtreeri sõlmed" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtreeri sõlmed" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Suurtähed" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstant" @@ -8678,27 +8769,27 @@ msgstr "Konstant" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Kirjeldus" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8882,7 +8973,8 @@ msgstr "Liida stseenist" msgid "Custom Sky" msgstr "Kustuta sõlm(ed)" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Kustuta sõlm(ed)" @@ -8893,7 +8985,7 @@ msgid "Custom Energy" msgstr "Kustuta sõlm(ed)" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Tõstutundlik" @@ -8931,7 +9023,7 @@ msgstr "Täpsem" msgid "Keep Y Velocity" msgstr "Kiirus" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Kustuta sõlm(ed)" @@ -8995,204 +9087,450 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtreeri sõlmed" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Aken" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Kuvamise kutsungid" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animatsioon" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Ressursi tee" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Capture on Drag" +msgstr "Jäädvusta" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Stseeni salvestamine" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Versioon:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Paigalda" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Paigalda" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Kirjeldus" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Force Limit" +msgstr "Kuvamise kutsungid" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animatsioon" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animatsioon" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Materjali muutused" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Väärtus" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Liigutamisrežiim" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Sirgjooneline" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Sirgjooneline" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animatsioon" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstandid" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtreeri sõlmed" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animatsioon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animatsioon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animatsioon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animatsioon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Kirjeldus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Kirjeldus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animatsioon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtreeri sõlmed" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funktsioonid" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Sirgjooneline" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animatsioon" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Sirgjooneline" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Sirgjooneline" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Sirgjooneline" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Virnakaadrid" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Siluja" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Veebidokumentatsioonid" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Versioon:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signaalid" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funktsioonid" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Travel" +msgstr "Reisimine" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Viga:" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9259,7 +9597,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolatsiooni režiim" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Sihtmärk" @@ -9338,68 +9677,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Veebidokumentatsioonid" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Versioon:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signaalid" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funktsioonid" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Travel" -msgstr "Reisimine" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Viga:" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9440,8 +9717,8 @@ msgstr "Tõlked" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9476,17 +9753,36 @@ msgstr "Versioon:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Lisa rada" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Uuenda" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Lisa rada" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakin" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Lisa rada" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Poos" @@ -10165,19 +10461,10 @@ msgstr "Failidialoog" msgid "Reverse Fill" msgstr "Lähtesta siini valjus" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Ruudustiku Kaart" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10966,7 +11253,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Kustuta sõlm(ed)" @@ -11084,7 +11371,7 @@ msgstr "Sea nähtavus sisse/välja" msgid "Ordering" msgstr "Renderdamine" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z Indeks" @@ -11098,11 +11385,6 @@ msgstr "Suhteline" msgid "Y Sort Enabled" msgstr "Luba" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11120,11 +11402,6 @@ msgstr "NormaalKaart" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Kuva vaateaken" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11225,7 +11502,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "Sea mitu:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11295,7 +11572,7 @@ msgid "Use TAA" msgstr "Kasuta naksamist" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11656,6 +11933,552 @@ msgstr "3D Füüsika" msgid "3D Navigation" msgstr "Kustuta animatsioon?" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Vali see kaust" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Funktsioonid" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Kustuta sõlm(ed)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopeeri sõlme tee" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Vaikimisi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Kinemaatiline eelvaade" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Nupu indeks" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Kustuta sõlm(ed)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Muuda animatsiooni pikkust" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Paigalda" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Paigalda" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Kirjeldus" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Sisesta võti siia" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Paremvaade" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Paremvaade" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "All Parem" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "All Parem" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "All Vasak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Katkepunktid" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "All Vasak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "All Vasak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Vasakvaade" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Valimisrežiim" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Ülemine Vasak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Ülemine Vasak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Pöörde Küljed" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Muuda tüüpi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Üleval Parem" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Üleval Parem" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Maastikud" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Kohandatud Andmed" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Pisipilt..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Lähtekood" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Kompressioon" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Kasuta kohalikku ruumi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Paigutus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Kustuta sõlm(ed)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Pisipilt..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Kiht" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Luba" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Sea mitu:" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Stseenid" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Stseen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Kuva varjutamata" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Sisesta võti siia" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Valimisrežiim" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Tekstuuri Alguspunkt" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y-Sordi Päritolu" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Võimalus" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Paigalda" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Praegune profiil:" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Paremvaade" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Muuda tüüpi" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Üksus" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Redaktor" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Redaktor" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Eelvaade" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Altvaade" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Altvaade" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Testimine" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Muuda animatsiooni pikkust" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Ainult valik" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Vali see kaust" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Kustuta sõlm(ed)" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Sisesta võti siia" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Kombinatsioon" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Sõlme nimi:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Taevas" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Muuda tüüpi" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Salvestan faili:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Sea mitu:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Valimisrežiim" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Rühmad" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Katkepunktid" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Käivita" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Kuva kõik" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Maa Värv" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Kuva keskkond" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -11871,15 +12694,6 @@ msgstr "Liigutamisrežiim" msgid "Load Path" msgstr "Laadi vaikimisi" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Praegune profiil:" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -11913,20 +12727,10 @@ msgstr "Kustuta sõlm(ed)" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Sea mitu:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Taevas" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12152,10 +12956,6 @@ msgstr "Paremvaade" msgid "Sun Scatter" msgstr "Pinnaalune hajumine" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12231,20 +13031,6 @@ msgstr "Versioon:" msgid "Color Correction" msgstr "Formaat" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Paremvaade" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Muuda tüüpi" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12322,18 +13108,6 @@ msgstr "Skaleerimisrežiim" msgid "To" msgstr "Ülaosa" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12583,11 +13357,6 @@ msgstr "Kleebi parameetrid" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Paigalda" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12620,24 +13389,6 @@ msgstr "Skaleerimisrežiim" msgid "Shadow Mesh" msgstr "Kuva failikuvajas" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Üksus" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Redaktor" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Redaktor" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Eelvaade" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13002,175 +13753,6 @@ msgstr "Salvesta kõik" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Altvaade" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Altvaade" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Testimine" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Muuda animatsiooni pikkust" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Ainult valik" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Vali see kaust" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Kustuta sõlm(ed)" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Vali see kaust" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Funktsioonid" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Kustuta sõlm(ed)" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopeeri sõlme tee" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Vaikimisi" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Kinemaatiline eelvaade" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Nupu indeks" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Kustuta sõlm(ed)" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Muuda animatsiooni pikkust" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Paigalda" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Paigalda" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Kirjeldus" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Sisesta võti siia" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13186,21 +13768,6 @@ msgstr "Rühmad" msgid "Bone Size" msgstr "Eesvaade" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Sisesta võti siia" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Kombinatsioon" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Sõlme nimi:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13215,78 +13782,6 @@ msgstr "Liigutamisrežiim" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Muuda tüüpi" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Salvestan faili:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Valimisrežiim" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Rühmad" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Katkepunktid" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Käivita" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Kuva kõik" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Maa Värv" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13388,215 +13883,6 @@ msgstr "Vaikimisi" msgid "Default Font Size" msgstr "Vaikimisi" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Paremvaade" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Paremvaade" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "All Parem" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "All Parem" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "All Vasak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Katkepunktid" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "All Vasak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "All Vasak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Vasakvaade" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Valimisrežiim" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Ülemine Vasak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Ülemine Vasak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Pöörde Küljed" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Muuda tüüpi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Üleval Parem" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Üleval Parem" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Maastikud" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Kohandatud Andmed" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Pisipilt..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Lähtekood" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Kompressioon" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Kasuta kohalikku ruumi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Paigutus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Kustuta sõlm(ed)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Pisipilt..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Kiht" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Luba" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Sea mitu:" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Stseenid" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Stseen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Kuva varjutamata" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Sisesta võti siia" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Valimisrežiim" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Tekstuuri Alguspunkt" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y-Sordi Päritolu" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Võimalus" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fail" @@ -13721,15 +14007,6 @@ msgstr "Pinna muutused" msgid "Degrees Mode" msgstr "Pööramisrežiim" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Kuva keskkond" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14202,6 +14479,11 @@ msgstr "Lülita varjatud failid sisse/välja" msgid "Folder" msgstr "Ava fail" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Loo kaust" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16123,11 +16405,27 @@ msgstr "Redaktori paigutus" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakin" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Suurus: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Skaleerimisrežiim" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakin" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "On Peamine" @@ -16144,11 +16442,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakin" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/eu.po b/properties/eu.po index f3a3258..2f3ec85 100644 --- a/properties/eu.po +++ b/properties/eu.po @@ -39,9 +39,9 @@ msgstr "Konfiguratu atxikitzea" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -137,9 +137,9 @@ msgstr "Leihoa" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -337,7 +337,7 @@ msgstr "Gaitu atxikitzea" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -419,7 +419,8 @@ msgid "Max Functions" msgstr "Funtzioa" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Erabili adierazpen erregularrak" @@ -468,7 +469,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -832,8 +833,9 @@ msgstr "Atxikitze erlatiboa" msgid "Screen Relative" msgstr "Atxikitze erlatiboa" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -866,8 +868,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -980,11 +982,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1133,7 +1135,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "gainidatzi:" @@ -1160,7 +1163,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1183,7 +1186,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1243,7 +1246,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1555,6 +1558,11 @@ msgstr "Birkargatu azala" msgid "Theme" msgstr "Azala" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Bilatu" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1577,6 +1585,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Funtzioak:" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1674,8 +1687,8 @@ msgstr "Leihoa" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1768,7 +1781,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1791,8 +1805,8 @@ msgstr "Proiektua" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1947,9 +1961,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Txandakatu modua" @@ -1967,7 +1981,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1977,7 +1991,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2210,16 +2224,16 @@ msgstr "" msgid "Instantiated" msgstr "Instalatu" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2464,6 +2478,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Txandakatu modua" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2507,6 +2526,11 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Sareta atxikitzea" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2554,7 +2578,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2825,6 +2849,96 @@ msgstr "Bilatu laguntza" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Edukiak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Hautatu karpeta hau" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Hautatu karpeta hau" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Hautatu karpeta hau" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Kendu elementu guztiak" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "3D Transformazioaren pista" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Kendu elementu guztiak" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Kendu elementu guztiak" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Ezaugarriak" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funtzioak:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Hautatu karpeta hau" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Hautatu karpeta hau" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Gaitu iragazkia" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2978,13 +3092,17 @@ msgstr "Aldatu izena animazioari" msgid "Overwrite Axis" msgstr "gainidatzi:" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3069,20 +3187,22 @@ msgstr "Kide mota" msgid "Shape Type" msgstr "Kide mota" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3204,10 +3324,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3216,12 +3338,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3243,26 +3367,29 @@ msgid "Save to File" msgstr "Gorde fitxategia" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3320,8 +3447,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3384,6 +3511,10 @@ msgstr "Erakutsi guztiak" msgid "Root Scale" msgstr "Erakutsi guztiak" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3541,7 +3672,7 @@ msgstr "Osagaiak" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3662,7 +3793,7 @@ msgstr "Erabili atxikitzea" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3776,8 +3907,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4308,7 +4439,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4445,7 +4576,7 @@ msgstr "Eszenaren bidea:" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4572,11 +4703,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4590,9 +4721,9 @@ msgstr "Talka formak ikusgai" msgid "Collision Layer" msgstr "Talka formak ikusgai" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4604,30 +4735,30 @@ msgstr "Talka formak ikusgai" msgid "Collision Priority" msgstr "Talka formak ikusgai" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4643,11 +4774,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4655,16 +4786,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4722,6 +4853,24 @@ msgstr "Itsatsi animazioa" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Txandakatu modua" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4829,20 +4978,17 @@ msgstr "" msgid "Naming Version" msgstr "Bertsio kontrola" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4890,13 +5036,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4905,14 +5052,14 @@ msgstr "Lineal" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5116,6 +5263,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Hurrengo karpeta/fitxategia" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5302,8 +5455,8 @@ msgid "Center Z" msgstr "Blend4 nodoa" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5596,8 +5749,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5678,7 +5831,8 @@ msgstr "Erakutsi guztiak" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5696,7 +5850,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Eszenaren bidea:" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Talka formak ikusgai" @@ -5819,6 +5974,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Ezaugarriak" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6885,70 +7045,16 @@ msgstr "Blend4 nodoa" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "gainidatzi:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instalatu" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Txertatu gakoa hemen" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Deskripzioa" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineal" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Audioa" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7148,46 +7254,6 @@ msgstr "Edukiak:" msgid "Use Mipmaps" msgstr "Erabili atxikitzea" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Gaitu iragazkia" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Gaitu iragazkia" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Birkargatu azala" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7272,9 +7338,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7298,12 +7364,27 @@ msgstr "Itsatsi animazioa" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Deskripzioa" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7360,11 +7441,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7395,7 +7480,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7530,7 +7615,7 @@ msgstr "" msgid "Trails" msgstr "Inportatu profila(k)" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Funtzioak:" @@ -7539,69 +7624,6 @@ msgstr "Funtzioak:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Gaitu iragazkia" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineal" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7758,7 +7780,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7907,6 +7929,59 @@ msgstr "Konstanteak" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Erabili eskala atxikitzea" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Funtzioak:" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Eskaerak huts egin du." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Atxikitze modua:" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Atxikitze modua:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7934,7 +8009,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7945,8 +8020,9 @@ msgstr "Kargatu animazioa" msgid "Mirroring" msgstr "Ispilua" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7977,207 +8053,442 @@ msgstr "Erabili biraketa atxikitzea" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp +msgid "Sync to Physics" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "gainidatzi:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instalatu" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Txertatu gakoa hemen" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineal" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Audioa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Interpolazio mota" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Deskripzioa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Gaitu iragazkia" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstantea" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Blend4 nodoa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Balioa:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Atxikitze ezarpenak" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Talka formak ikusgai" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Balioa:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Gaitu iragazkia" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Gaitu iragazkia" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Birkargatu azala" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Gaitu iragazkia" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineal" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "Bone 2D Nodepath" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Index" msgstr "Pixel atxikitzea" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Auto Configure Joint" msgstr "Konfiguratu atxikitzea" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Simulate Physics" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Follow Bone When Simulating" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Konstanteak bakarrik" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Konstanteak bakarrik" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Sync to Physics" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Kokapena" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Enumerazioak" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Blend4 nodoa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Deskripzioa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Atxikitze adimentsua" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Erabili biraketa atxikitzea" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Libre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Txandakatu modua" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Kendu elementu guztiak" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Etengabea" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Atxikitze modua:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanteak" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Interpolazio mota" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Deskripzioa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Gaitu iragazkia" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstantea" +msgid "Max Results" +msgstr "Emaitza" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Blend4 nodoa" +msgid "Constant Linear Velocity" +msgstr "Konstanteak bakarrik" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Balioa:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Atxikitze ezarpenak" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Talka formak ikusgai" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Balioa:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Konstanteak bakarrik" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8195,39 +8506,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Kokapena" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8242,19 +8520,6 @@ msgstr "Konstantea" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Emaitza" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8365,33 +8630,6 @@ msgstr "Gaitu iragazkia" msgid "Node Path" msgstr "Kopiatu bidea" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Leihoa" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Itsatsi animazioa" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Eszenaren bidea:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8443,7 +8681,7 @@ msgstr "" msgid "Tracking" msgstr "Propietateen pista" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8499,15 +8737,6 @@ msgstr "Gertukoena" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Kaptura" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8552,13 +8781,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Hautatu uneko karpeta" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8566,8 +8796,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Erabili adierazpen erregularrak" @@ -8582,8 +8812,8 @@ msgid "Emission Energy" msgstr "Erabili adierazpen erregularrak" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8615,12 +8845,6 @@ msgstr "Instalatu" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Atxikitze modua:" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8634,7 +8858,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8678,10 +8902,6 @@ msgstr "" msgid "Begin Margin" msgstr "Edukiak:" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8692,135 +8912,8 @@ msgstr "Edukiak:" msgid "Fade Mode" msgstr "Atxikitze modua:" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Txandakatu modua" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Enumerazioak" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Balioa:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instalatu" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instalatu" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Deskripzioa" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Itsatsi animazioa" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Itsatsi animazioa" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Itsatsi animazioa" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Pixel atxikitzea" @@ -8890,7 +8983,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Testua" @@ -8900,30 +8993,30 @@ msgid "Outline Modulate" msgstr "Atxikitze modua:" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Pista Akt./Desakt." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Pista Akt./Desakt." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Itsatsi animazioa" @@ -8931,27 +9024,27 @@ msgstr "Itsatsi animazioa" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Deskripzioa" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9131,7 +9224,8 @@ msgstr "Pixel atxikitzea" msgid "Custom Sky" msgstr "Kendu elementu guztiak" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Funtzioak:" @@ -9142,7 +9236,7 @@ msgid "Custom Energy" msgstr "Kendu elementu guztiak" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Maiuskulak eta minuskulak" @@ -9180,7 +9274,7 @@ msgstr "Gaitu atxikitzea" msgid "Keep Y Velocity" msgstr "Lineal" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Trantsizio nodoa" @@ -9241,203 +9335,445 @@ msgstr "" msgid "Tilt Enabled" msgstr "Pista Akt./Desakt." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Leihoa" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Itsatsi animazioa" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Eszenaren bidea:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Kaptura" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Enumerazioak" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Instalatu" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instalatu" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Deskripzioa" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Itsatsi animazioa" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Itsatsi animazioa" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Balioa:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Txandakatu modua" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Itsatsi animazioa" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstanteak" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Pista Akt./Desakt." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Itsatsi animazioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Itsatsi animazioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Itsatsi animazioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Itsatsi animazioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Deskripzioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Deskripzioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Itsatsi animazioa" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Pista Akt./Desakt." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funtzioak:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Itsatsi animazioa" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Araztu" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Lineako dokumentuak" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Enumerazioak" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Erabili eskala atxikitzea" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funtzioak:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Erabili adierazpen erregularrak" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Ispilua" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9503,7 +9839,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolazio mota" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9582,68 +9919,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Lineako dokumentuak" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Enumerazioak" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Erabili eskala atxikitzea" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funtzioak:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Erabili adierazpen erregularrak" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Ispilua" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9683,8 +9958,8 @@ msgstr "Translazio atzikitzea:" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9718,17 +9993,36 @@ msgstr "Enumerazioak" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Gehitu pista" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Talka formak ikusgai" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Gehitu pista" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Propietateen pista" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Gehitu pista" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10386,19 +10680,10 @@ msgstr "Itsatsi animazioa" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Sareta atxikitzea" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11158,7 +11443,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Blend4 nodoa" @@ -11274,7 +11559,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11288,11 +11573,6 @@ msgstr "Atxikitze erlatiboa" msgid "Y Sort Enabled" msgstr "Gaitu atxikitzea" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11310,10 +11590,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11414,7 +11690,7 @@ msgstr "Trantsizio nodoa" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11483,7 +11759,7 @@ msgid "Use TAA" msgstr "Erabili atxikitzea" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11833,6 +12109,548 @@ msgstr "" msgid "3D Navigation" msgstr "Trantsizio nodoa" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Hautatu karpeta hau" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Funtzioak:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Blend4 nodoa" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopiatu bidea" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Birkargatu azala" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Aurrebista:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Pixel atxikitzea" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Blend4 nodoa" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Aldatu animazioaren iraupena" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instalatu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instalatu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Deskripzioa" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Txertatu gakoa hemen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Editatu azala" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Funtzioak:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Edukiak:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Editatu azala" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Edukiak:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Garatzaileak" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Sareta atxikitzea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Ireki editorearen datu karpeta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Pixel atxikitzea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Garatzaileak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Erabili adierazpen erregularrak" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Araztu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Txandakatu modua" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Blend4 nodoa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Pixel atxikitzea" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Talka formak ikusgai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Gaitu atxikitzea" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Kendu elementu guztiak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Eszenaren bidea:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Eszenaren bidea:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Erakutsi guztiak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Txertatu gakoa hemen" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Edukiak:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Ezaugarriak" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Bertsio kontrola" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instalatu" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Talka formak ikusgai" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Pista Akt./Desakt." + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Testua" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Editatu azala" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Animazioaren transformazioa aldatu" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Kendu elementu guztiak" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Kudeatu esportazio txantiloiak..." + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Aldatu animazioaren iraupena" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Hautatu karpeta hau" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Hautatu karpeta hau" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Kendu elementu guztiak" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Txertatu gakoa hemen" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Blend4 nodoa" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Kendu elementu guztiak" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Funtzioak:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Atxikitze modua:" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Kendu elementu guztiak" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Erakutsi guztiak" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Funtzioak:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12047,15 +12865,6 @@ msgstr "Atxikitze modua:" msgid "Load Path" msgstr "Kopiatu bidea" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Talka formak ikusgai" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -12087,19 +12896,10 @@ msgstr "Kendu elementu guztiak" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12318,10 +13118,6 @@ msgstr "Kendu elementu guztiak" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12394,20 +13190,6 @@ msgstr "Enumerazioak" msgid "Color Correction" msgstr "Konexio-errorea" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Pista Akt./Desakt." - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Testua" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12483,18 +13265,6 @@ msgstr "Txandakatu modua" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12742,11 +13512,6 @@ msgstr "Itsatsi animazioa" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instalatu" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12779,24 +13544,6 @@ msgstr "Blend4 nodoa" msgid "Shadow Mesh" msgstr "Txandakatu modua" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Editatu azala" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Animazioaren transformazioa aldatu" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13155,174 +13902,6 @@ msgstr "gainidatzi:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Kendu elementu guztiak" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Kudeatu esportazio txantiloiak..." - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Aldatu animazioaren iraupena" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Hautatu karpeta hau" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Hautatu karpeta hau" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Kendu elementu guztiak" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Hautatu karpeta hau" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Funtzioak:" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Blend4 nodoa" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopiatu bidea" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Birkargatu azala" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Aurrebista:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Pixel atxikitzea" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Blend4 nodoa" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Aldatu animazioaren iraupena" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instalatu" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instalatu" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Deskripzioa" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Txertatu gakoa hemen" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -13337,20 +13916,6 @@ msgstr "Sareta atxikitzea" msgid "Bone Size" msgstr "Pixel atxikitzea" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Txertatu gakoa hemen" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Blend4 nodoa" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13365,77 +13930,6 @@ msgstr "Txandakatu modua" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Kendu elementu guztiak" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Funtzioak:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Atxikitze modua:" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Kendu elementu guztiak" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Erakutsi guztiak" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Funtzioak:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13536,216 +14030,6 @@ msgstr "Birkargatu azala" msgid "Default Font Size" msgstr "Birkargatu azala" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Editatu azala" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Funtzioak:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Edukiak:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Editatu azala" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Edukiak:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Garatzaileak" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Sareta atxikitzea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Ireki editorearen datu karpeta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Pixel atxikitzea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Garatzaileak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Erabili adierazpen erregularrak" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Araztu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Txandakatu modua" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Blend4 nodoa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Pixel atxikitzea" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Talka formak ikusgai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Gaitu atxikitzea" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Kendu elementu guztiak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Eszenaren bidea:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Eszenaren bidea:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Erakutsi guztiak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Txertatu gakoa hemen" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Edukiak:" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Ezaugarriak" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Bertsio kontrola" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13867,14 +14151,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Txandakatu modua" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14343,6 +14619,11 @@ msgstr "Txandakatu ezkutatutako fitxategiak" msgid "Folder" msgstr "Ireki fitxategi bat" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Ireki fitxategi bat" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16237,11 +16518,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Propietateen pista" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Blend4 nodoa" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Propietateen pista" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16259,11 +16555,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Propietateen pista" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/fa.po b/properties/fa.po index 0fde8da..79e1e8f 100644 --- a/properties/fa.po +++ b/properties/fa.po @@ -72,9 +72,9 @@ msgstr "پیکربندی" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "نام" @@ -165,9 +165,9 @@ msgstr "پنجره" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -346,7 +346,7 @@ msgstr "جاسازی زیر پنجره ها" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "فیزیک" @@ -424,7 +424,8 @@ msgid "Max Functions" msgstr "حد اکثر توابع" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "فشرده‌سازی" @@ -468,7 +469,7 @@ msgstr "پیام" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "رندر کردن" @@ -820,8 +821,9 @@ msgstr "نسبت" msgid "Screen Relative" msgstr "نسبت" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "سرعت" @@ -853,8 +855,8 @@ msgid "Action" msgstr "کنش" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "قدرت" @@ -968,11 +970,11 @@ msgstr "گره انیمیشن" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "آفست" @@ -1118,7 +1120,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "بازنویسی" @@ -1144,7 +1147,7 @@ msgstr "بارگیری به عنوان جانگهدار" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1165,7 +1168,7 @@ msgstr "آرگومان‌ها" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "تایپ" @@ -1226,7 +1229,7 @@ msgid "Sync Breakpoints" msgstr "حذف کن" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "سامانه پرونده" @@ -1534,6 +1537,11 @@ msgstr "طرح پیش فرض اتوبوس را بارگیری کنید." msgid "Theme" msgstr "زمینه" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "جستجو" + #: editor/editor_settings.cpp msgid "Preset" msgstr "از پیش تعیین شده" @@ -1556,6 +1564,11 @@ msgstr "رنگ پایه" msgid "Accent Color" msgstr "رنگ تاکیدی" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "رنگ تاکیدی" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "تضاد" @@ -1646,8 +1659,8 @@ msgstr "چند پنجره" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "فعال کردن" @@ -1732,7 +1745,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "درون‌ریزی" @@ -1755,9 +1769,9 @@ msgstr "پورت" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "اف‌بی‌اکس (FBX)" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" +msgstr "" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1911,9 +1925,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "AutoLoad" @@ -1934,7 +1948,7 @@ msgid "Draw Spaces" msgstr "فراخوانی" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "فاصله خطوط" @@ -1944,7 +1958,7 @@ msgid "Behavior" msgstr "رفتار" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "جهت‌یابی" @@ -2176,17 +2190,17 @@ msgstr "" msgid "Instantiated" msgstr "نصب کردن" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "برداشتن نقطه" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "شکل" @@ -2444,6 +2458,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "زبانه قبلی" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "AutoLoad" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2487,6 +2506,11 @@ msgstr "" msgid "Lines Curvature" msgstr "ویرایش منحنی گره" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "ترجیحات" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "سایه‌زن دیداری" @@ -2533,7 +2557,7 @@ msgid "Output" msgstr "خروجی" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2817,6 +2841,96 @@ msgstr "جستجوی راهنما" msgid "Search Result Border Color" msgstr "جستجوی راهنما" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "ویرایش اتصال:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "توابع" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "تنها در قسمت انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "تنها در قسمت انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "تنها در قسمت انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "رنگ نشانک" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "انتخاب شده را تغییر مقیاس بده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "رنگ عدد" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "برداشتن انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "خروجی" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "رنگ نشانک" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "توابع" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "توابع" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "رنگ متن" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "توابع" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "تنها در قسمت انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "تنها در قسمت انتخاب شده" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "برخورد ذرات" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2969,13 +3083,17 @@ msgstr "تغییر نام انیمیشن" msgid "Overwrite Axis" msgstr "بازنویسی" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "صافی" @@ -3062,20 +3180,22 @@ msgstr "پیدا کردن نوع گره" msgid "Shape Type" msgstr "تغییر نوع" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "لایه" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "ماسک" @@ -3200,10 +3320,12 @@ msgstr "حالت صدور:" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "ارتفاع" @@ -3212,12 +3334,14 @@ msgstr "ارتفاع" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "شعاع" @@ -3240,26 +3364,29 @@ msgid "Save to File" msgstr "یک پرونده را ذخیره کن" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3318,8 +3445,8 @@ msgstr "دستگاه" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3383,6 +3510,10 @@ msgstr "بومی" msgid "Root Scale" msgstr "بومی" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "مش‌ها" @@ -3544,7 +3675,7 @@ msgstr "اجزا" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3667,7 +3798,7 @@ msgstr "سیگنال ها" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "محدودیت" @@ -3785,8 +3916,8 @@ msgstr "گره انیمیشن" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "نیرو" @@ -4325,7 +4456,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4464,7 +4595,7 @@ msgstr "روشن" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "محیط" @@ -4590,11 +4721,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "گره انیمیشن" @@ -4609,9 +4740,9 @@ msgstr "گره انیمیشن" msgid "Collision Layer" msgstr "گره انیمیشن" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4623,30 +4754,30 @@ msgstr "گره انیمیشن" msgid "Collision Priority" msgstr "گره انیمیشن" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "مش" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "ماده" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "هشدارها" @@ -4664,11 +4795,11 @@ msgstr "طرفین" msgid "Cone" msgstr "مخروط" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4676,17 +4807,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "ویرایش سیگنال" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "عمق" @@ -4744,6 +4875,24 @@ msgstr "ثابت" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "اف‌بی‌اکس (FBX)" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "درون‌ریزی" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4853,20 +5002,17 @@ msgstr "" msgid "Naming Version" msgstr "نسخه:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4915,13 +5061,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4930,14 +5077,14 @@ msgstr "خطی" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5143,6 +5290,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "افزونه‌ها" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5335,8 +5488,8 @@ msgid "Center Z" msgstr "ساختن گره" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "الویت" @@ -5638,8 +5791,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "عرض" @@ -5723,7 +5876,8 @@ msgstr "نشان دادن همه" msgid "Render Target Size Multiplier" msgstr "تعیین چندگانه:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "در دسته" @@ -5743,7 +5897,8 @@ msgstr "اسکلت" msgid "Skeleton Rig" msgstr "اسکلت" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "بروز رسانی" @@ -5872,6 +6027,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "ویژگی‌ها" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6957,69 +7117,16 @@ msgstr "ساختن گره" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "نظارت" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "قابل نظارت" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "جاذبه" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "نقطه" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "نصب کردن" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "افزودن عمل ورودی" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "توضیح" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "خطی" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "افزودن کانل صوتی" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -7228,50 +7335,6 @@ msgstr "محتواها:" msgid "Use Mipmaps" msgstr "سیگنال ها" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "غیرفعال شده" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "ورودی" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "کاویدن گره" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "انتخاب حالت" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "غیرفعال شده" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "انتخاب شده را تغییر مقیاس بده" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "انتخاب شده را تغییر مقیاس بده" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "پیشفرض" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7357,9 +7420,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "نقاط" @@ -7383,12 +7446,27 @@ msgstr "ذرات" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "توضیح" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "جاذبه" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7446,11 +7524,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7481,7 +7563,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7619,7 +7701,7 @@ msgstr "حالت صدور:" msgid "Trails" msgstr "دنباله" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "توضیح" @@ -7628,71 +7710,6 @@ msgstr "توضیح" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "گره" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "گره" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "غیرفعال شده" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "خطی" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7851,7 +7868,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8002,6 +8019,60 @@ msgstr "ثابت‌ها" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "قابل اسکرول" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "تکرار" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "تکرار" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "راه اندازی دوباره" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "در حال درخواست..." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "انتخاب حالت" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "پایان" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "انحراف آغازین" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8029,7 +8100,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8040,8 +8111,9 @@ msgstr "افزودن وظیفه" msgid "Mirroring" msgstr "بازتاب" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "ویرایش منحنی گره" @@ -8071,209 +8143,449 @@ msgstr "وضعیت:" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "اتصال گره‌ها" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "ایندکس دکمه" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "فیزیک" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "تنها ثوابت" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "تنها ثوابت" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "فیزیک" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "نظارت" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "قابل نظارت" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "نقطه" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "نصب کردن" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "افزودن عمل ورودی" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "خطی" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "افزودن کانل صوتی" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "گره انیمیشن" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "توضیح" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "غیرفعال شده" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "ثابت" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "گره انتخاب" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "مقدار:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "پیشفرض" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "گره انیمیشن" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "مقدار:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "غیرفعال شده" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "ورودی" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "کاویدن گره" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "انتخاب حالت" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "غیرفعال شده" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "انتخاب شده را تغییر مقیاس بده" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "انتخاب شده را تغییر مقیاس بده" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "پیشفرض" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "گره" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "گره" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "غیرفعال شده" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "خطی" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "اتصال گره‌ها" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "ایندکس دکمه" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "فیزیک" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "برداشتن موج" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "مناطق" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "متغیر را ویرایش کن:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "ساختن گره" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "تعریف" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "چفت:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "بومی‌سازی" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "آزاد کردن" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "حالت صدور:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "ساختن گره" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "مستمر" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "خطی" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "انتخاب حالت" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "مرطوب" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "ثابت‌ها" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "گشتاور" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "گره انیمیشن" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "توضیح" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "غیرفعال شده" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "ثابت" +msgid "Max Results" +msgstr "جستجوی راهنما" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "گره انتخاب" +msgid "Constant Linear Velocity" +msgstr "تنها ثوابت" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "مقدار:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "پیشفرض" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "گره انیمیشن" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "مقدار:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "تنها ثوابت" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8292,39 +8604,6 @@ msgstr "چندضلعی‌ها" msgid "Internal Vertex Count" msgstr "ساختن راهنمای افقی" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "برداشتن موج" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "مناطق" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8339,19 +8618,6 @@ msgstr "ثابت" msgid "Update" msgstr "بروز رسانی" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "جستجوی راهنما" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8467,35 +8733,6 @@ msgstr "روشن" msgid "Node Path" msgstr "کپی کردن مسیر node" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "پنجره" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "فراخوانی" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "انیمیشن" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "منبع" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "تغییر بده" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8548,7 +8785,7 @@ msgstr "فرزند قابل ویرایش" msgid "Tracking" msgstr "بسته بندی" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "نام گره:" @@ -8605,15 +8842,6 @@ msgstr "نزدیکترین" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "گرفتن" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8662,13 +8890,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "ویرایش منحنی گره" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8676,8 +8905,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "انتقال را در انیمیشن تغییر بده" @@ -8693,8 +8922,8 @@ msgid "Emission Energy" msgstr "انتقال را در انیمیشن تغییر بده" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "میزان‌سازی" @@ -8726,12 +8955,6 @@ msgstr "حروف کوچک" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "انتخاب حالت" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8747,7 +8970,7 @@ msgstr "فراخوانی" msgid "Passes" msgstr "فراخوانی" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "ضخامت" @@ -8793,10 +9016,6 @@ msgstr "حالت صدور:" msgid "Begin Margin" msgstr "Button" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "پایان" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8807,140 +9026,8 @@ msgstr "محتواها:" msgid "Fade Mode" msgstr "انتخاب حالت" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "ویرایش صافی ها" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "حذف گره(ها)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "تغییر بده" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "شمارش ها:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "مقدار:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "خطی" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "نصب کردن" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "نصب کردن" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "تعریف" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "خطی" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "خطی" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "انیمیشن" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "خطای Max. Angular:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "ذخیره سازی صحنه" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "خطی" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "فراخوانی" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "خطی" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "انیمیشن" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "انیمیشن" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9012,7 +9099,7 @@ msgstr "ویرایش صافی ها" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "متن" @@ -9022,30 +9109,30 @@ msgid "Outline Modulate" msgstr "انتخاب حالت" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "فونت" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "صافی کردن گره‌هاسیگنال ها را فیلتر کنید" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "صافی کردن گره‌هاسیگنال ها را فیلتر کنید" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "حروف بزرگ" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "ثابت" @@ -9053,27 +9140,27 @@ msgstr "ثابت" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "توضیح" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9262,7 +9349,8 @@ msgstr "ادغام از صحنه" msgid "Custom Sky" msgstr "ساختن گره" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "ساختن گره" @@ -9273,7 +9361,7 @@ msgid "Custom Energy" msgstr "انتقال جلوه خطی" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "حساس به حروف کوچک و بزرگ" @@ -9311,7 +9399,7 @@ msgstr "پیشرفته" msgid "Keep Y Velocity" msgstr "سرعت" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "گره انیمیشن" @@ -9374,204 +9462,453 @@ msgstr "" msgid "Tilt Enabled" msgstr "صافی کردن گره‌هاسیگنال ها را فیلتر کنید" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "محور" +msgid "Wind" +msgstr "پنجره" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "خطی" +msgid "Force Magnitude" +msgstr "فراخوانی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "خطی" +msgid "Attenuation Factor" +msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "خطی" +msgid "Source Path" +msgstr "منبع" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "تغییر بده" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "گرفتن" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "ذخیره سازی صحنه" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "شمارش ها:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "خطی" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "نصب کردن" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "نصب کردن" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "تعریف" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "خطی" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "فراخوانی" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "خطی" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "انیمیشن" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "انیمیشن" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "تغییر بده" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "مقدار:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "ویرایش صافی ها" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "حذف گره(ها)" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "خطی" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "خطی" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "انیمیشن" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "خطای Max. Angular:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "ثابت ها" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "صافی کردن گره‌هاسیگنال ها را فیلتر کنید" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "خطای Max. Angular:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "تعریف" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "تعریف" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "انیمیشن" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "صافی کردن گره‌هاسیگنال ها را فیلتر کنید" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "توابع" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "خطی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "انیمیشن" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "محور" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "خطی" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "خطی" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "خطی" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "اشکال یابی" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "شمارش ها:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "سیگنال ها" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "غلطاندن به بالا." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "توابع" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "انتقال را در انیمیشن تغییر بده" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "سفر" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "بازتاب" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9639,7 +9976,8 @@ msgstr "" msgid "Interpolation" msgstr "حالت درون یابی(درون‌یابی روشی است برای یافتن مقدار تابع درون یک بازه)" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "هدف" @@ -9718,68 +10056,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "شمارش ها:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "سیگنال ها" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "غلطاندن به بالا." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "توابع" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "انتقال را در انیمیشن تغییر بده" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "سفر" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "بازتاب" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9821,8 +10097,8 @@ msgstr "ترجمه‌ها" msgid "Extra Cull Margin" msgstr "آرگومان‌های اضافی فراخوانی:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9858,17 +10134,36 @@ msgstr "شمارش ها:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "ترک را اضافه کن" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "بروز رسانی" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "ترک را اضافه کن" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "بسته بندی" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "ترک را اضافه کن" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "حالت" @@ -10559,19 +10854,10 @@ msgstr "دیالوگ پرونده" msgid "Reverse Fill" msgstr "باز‌نشانی مقدار خطی" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "ترجیحات" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11371,7 +11657,7 @@ msgstr "" msgid "Fill Degrees" msgstr "دستگاه" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "ساختن گره" @@ -11489,7 +11775,7 @@ msgstr "لایه پدیداری" msgid "Ordering" msgstr "ترتیب" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "اندیس Z" @@ -11501,11 +11787,6 @@ msgstr "Z بعنوان نسبی" msgid "Y Sort Enabled" msgstr "مرتب سازی Y فعال" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "تکرار" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "استفاده از ماده والد" @@ -11524,10 +11805,6 @@ msgstr "نرمال‌مپ" msgid "Shininess" msgstr "ضخامت" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11630,7 +11907,7 @@ msgstr "گره انیمیشن" msgid "Multiplayer Poll" msgstr "تعیین چندگانه:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "شکل‌ها" @@ -11699,7 +11976,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12067,6 +12344,559 @@ msgstr "فیزیک سه‌بعدی" msgid "3D Navigation" msgstr "گره انیمیشن" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "نشانوندها:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "بایت" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "دارایی Setter را اضافه کن" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "انتخاب حالت" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "گره تغییر والد" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "کپی کردن مسیر node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "پیشفرض" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "جاذبه" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "ایندکس دکمه" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "گره مخلوط۲" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "تغییر طول انیمیشن" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "نصب کردن" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "نصب کردن" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "توضیح" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "افزودن عمل ورودی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "خطی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "دکمهٔ راست." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Button" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "چپ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "محتواها:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "توسعه دهندگان" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "ترجیحات" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "دکمهٔ راست." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "داده سفارشی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "کد منبع" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "فشرده‌سازی" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "ذخیره لایه" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "ویرایش منحنی گره" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "ویرایش سیگنال" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "روشن" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "تعیین چندگانه:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "جاگرداندن زبانه صحنه" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "صحنهٔ اصلی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "بارگیری به عنوان جانگهدار" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "ویرایش سیگنال" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "انتخاب شده را تغییر مقیاس بده" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Transpose" +msgstr "جا‌به‌جا کردن" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "ناحیه تکسچر" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "مرتب‌سازی:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "صدور مجموعه کاشی" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Probability" +msgstr "سازگاری" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "نصب کردن" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "گره انیمیشن" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "خطی" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "حذف قالب" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "مورد" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "انتقال را در انیمیشن تغییر بده" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "انتقال را در انیمیشن تغییر بده" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "پیش نمایش" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "لایه گذاری" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "نشانوندها:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "گام(ها):" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "تغییر طول انیمیشن" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "تنها در قسمت انتخاب شده" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "نشانوندها:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "ویرایش منحنی گره" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "افزودن عمل ورودی" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "نام گره:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "آسمان" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "ذخیره فایل:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "تعیین چندگانه:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "انتخاب حالت" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "گروه ها" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "برداشتن انتخاب شده" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "اجرا" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "پانوراما" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "مگابایت" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "نشان دادن همه" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "رنگ زمین" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "زبانه بعدی" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12287,16 +13117,6 @@ msgstr "انتقال جلوه خطی" msgid "Load Path" msgstr "خطاهای بارگذاری" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "نشانوندها:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "گره انیمیشن" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12329,20 +13149,10 @@ msgstr "ویرایش منحنی گره" msgid "Background" msgstr "پس‌زمینه" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "تعیین چندگانه:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "آسمان" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12568,10 +13378,6 @@ msgstr "خطی" msgid "Sun Scatter" msgstr "پراکندگی زیر سطحی" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12648,20 +13454,6 @@ msgstr "شمارش ها:" msgid "Color Correction" msgstr "افزودن وظیفه" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "خطی" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "حذف قالب" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12740,18 +13532,6 @@ msgstr "حالت صدور:" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13001,11 +13781,6 @@ msgstr "چسباندن پارام ها" msgid "Proximity Fade" msgstr "حالت صدور:" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "نصب کردن" - #: scene/resources/material.cpp msgid "MSDF" msgstr "ام اس دی س اف MSDF" @@ -13038,24 +13813,6 @@ msgstr "گره مخلوط۲" msgid "Shadow Mesh" msgstr "صافی بومی‌سازی تغییر کرد" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "مورد" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "انتقال را در انیمیشن تغییر بده" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "انتقال را در انیمیشن تغییر بده" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "پیش نمایش" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13422,176 +14179,6 @@ msgstr "بازنویسی" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "لایه گذاری" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "نشانوندها:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "گام(ها):" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "تغییر طول انیمیشن" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "تنها در قسمت انتخاب شده" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "نشانوندها:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "ویرایش منحنی گره" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "بایت" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "دارایی Setter را اضافه کن" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "انتخاب حالت" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "گره تغییر والد" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "کپی کردن مسیر node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "پیشفرض" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "جاذبه" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "ایندکس دکمه" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "گره مخلوط۲" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "تغییر طول انیمیشن" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "نصب کردن" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "نصب کردن" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "توضیح" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "افزودن عمل ورودی" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13607,20 +14194,6 @@ msgstr "ترجیحات" msgid "Bone Size" msgstr "باز کردن و اجرای یک اسکریپت" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "افزودن عمل ورودی" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "نام گره:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13635,78 +14208,6 @@ msgstr "حالت صدور:" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "ذخیره فایل:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "انتخاب حالت" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "گروه ها" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "اجرا" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "پانوراما" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "مگابایت" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "نشان دادن همه" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "رنگ زمین" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13808,221 +14309,6 @@ msgstr "پیشفرض" msgid "Default Font Size" msgstr "پیشفرض" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "خطی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "دکمهٔ راست." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Button" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "چپ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "محتواها:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "توسعه دهندگان" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "ترجیحات" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "برداشتن انتخاب شده" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "دکمهٔ راست." - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "داده سفارشی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "کد منبع" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "فشرده‌سازی" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "ذخیره لایه" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "ویرایش منحنی گره" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "ویرایش سیگنال" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "روشن" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "تعیین چندگانه:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "جاگرداندن زبانه صحنه" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "صحنهٔ اصلی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "بارگیری به عنوان جانگهدار" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "ویرایش سیگنال" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "انتخاب شده را تغییر مقیاس بده" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Transpose" -msgstr "جا‌به‌جا کردن" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "ناحیه تکسچر" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "مرتب‌سازی:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "صدور مجموعه کاشی" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Probability" -msgstr "سازگاری" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "پرونده" @@ -14148,15 +14434,6 @@ msgstr "اندیس:" msgid "Degrees Mode" msgstr "درجه" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "زبانه بعدی" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14633,6 +14910,11 @@ msgstr "یک Breakpoint درج کن" msgid "Folder" msgstr "ساختن پوشه" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "ایجاد پوشه" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16569,11 +16851,26 @@ msgstr "ویرایشگر ترجیحات" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "بسته بندی" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "گره مخلوط۲" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "بسته بندی" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16591,11 +16888,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "بسته بندی" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/fi.po b/properties/fi.po index 722fb5e..aae0189 100644 --- a/properties/fi.po +++ b/properties/fi.po @@ -49,9 +49,9 @@ msgstr "Konfiguraatio" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nimi" @@ -147,9 +147,9 @@ msgstr "Uusi ikkuna" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -352,7 +352,7 @@ msgstr "Käytä tarttumista" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fysiikka" @@ -436,7 +436,8 @@ msgid "Max Functions" msgstr "Funktio" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Lauseke" @@ -487,7 +488,7 @@ msgstr "Muutosten vahvistusviesti" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp #, fuzzy msgid "Rendering" @@ -870,8 +871,9 @@ msgstr "Suhteellinen tarttuminen" msgid "Screen Relative" msgstr "Suhteellinen tarttuminen" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Kiertoratanäkymä oikealle" @@ -905,8 +907,8 @@ msgid "Action" msgstr "Toiminto" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1025,11 +1027,11 @@ msgstr "Alue" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Poikkeama" @@ -1182,7 +1184,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Ylikirjoittaa" @@ -1212,7 +1215,7 @@ msgstr "Lataa paikanpitäjäksi" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1234,7 +1237,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tyyppi" @@ -1298,7 +1301,7 @@ msgid "Sync Breakpoints" msgstr "Keskeytyskohdat" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Tiedostojärjestelmä" @@ -1625,6 +1628,11 @@ msgstr "Lataa väylän oletusasettelu." msgid "Theme" msgstr "Teema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Hae" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Esivalinta" @@ -1649,6 +1657,11 @@ msgstr "Värit" msgid "Accent Color" msgstr "Poimi väri" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Poimi väri" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1749,8 +1762,8 @@ msgstr "Uusi ikkuna" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Ota käyttöön" @@ -1847,7 +1860,8 @@ msgid "Thumbnail Size" msgstr "Pienoiskuvan koko" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Tuo" @@ -1870,8 +1884,8 @@ msgstr "Poista piste" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2032,9 +2046,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Automaattilataus" @@ -2054,7 +2068,7 @@ msgid "Draw Spaces" msgstr "Piirtokutsuja:" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2064,7 +2078,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigointi" @@ -2306,17 +2320,17 @@ msgstr "Emissiovärit" msgid "Instantiated" msgstr "Luo ilmentymä" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Piste" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2584,6 +2598,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Edellinen taso" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Toista automaattisesti" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2629,6 +2648,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Sulje käyrä" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Ruudukon maalaus" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2678,7 +2702,7 @@ msgid "Output" msgstr "Tuloste" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2969,6 +2993,96 @@ msgstr "Haun tulokset" msgid "Search Result Border Color" msgstr "Haun tulokset" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Muokkaa yhteyttä:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Poimi väri" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Kärkipiste" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Kärkipiste" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Kärkipiste" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Kirjanmerkit" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Muunnos keskeytetty." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Sampleri" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Nimeä väri uudelleen" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Tuloste" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Kirjanmerkit" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Seuraava kerros" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Poimi väri" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Seuraava kerros" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Seuraava kerros" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Kärkipiste" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Pelkkä valinta" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Toimintakyvytön painike" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3126,13 +3240,17 @@ msgstr "Nimeä animaatio uudelleen" msgid "Overwrite Axis" msgstr "Ylikirjoita" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Suodata" @@ -3220,20 +3338,22 @@ msgstr "Lisää tyyppi" msgid "Shape Type" msgstr "Muuta tyyppiä" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Kerros" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3360,10 +3480,12 @@ msgstr "Prioriteettitila" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "Valo" @@ -3373,12 +3495,14 @@ msgstr "Valo" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Säde:" @@ -3402,26 +3526,29 @@ msgid "Save to File" msgstr "Tallenna tiedosto" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3480,8 +3607,8 @@ msgstr "Jaa automaattisesti" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3548,6 +3675,10 @@ msgstr "Skaalaa" msgid "Root Scale" msgstr "Skaalaa" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3713,7 +3844,7 @@ msgstr "Komponentit" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Kieli" @@ -3837,7 +3968,7 @@ msgstr "Signaalit" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3956,8 +4087,8 @@ msgstr "Aseta laatan alue" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Työnnä väkisin" @@ -4507,7 +4638,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4648,7 +4779,7 @@ msgstr "Ota käyttöön" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Näytä ympäristö" @@ -4780,11 +4911,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Törmäys" @@ -4798,9 +4929,9 @@ msgstr "Törmäys" msgid "Collision Layer" msgstr "Törmäystila" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4812,7 +4943,7 @@ msgstr "Törmäystila" msgid "Collision Priority" msgstr "Törmäystila" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Käännä portaalit" @@ -4820,25 +4951,25 @@ msgstr "Käännä portaalit" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Materiaalimuutokset:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Pääkohtauksen argumentit:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Varoitukset" @@ -4857,12 +4988,12 @@ msgstr "Näytä apuviivat" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Muuta toruksen sisäsädettä" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Muuta toruksen ulkosädettä" @@ -4871,17 +5002,17 @@ msgstr "Muuta toruksen ulkosädettä" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polygonit" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Syvyys" @@ -4941,6 +5072,24 @@ msgstr "Satunnainen kierto:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Tuo" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5053,20 +5202,17 @@ msgstr "" msgid "Naming Version" msgstr "Versio" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Värit" @@ -5116,13 +5262,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5131,14 +5278,14 @@ msgstr "Alusta" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5352,6 +5499,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Liitännäisen nimi:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5548,8 +5701,8 @@ msgid "Center Z" msgstr "Keskitä" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioriteetti" @@ -5854,8 +6007,8 @@ msgstr "Aseta marginaali" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Leveys" @@ -5940,7 +6093,8 @@ msgstr "Näytä rautalankamalli" msgid "Render Target Size Multiplier" msgstr "Aseta useita:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Aseta kahva" @@ -5960,7 +6114,8 @@ msgstr "Luuranko" msgid "Skeleton Rig" msgstr "Luuranko" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Päivitä" @@ -6089,6 +6244,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Pääominaisuudet:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7192,72 +7352,16 @@ msgstr "Keskitetty" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitoroija" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitoroija" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Ylikirjoittaa" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Piste" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Poimintaetäisyys:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Lisää tuloportti" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Suunnat" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineaarinen" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Lisää ääniväylä" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7469,51 +7573,6 @@ msgstr "Aseta marginaali" msgid "Use Mipmaps" msgstr "Signaalit" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Toimintakyvytön osanen" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Lisää syöte" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Poimi laatta" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Viivaintila" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Toimintakyvytön osanen" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Luo törmäyspolygoni" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Luo törmäyspolygoni" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Oletus" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7603,9 +7662,9 @@ msgid "Rect Extents" msgstr "Vempaimet" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Pisteet" @@ -7631,12 +7690,27 @@ msgstr "Partikkelit" msgid "Align Y" msgstr "Aseta" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Suunnat" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7696,11 +7770,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7731,7 +7809,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7870,7 +7948,7 @@ msgstr "Prioriteettitila" msgid "Trails" msgstr "Näytä oletus" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Suunnat" @@ -7879,74 +7957,6 @@ msgstr "Suunnat" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Solmu" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Solmu" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Toimintakyvytön painike" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Pienet kirjaimet" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Isot kirjaimet" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Kiertoratanäkymä oikealle" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Alusta" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8115,7 +8125,7 @@ msgstr "Poimintaetäisyys:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8268,6 +8278,62 @@ msgstr "Vakiot" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Ruudukon siirtymä:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Ruudukon siirtymä:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Toista" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Toista" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automaattinen uudelleenaloitus:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Pyyntö epäonnistui, aikakatkaisu" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Siirtotila" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Näytä näyttöruutu" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Ruudukon siirtymä:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8296,7 +8362,7 @@ msgstr "Lopussa" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8307,8 +8373,9 @@ msgstr "Toiminto" msgid "Mirroring" msgstr "Peilaa" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Puolita käyrä" @@ -8342,217 +8409,465 @@ msgstr "Kierrä" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Kytke solmun data" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Hiiren painikkeen indeksi:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Määrittele tarttuminen" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr " (fyysinen)" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Alusta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Alusta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr " (fyysinen)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitoroija" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitoroija" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Ylikirjoittaa" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Piste" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Poimintaetäisyys:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Lisää tuloportti" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineaarinen" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Lisää ääniväylä" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Kiertotila" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Suunnat" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Toimintakyvytön painike" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Kerros:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Vakio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Poista solmun lukitus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Arvo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Tarttumisen asetukset" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Siirretään tulostetta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Kerros" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Kerros" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Aseta marginaali" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Toimintakyvytön osanen" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Lisää syöte" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Poimi laatta" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Viivaintila" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Toimintakyvytön osanen" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Luo törmäyspolygoni" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Luo törmäyspolygoni" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Oletus" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Alusta" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Solmu" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Solmu" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Toimintakyvytön painike" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Pienet kirjaimet" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Isot kirjaimet" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Kiertoratanäkymä oikealle" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Kytke solmun data" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Hiiren painikkeen indeksi:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Määrittele tarttuminen" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr " (fyysinen)" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Aseta käyrän aloitussijainti" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Aseta muunnoksen kantatyyppi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Massakeskipiste" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Pystysuora:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Kuvaus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Älykäs tarttuminen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Nopeus:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Lukitse näkymän kierto" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Vapauta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Prioriteettitila" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Mukautettu solmu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Jatkuva" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Poimi väri" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineaarinen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Tarttumisen tila:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Vakiot" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Kiertotila" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Suunnat" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Toimintakyvytön painike" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Kerros:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Vakio" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Poista solmun lukitus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Arvo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Tarttumisen asetukset" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Siirretään tulostetta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Kerros" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Kerros" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Aseta marginaali" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Haun tulokset" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Alusta" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Alusta" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8571,39 +8886,6 @@ msgstr "Polygonit" msgid "Internal Vertex Count" msgstr "Luo sisäinen kärkipiste" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Aseta käyrän aloitussijainti" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8618,20 +8900,6 @@ msgstr "Seuraava koordinaatti" msgid "Update" msgstr "Päivitä" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Aseta marginaali" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Haun tulokset" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8748,35 +9016,6 @@ msgstr "Ota käyttöön" msgid "Node Path" msgstr "Kopioi solmun polku" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Uusi ikkuna" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Piirtokutsuja:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animaatio" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Resurssipolku" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Aseta uniformin nimi" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8831,7 +9070,7 @@ msgstr "Kytke Doppler" msgid "Tracking" msgstr "Pakataan" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Solmun nimi:" @@ -8889,15 +9128,6 @@ msgstr "Lähin" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Kaappaa" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8947,13 +9177,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Sulje käyrä" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Muoto" @@ -8962,8 +9193,8 @@ msgstr "Muoto" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emissiomaski" @@ -8979,8 +9210,8 @@ msgid "Emission Energy" msgstr "Emissiovärit" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Täytä" @@ -9013,12 +9244,6 @@ msgstr "Pienet kirjaimet" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Siirtotila" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -9034,7 +9259,7 @@ msgstr "Piirtokutsuja:" msgid "Passes" msgstr "Piirtokutsuja:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9080,10 +9305,6 @@ msgstr "Prioriteettitila" msgid "Begin Margin" msgstr "Aseta marginaali" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9094,142 +9315,8 @@ msgstr "Laajenna kaikki" msgid "Fade Mode" msgstr "Bittimaskitila" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Ota prioriteetti käyttöön" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Poista solmut" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parametri muutettu:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Erotus:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Nopeus:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineaarinen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Poimintaetäisyys:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Poimintaetäisyys:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Kuvaus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Alusta" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Takaortogonaalinen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Isot kirjaimet" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Pienet kirjaimet" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animaatio" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. kulmavirhe:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Tallennetaan kohtaus" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Alusta" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Piirtokutsuja:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineaarinen" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animaatio" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animaatio" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Tartu pikseleihin" @@ -9302,7 +9389,7 @@ msgstr "Ota prioriteetti käyttöön" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Teksti" @@ -9312,31 +9399,31 @@ msgid "Outline Modulate" msgstr "Pakota valkoisen modulaatio" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fontit" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Vaakasuora:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Suodata signaaleja" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Isot kirjaimet" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Satunnainen kierto:" @@ -9344,27 +9431,27 @@ msgstr "Satunnainen kierto:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Suunnat" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9554,7 +9641,8 @@ msgstr "Yhdistä kohtauksesta" msgid "Custom Sky" msgstr "Mukautettu solmu" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Mukautettu solmu" @@ -9565,7 +9653,7 @@ msgid "Custom Energy" msgstr "Siirrä väylän efektiä" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Merkkikokoriippuvainen" @@ -9604,7 +9692,7 @@ msgstr "Edistyneet" msgid "Keep Y Velocity" msgstr "Kiertoratanäkymä oikealle" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Siirtymistila" @@ -9668,206 +9756,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "Suodata signaaleja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Akseli" +msgid "Wind" +msgstr "Uusi ikkuna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineaarinen" +msgid "Force Magnitude" +msgstr "Piirtokutsuja:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineaarinen" +msgid "Attenuation Factor" +msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineaarinen" +msgid "Source Path" +msgstr "Resurssipolku" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Aseta uniformin nimi" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Kaappaa" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Tallennetaan kohtaus" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Erotus:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineaarinen" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Poimintaetäisyys:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Poimintaetäisyys:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Kuvaus" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Alusta" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Piirtokutsuja:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineaarinen" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Isot kirjaimet" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Pienet kirjaimet" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animaatio" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animaatio" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parametri muutettu:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Nopeus:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Ota prioriteetti käyttöön" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Poista solmut" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Alusta" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Takaortogonaalinen" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animaatio" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. kulmavirhe:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Vakiot" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Suodata signaaleja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. kulmavirhe:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Kuvaus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Kuvaus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animaatio" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Suodata signaaleja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Siirtymä:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funktio" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineaarinen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animaatio" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Akseli" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineaarinen" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineaarinen" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineaarinen" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Pinokehykset" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debuggeri" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Rulla alas painike" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumentaatio" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Erotus:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Käytä skaalauksen tarttumista" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Rulla ylös." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funktio" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Lauseke" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Matkaa" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Virhe" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9936,7 +10277,8 @@ msgstr "Luut" msgid "Interpolation" msgstr "Interpolaatiotila" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Kohde" @@ -10018,70 +10360,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Rulla alas painike" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumentaatio" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Erotus:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Käytä skaalauksen tarttumista" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Rulla ylös." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funktio" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Lauseke" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Matkaa" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Virhe" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10126,8 +10404,8 @@ msgstr "Transponoi" msgid "Extra Cull Margin" msgstr "Ylimääräiset argumentit:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10164,17 +10442,36 @@ msgstr "Navigointi" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Lisää raita" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Päivitä" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Lisää raita" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakataan" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Lisää raita" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Kopioi asento" @@ -10882,20 +11179,10 @@ msgstr "XForm-ikkuna" msgid "Reverse Fill" msgstr "Palauta väylän äänenvoimakkuus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Ruudukon siirtymä:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Ruudukon maalaus" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11705,7 +11992,7 @@ msgstr "Alusta" msgid "Fill Degrees" msgstr "Kierto %s astetta." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Keskitä vasemmalle" @@ -11827,7 +12114,7 @@ msgstr "Aseta näkyvyys" msgid "Ordering" msgstr "Renderöijä:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z-indeksi" @@ -11841,11 +12128,6 @@ msgstr "Suhteellinen tarttuminen" msgid "Y Sort Enabled" msgstr "Ota käyttöön" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Toista" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11863,11 +12145,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Näytä näyttöruutu" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11972,7 +12249,7 @@ msgstr "Siirtymistila" msgid "Multiplayer Poll" msgstr "Monista %s" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12045,7 +12322,7 @@ msgid "Use TAA" msgstr "Käytä tarttumista" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12421,6 +12698,571 @@ msgstr "3D Fysiikka" msgid "3D Navigation" msgstr "Navigointi" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Pääkohtauksen argumentit:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Valitse ominaisuus" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Kuvaketila" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Vaihda solmun isäntää" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopioi solmun polku" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Oletus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Oletusesikatselu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Hiiren painikkeen indeksi:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "2-sulautussolmu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Muuta animaation pituutta" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Poimintaetäisyys:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Poimintaetäisyys:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Suunnat" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Lisää tuloportti" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Laaja oikealla" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Oikea painike" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Alaoikea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Alaoikea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Alavasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Kirjanmerkit" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Alavasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Alavasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Vasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Aseta marginaali" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Ylävasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Ylävasen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Ruudukon välistys:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Seuraava kerros" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Yläoikea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Yläoikea" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Käytä mukautettua käyttäjähakemistoa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Lähde" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Lauseke" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Poista asettelu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Ruudukon siirtymä:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Peittotila" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fysiikkaruutujen %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Aseta useita:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Vaihda kohtaus-välilehteä" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Kohtaus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Lataa paikanpitäjäksi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polygonit" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Luo törmäyspolygoni" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponoi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Aseta marginaali" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Näytä origo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Laattavalikoima" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Poimintaetäisyys:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Törmäys" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Valo" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Emissiopisteet:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Syvyys" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Syvyys" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Osanen" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Muunna" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Tyhjennä muunnos" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Esikatselu" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Lisää %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Täyte" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Säde:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Alaoikea" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Leikkaa yläpuolelta" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Alavasen" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Yläoikea" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Pääkohtauksen argumentit:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Pääkohtauksen argumentit:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Muuta animaation pituutta" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Pelkkä valinta" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Pääkohtauksen argumentit:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Puolita käyrä" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Lisää tuloportti" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Sidonta" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Luut" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Taivas" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Seuraava kerros" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Varastoidaan tiedostoa:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Aseta useita:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Täytä" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Ryhmitetty" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Kirjanmerkit" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Suorita" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Näytä kaikki" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Poimi väri" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "LightMapin kehitys" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Näytä ympäristö" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Taso:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12641,16 +13483,6 @@ msgstr "Siirrä väylän efektiä" msgid "Load Path" msgstr "Lataa esiasetus" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Pääkohtauksen argumentit:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Törmäys" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12684,20 +13516,10 @@ msgstr "Puolita käyrä" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Aseta useita:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Taivas" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12928,10 +13750,6 @@ msgstr "Emissiovärit" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -13009,20 +13827,6 @@ msgstr "Erotus:" msgid "Color Correction" msgstr "Värifunktio." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Valo" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Emissiopisteet:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13102,20 +13906,6 @@ msgstr "Toistotila:" msgid "To" msgstr "Alku" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Syvyys" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Syvyys" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13374,11 +14164,6 @@ msgstr "Partikkelit" msgid "Proximity Fade" msgstr "Prioriteettitila" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Poimintaetäisyys:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13413,24 +14198,6 @@ msgstr "2-sulautussolmu" msgid "Shadow Mesh" msgstr "Sävytin" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Osanen" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Muunna" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Tyhjennä muunnos" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Esikatselu" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13801,181 +14568,6 @@ msgstr "Ylikirjoittaa" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Lisää %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Täyte" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Säde:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Alaoikea" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Leikkaa yläpuolelta" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Alavasen" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Yläoikea" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Pääkohtauksen argumentit:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Pääkohtauksen argumentit:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Muuta animaation pituutta" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Pelkkä valinta" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Pääkohtauksen argumentit:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Puolita käyrä" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Valitse ominaisuus" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Kuvaketila" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Vaihda solmun isäntää" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopioi solmun polku" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Oletus" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Oletusesikatselu" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Hiiren painikkeen indeksi:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "2-sulautussolmu" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Muuta animaation pituutta" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Poimintaetäisyys:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Poimintaetäisyys:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Suunnat" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Lisää tuloportti" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13991,21 +14583,6 @@ msgstr "Ruudukon välistys:" msgid "Bone Size" msgstr "Reunapikselit" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Lisää tuloportti" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Sidonta" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Luut" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -14021,80 +14598,6 @@ msgstr "Siirtotila" msgid "Radiance Size" msgstr "Ääriviivojen koko:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Seuraava kerros" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Varastoidaan tiedostoa:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Täytä" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Ryhmitetty" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Kirjanmerkit" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Suorita" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Näytä kaikki" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Poimi väri" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "LightMapin kehitys" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14197,222 +14700,6 @@ msgstr "Oletus" msgid "Default Font Size" msgstr "Oletus" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Laaja oikealla" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Oikea painike" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Alaoikea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Alaoikea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Alavasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Kirjanmerkit" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Alavasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Alavasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Vasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Aseta marginaali" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Ylävasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Ylävasen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Ruudukon välistys:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Seuraava kerros" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Yläoikea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Yläoikea" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Käytä mukautettua käyttäjähakemistoa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Lähde" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Lauseke" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Poista asettelu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Ruudukon siirtymä:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Peittotila" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fysiikkaruutujen %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Aseta useita:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Vaihda kohtaus-välilehteä" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Kohtaus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Lataa paikanpitäjäksi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polygonit" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Luo törmäyspolygoni" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponoi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Aseta marginaali" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Näytä origo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Laattavalikoima" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Tiedosto" @@ -14538,16 +14825,6 @@ msgstr "Aseta indeksi" msgid "Degrees Mode" msgstr "Kierto %s astetta." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Näytä ympäristö" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Taso:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -15029,6 +15306,11 @@ msgstr "Näytä piilotiedostot" msgid "Folder" msgstr "Kansio:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Luo kansio" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16995,11 +17277,27 @@ msgstr "Editorin ulkoasu" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakataan" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Koko: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "2-sulautussolmu" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakataan" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -17017,11 +17315,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakataan" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/fil.po b/properties/fil.po index e5270e5..ab6e0a2 100644 --- a/properties/fil.po +++ b/properties/fil.po @@ -38,9 +38,9 @@ msgstr "Config" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Pangalan" @@ -133,9 +133,9 @@ msgstr "Window" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -330,7 +330,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Pisika" @@ -411,7 +411,8 @@ msgid "Max Functions" msgstr "Function" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compression" @@ -459,7 +460,7 @@ msgstr "Mensahe" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Pagre-render" @@ -819,8 +820,9 @@ msgstr "Relatibo" msgid "Screen Relative" msgstr "Relatibo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Belosidad" @@ -852,8 +854,8 @@ msgid "Action" msgstr "Kilos" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Lakas" @@ -964,11 +966,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1117,7 +1119,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1142,7 +1145,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1164,7 +1167,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1223,7 +1226,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1527,6 +1530,11 @@ msgstr "Halaga:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Paghahanap:" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1548,6 +1556,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Mga Functions:" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1641,8 +1654,8 @@ msgstr "Window" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1728,7 +1741,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1751,8 +1765,8 @@ msgstr "Ilipat Ang Mga Bezier Points" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1904,9 +1918,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Mga Functions:" @@ -1924,7 +1938,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1934,7 +1948,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2162,17 +2176,17 @@ msgstr "" msgid "Instantiated" msgstr "Mag-insert ng Key dito" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Ilipat Ang Mga Bezier Points" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2406,6 +2420,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2447,6 +2465,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2492,7 +2514,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2761,6 +2783,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Ikabit" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Ikabit" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Ikabit" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "3D Transform Track" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Mga Functions:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Pagbago ng Animation Loop" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2910,13 +3022,17 @@ msgstr "Pandaigdigang Posisyon" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2999,20 +3115,22 @@ msgstr "Baguhin ang Type ng Nilalaman ng Array" msgid "Shape Type" msgstr "Kopya" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3129,10 +3247,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Tangkad" @@ -3141,12 +3261,14 @@ msgstr "Tangkad" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3168,26 +3290,29 @@ msgid "Save to File" msgstr "Mga Functions:" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3242,8 +3367,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3306,6 +3431,10 @@ msgstr "Burahin ang (mga) Napiling Key" msgid "Root Scale" msgstr "Burahin ang (mga) Napiling Key" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3459,7 +3588,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3579,7 +3708,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3689,8 +3818,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4206,7 +4335,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4341,7 +4470,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4464,11 +4593,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4480,9 +4609,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4492,30 +4621,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Mga Babala" @@ -4532,11 +4661,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4544,16 +4673,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4608,6 +4737,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Burahin ang (mga) Napiling Key" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4715,20 +4862,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4777,13 +4921,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4791,14 +4936,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4998,6 +5143,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5178,8 +5328,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5467,8 +5617,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Lapad" @@ -5547,7 +5697,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5565,7 +5716,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Mag-insert ng Key dito" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Index ng Button" @@ -5685,6 +5837,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Mga Babala" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6708,68 +6865,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Pagtugma sa Mahabang Layo" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Idagdag Ang Bezier Point" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Paglalarawan" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Mga clip ng tunog:" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6966,45 +7071,6 @@ msgstr "Kopya" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Patayin ang stderr" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Mga Functions:" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7086,9 +7152,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7112,12 +7178,27 @@ msgstr "Pagbago ng Animation Loop" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Paglalarawan" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7170,11 +7251,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7202,7 +7287,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7331,7 +7416,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Mga Functions:" @@ -7340,69 +7425,6 @@ msgstr "Mga Functions:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Burahin ang (mga) Napiling Key" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Burahin ang (mga) Napiling Key" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7551,7 +7573,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7698,6 +7720,58 @@ msgstr "Mga Constant" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Burahin ang (mga) Napiling Key" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Mga Functions:" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Oras:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Kopya" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7723,7 +7797,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7734,8 +7808,9 @@ msgstr "Pagulit ng Animation" msgid "Mirroring" msgstr "Salamin" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7765,204 +7840,436 @@ msgstr "Estado" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Index ng Button" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Pisika" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Pisika" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Pagulit ng Animation" +msgid "Point Unit Distance" +msgstr "Pagtugma sa Mahabang Layo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "Paglalarawan" +msgid "Point Center" +msgstr "Idagdag Ang Bezier Point" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" -msgstr "Pagulit ng Animation" +msgid "Audio Bus" +msgstr "Mga clip ng tunog:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Malaya" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Kopya" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "Ilipat Ang Mga Bezier Points" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "Tuloy-tuloy" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "Linear" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Burahin ang (mga) Napiling Key" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Mga Constant" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Mga Functions:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Paglalarawan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Mga Constant" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Kopya" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Halaga:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Lakas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Halaga:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Halaga:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Patayin ang stderr" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Mga Functions:" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Burahin ang (mga) Napiling Key" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Burahin ang (mga) Napiling Key" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Index ng Button" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Pisika" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Posisyon" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Pagulit ng Animation" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Paglalarawan" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Pagulit ng Animation" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Malaya" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Kopya" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Ilipat Ang Mga Bezier Points" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Tuloy-tuloy" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Linear" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Burahin ang (mga) Napiling Key" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Mga Constant" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Resulta" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7979,39 +8286,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Posisyon" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8025,19 +8299,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resulta" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8144,33 +8405,6 @@ msgstr "Mga Babala" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Window" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Pagulit ng Animation" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Property Track" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -8221,7 +8455,7 @@ msgstr "" msgid "Tracking" msgstr "Property Track" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8274,15 +8508,6 @@ msgstr "Pinakamalapit" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "I-capture" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8325,13 +8550,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8339,8 +8565,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8354,8 +8580,8 @@ msgid "Emission Energy" msgstr "Ilipat Ang Mga Bezier Points" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8383,11 +8609,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8401,7 +8622,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8444,10 +8665,6 @@ msgstr "" msgid "Begin Margin" msgstr "Ikabit" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8458,130 +8675,8 @@ msgstr "Ikabit" msgid "Fade Mode" msgstr "Kopya" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Mga Functions:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Halaga:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Paglalarawan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Pagulit ng Animation" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Pagulit ng Animation" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Pagulit ng Animation" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Pagulit ng Animation" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Pagulit ng Animation" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Pagulit ng Animation" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8649,7 +8744,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8659,56 +8754,56 @@ msgid "Outline Modulate" msgstr "Mga Functions:" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Ilipat Ang Mga Bezier Points" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Paglalarawan" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8886,7 +8981,8 @@ msgstr "Pahina: " msgid "Custom Sky" msgstr "Ilipat Ang Mga Bezier Points" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Mga Functions:" @@ -8897,7 +8993,7 @@ msgid "Custom Energy" msgstr "Ilipat Ang Mga Bezier Points" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8932,7 +9028,7 @@ msgstr "Binuksan ang V-Sync" msgid "Keep Y Velocity" msgstr "Belosidad" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Pagulit ng Animation" @@ -8991,189 +9087,423 @@ msgstr "" msgid "Tilt Enabled" msgstr "Ilipat Ang Mga Bezier Points" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Window" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Property Track" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "I-capture" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Mga Functions:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Paglalarawan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Halaga:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Mga Constant" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Paglalarawan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Paglalarawan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Paglalarawan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Mga Functions:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Pagulit ng Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Pagulit ng Animation" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Pagulit ng Animation" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Mga Functions:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Salamin" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9235,7 +9565,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9310,65 +9641,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Pagulit ng Animation" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Mga Functions:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Salamin" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9408,8 +9680,8 @@ msgstr "Pagulit ng Animation" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9443,17 +9715,36 @@ msgstr "Pagulit ng Animation" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Magdagdag ng Track" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Index ng Button" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Magdagdag ng Track" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Property Track" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Magdagdag ng Track" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10091,18 +10382,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10838,7 +11121,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10949,7 +11232,7 @@ msgstr "" msgid "Ordering" msgstr "Pagre-render" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10963,11 +11246,6 @@ msgstr "Relatibo" msgid "Y Sort Enabled" msgstr "Ilipat Ang Mga Bezier Points" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10984,10 +11262,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11085,7 +11359,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11153,7 +11427,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11491,6 +11765,534 @@ msgstr "" msgid "3D Navigation" msgstr "Burahin ang (mga) Napiling Key" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Mga Functions:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Index ng Button" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Baguhin ang haba ng animation" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Paglalarawan" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Idagdag Ang Bezier Point" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Ikabit" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Kaliwa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Ikabit" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Compression Level" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Idagdag Ang Bezier Point" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Mga Functions:" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Gamitin ang Sariling User Dir" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Pahina: " + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Source Code" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compression" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Kopya" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Kopya" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Ilipat Ang Mga Bezier Points" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Pahina: " + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Halaga:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Pisika" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Ilipat Ang Mga Bezier Points" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Pangunahing Eksena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Pangunahing Eksena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Pagpapakita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Idagdag Ang Bezier Point" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Kopya" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "3D Transform Track" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Pagsasaayos" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "I-duplicate ang (mga) Napiling Key" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Tangkad" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "3D Transform Track" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "3D Transform Track" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Mga Functions:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Baguhin ang haba ng animation" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Mga Functions:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Ilipat Ang Mga Bezier Points" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Idagdag Ang Bezier Point" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Mga Functions:" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Mga Functions:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Mga Functions:" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Mga Functions:" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Mga Functions:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11692,15 +12494,6 @@ msgstr "Posisyon" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "I-duplicate ang (mga) Napiling Key" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11732,19 +12525,10 @@ msgstr "Ilipat Ang Mga Bezier Points" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11963,10 +12747,6 @@ msgstr "Ilipat Ang Mga Bezier Points" msgid "Sun Scatter" msgstr "Subsurface Scattering" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12038,19 +12818,6 @@ msgstr "Pagulit ng Animation" msgid "Color Correction" msgstr "Ikabit" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Tangkad" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -12123,18 +12890,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12368,10 +13123,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12403,24 +13154,6 @@ msgstr "Pahina: " msgid "Shadow Mesh" msgstr "Kopya" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "3D Transform Track" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "3D Transform Track" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12766,164 +13499,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Mga Functions:" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Baguhin ang haba ng animation" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Mga Functions:" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Ilipat Ang Mga Bezier Points" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Mga Functions:" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Index ng Button" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Baguhin ang haba ng animation" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Paglalarawan" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Idagdag Ang Bezier Point" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12938,19 +13513,6 @@ msgstr "Idagdag Ang Bezier Point" msgid "Bone Size" msgstr "Idagdag Ang Bezier Point" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Idagdag Ang Bezier Point" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -12964,76 +13526,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Mga Functions:" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Mga Functions:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Mga Functions:" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Mga Functions:" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Mga Functions:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13132,216 +13624,6 @@ msgstr "" msgid "Default Font Size" msgstr "Halaga:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Ikabit" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Kaliwa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Ikabit" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Compression Level" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Idagdag Ang Bezier Point" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Mga Functions:" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Gamitin ang Sariling User Dir" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Pahina: " - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Source Code" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compression" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Kopya" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Kopya" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Ilipat Ang Mga Bezier Points" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Pahina: " - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Halaga:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Pisika" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Ilipat Ang Mga Bezier Points" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Pangunahing Eksena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Pangunahing Eksena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Pagpapakita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Idagdag Ang Bezier Point" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Kopya" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "3D Transform Track" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Pagsasaayos" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13460,14 +13742,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Kopya" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13913,6 +14187,11 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Lumikha" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15750,11 +16029,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Property Track" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Pahina: " +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Property Track" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15772,11 +16066,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Property Track" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/fr.po b/properties/fr.po index 47e2cba..b612a87 100644 --- a/properties/fr.po +++ b/properties/fr.po @@ -153,9 +153,9 @@ msgstr "Configuration" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nom" @@ -246,9 +246,9 @@ msgstr "Fenêtre" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -427,7 +427,7 @@ msgstr "Intégrer les sous-fenêtres" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Physique" @@ -504,7 +504,8 @@ msgid "Max Functions" msgstr "Maximum de fonctions" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compression" @@ -548,7 +549,7 @@ msgstr "Message" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Rendu" @@ -892,8 +893,9 @@ msgstr "Relatif" msgid "Screen Relative" msgstr "Relatif" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Vélocité" @@ -925,8 +927,8 @@ msgid "Action" msgstr "Action" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Force" @@ -1035,11 +1037,11 @@ msgstr "Région" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Décalage" @@ -1178,7 +1180,8 @@ msgstr "Double voyelles" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Redéfinition" @@ -1203,7 +1206,7 @@ msgstr "Ignorer les substituts" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1224,7 +1227,7 @@ msgstr "Args" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Type" @@ -1279,7 +1282,7 @@ msgid "Sync Breakpoints" msgstr "Synchroniser les point d'arrêts" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Système de fichiers" @@ -1578,6 +1581,11 @@ msgstr "Forme par défaut du sélecteur de couleur" msgid "Theme" msgstr "Thème" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Forcer l'utilisateur système" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Préréglage" @@ -1599,6 +1607,11 @@ msgstr "Couleur de Base" msgid "Accent Color" msgstr "Couleur d'accentuation" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Couleur d'accentuation" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Contraste" @@ -1689,8 +1702,8 @@ msgstr "Fenêtre" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activer" @@ -1775,7 +1788,8 @@ msgid "Thumbnail Size" msgstr "Taille de vignette" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importer" @@ -1796,9 +1810,10 @@ msgstr "Port RPC" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Chemin de FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1947,9 +1962,9 @@ msgstr "Rétrécir le code" msgid "Word Wrap" msgstr "Retour à la ligne des mots" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Retour à la ligne automatique" @@ -1967,7 +1982,7 @@ msgid "Draw Spaces" msgstr "Afficher les espaces" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Espace entre les lignes" @@ -1977,7 +1992,7 @@ msgid "Behavior" msgstr "Comportement" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigation" @@ -2201,16 +2216,16 @@ msgstr "Couleurs des manipulateurs" msgid "Instantiated" msgstr "Instancié" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Jointure" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Forme" @@ -2439,6 +2454,11 @@ msgstr "Rayon de saisie de point" msgid "Show Previous Outline" msgstr "Montrer le contour précédent" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Lecture automatique" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Renommer les pistes d'animation automatiquement" @@ -2481,6 +2501,11 @@ msgstr "Opacité de la mini-carte" msgid "Lines Curvature" msgstr "Courbe de lignes" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Plan XZ de la grille" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Visual Shader" @@ -2525,7 +2550,7 @@ msgid "Output" msgstr "Sortie" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Taille de la Police" @@ -2790,6 +2815,96 @@ msgstr "Couleur des résultats de recherche" msgid "Search Result Border Color" msgstr "Couleur de bordure des résultats de recherche" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Marge de connexion des bords" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Couleur de la marque" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Couleur de sommet" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Couleur de sommet" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Couleur de sommet" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Couleur des signets" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Format de transformation" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Couleur de forme" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Couleur du caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Sortie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Couleur du caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Couleur du caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Couleur de police" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Couleur du Texte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Couleur du caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Couleur de sommet" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Couleur de forme" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Collision de particules" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2930,13 +3045,17 @@ msgstr "Normaliser les pistes de position" msgid "Overwrite Axis" msgstr "Remplacer l'axe" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Réparer la silhouette" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtre" @@ -3013,20 +3132,22 @@ msgstr "Type de corps" msgid "Shape Type" msgstr "Type de forme" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Surcharge du Matériau Des Physiques" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Calque" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Masque" @@ -3143,10 +3264,12 @@ msgstr "Primitif" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Hauteur" @@ -3155,12 +3278,14 @@ msgstr "Hauteur" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Rayon" @@ -3180,26 +3305,29 @@ msgid "Save to File" msgstr "Enregistrer vers un fichier" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Activé" @@ -3251,8 +3379,8 @@ msgstr "Tranches" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3307,6 +3435,10 @@ msgstr "Appliquer l'échelle de la racine" msgid "Root Scale" msgstr "Échelle de la racine" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Maillages" @@ -3451,7 +3583,7 @@ msgstr "Compresser" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Langage" @@ -3563,7 +3695,7 @@ msgstr "Mipmaps" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limite" @@ -3669,8 +3801,8 @@ msgstr "Rogner à la région" msgid "Trim Alpha Border From Region" msgstr "Rogner les bordures alpha de la région" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Force" @@ -4170,7 +4302,7 @@ msgid "Handheld" msgstr "Portable" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientation" @@ -4303,7 +4435,7 @@ msgstr "Activer" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Environnement" @@ -4422,11 +4554,11 @@ msgid "Calculate Tangents" msgstr "Calculer les Tangentes" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Collision" @@ -4438,9 +4570,9 @@ msgstr "Utiliser les collisions" msgid "Collision Layer" msgstr "Couche des collisions" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4450,30 +4582,30 @@ msgstr "Masque de collisions" msgid "Collision Priority" msgstr "Priorité de collision" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Retourner les faces" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Maillage" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Matériau" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segments radiaux" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Anneaux" @@ -4489,11 +4621,11 @@ msgstr "Côtés" msgid "Cone" msgstr "Cône" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Rayon intérieur" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Rayon extérieur" @@ -4501,16 +4633,16 @@ msgstr "Rayon extérieur" msgid "Ring Sides" msgstr "Côtés de l'anneau" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Polygone" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profondeur" @@ -4563,6 +4695,24 @@ msgstr "Chemin joint" msgid "CSG" msgstr "GCS" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importer" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4667,20 +4817,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Version mineure" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Couleur" @@ -4727,13 +4874,14 @@ msgid "Spec Gloss Img" msgstr "Img Spéculaire Brillante" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Masse" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4741,14 +4889,14 @@ msgstr "Vélocité linéaire" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Vélocité angulaire" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4942,6 +5090,12 @@ msgstr "Affichage tampon des valeurs éparses" msgid "Sparse Values Byte Offset" msgstr "Décalage d'octet des valeurs éparses" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nom du plugin" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5115,8 +5269,8 @@ msgid "Center Z" msgstr "Z du centre" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Priorité" @@ -5420,8 +5574,8 @@ msgstr "Marge de portail" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Largeur" @@ -5504,7 +5658,8 @@ msgstr "Affichage en fil de fer" msgid "Render Target Size Multiplier" msgstr "Définir plusieurs :" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Portable" @@ -5523,7 +5678,8 @@ msgstr "Squelette de main" msgid "Skeleton Rig" msgstr "Squelette" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Mettre à jour" @@ -5643,6 +5799,11 @@ msgstr "Types d'espaces référence requis" msgid "Reference Space Type" msgstr "Type d'espace de référence" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Fonctionnalités Optionnelles" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "État de la visibilité" @@ -6659,66 +6820,16 @@ msgstr "Centré" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Miroir H" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Miroir V" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Observation" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Observable" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Gravité" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Redéfinition d'espace" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Point" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Distance du chemin U" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Nombre de points" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Direction" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Amorti Linéaire" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Amorti Angulaire" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Bus audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6911,45 +7022,6 @@ msgstr "Définir la marge" msgid "Use Mipmaps" msgstr "Utiliser les Mipmaps" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Désactivé" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrée" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Déplaçable" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Mode construction" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Désactivé" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Collision à sens unique" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "marge de collision à sens unique" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Couleur par défaut" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7031,9 +7103,9 @@ msgid "Rect Extents" msgstr "Étendue du rectangle" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Points" @@ -7057,12 +7129,26 @@ msgstr "Particules" msgid "Align Y" msgstr "Aligner axe Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Direction" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Propagation" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Gravité" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Vélocité initiale" @@ -7117,11 +7203,15 @@ msgstr "Accélération radiale" msgid "Tangential Accel" msgstr "Accélération tangentielle" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Amortissement" @@ -7151,7 +7241,7 @@ msgid "Angle Min" msgstr "Angle min" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Angle max" @@ -7283,7 +7373,7 @@ msgstr "Zone de Visibilité" msgid "Trails" msgstr "Traînée" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Directions" @@ -7292,67 +7382,6 @@ msgstr "Directions" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Nœud A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Nœud B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Biais" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Désactiver les collisions" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Douceur" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Limite angulaire" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Basse" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Haute" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Moteur" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Vélocité cible" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Longueur" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Décalage initial" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Longueur au repos" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Rigidité" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Éditeur seulement" @@ -7499,7 +7528,7 @@ msgstr "Distance maximale du chemin" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7646,6 +7675,61 @@ msgstr "Restreindre la fenêtre d'éditeur" msgid "Skew" msgstr "Biseau" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Défilant" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Décalage du Défilement" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Répéter" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Répéter" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Démarrage Automatique" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Délai de requête expiré (Timeout)" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Début de la boucle" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fin" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Suivre la fenêtre d'affichage" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Ignorer le zoom de la Caméra" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Décalage du Défilement" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7671,7 +7755,7 @@ msgstr "Fin de la limite" msgid "Ignore Camera Zoom" msgstr "Ignorer le zoom de la Caméra" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Déplacement" @@ -7680,8 +7764,9 @@ msgstr "Déplacement" msgid "Mirroring" msgstr "Effet de miroir" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Courbe" @@ -7711,208 +7796,437 @@ msgstr "Rotation" msgid "Cubic Interp" msgstr "Interpolation Cubique" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Largeur des os" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Index du Button" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurer la grille" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Calculs de physique de Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Vélocité Linéaire Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Vélocité Angulaire Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Synchroniser Avec La Physique" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "Échelle de la Gravité" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Observation" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Observable" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Redéfinition d'espace" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Point" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Type de partition" +msgid "Point Unit Distance" +msgstr "Distance du chemin U" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Centre de la masse" +msgid "Point Center" +msgstr "Nombre de points" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "Inertie" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "Amorti Linéaire" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Description" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Amorti Angulaire" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "Sommeil" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Bus audio" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "Peut Dormir" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "Verrouiller la rotation de la vue" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Libre" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Geler les corps" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "Intégrateur personnalisé" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "Détection de collision continue" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Contacts Reported" -msgstr "Contact Rapporté" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "Moniteur de Contact" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "Linéaire" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Mode d'aimantation :" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "Atténuation" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "Angulaire" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Constantes" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "Torque" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Mode rotation" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Direction" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr "Cacher les plis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor" msgstr "Étage :" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Stop on Slope" msgstr "Glisse sur pente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Constante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Mode Bloc" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "Angle maximal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Longueur Max" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "Plateforme mobile" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Calques" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Calques max" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "Marge de sécurité" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Désactivé" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrée" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Déplaçable" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Mode construction" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Désactivé" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Collision à sens unique" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "marge de collision à sens unique" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Couleur par défaut" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Longueur" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Longueur au repos" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Rigidité" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Décalage initial" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Nœud A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Nœud B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Biais" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Désactiver les collisions" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Douceur" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Limite angulaire" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Basse" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Haute" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Moteur" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Vélocité cible" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Largeur des os" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Index du Button" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurer la grille" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Calculs de physique de Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Exclure Le Parent" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Position Flux" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Collisionne Avec" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Zones" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Corps" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "Échelle de la Gravité" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Type de partition" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Centre de la masse" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "Inertie" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Description" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "Sommeil" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "Peut Dormir" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Verrouiller la rotation de la vue" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Libre" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Geler les corps" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "Intégrateur personnalisé" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "Détection de collision continue" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Max Contacts Reported" +msgstr "Contact Rapporté" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "Moniteur de Contact" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Linéaire" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Mode d'aimantation :" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "Atténuation" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "Angulaire" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Constantes" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "Torque" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Marge" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Résultats de recherche" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Vélocité Linéaire Constante" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Vélocité Angulaire Constante" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -7929,39 +8243,6 @@ msgstr "Polygones" msgid "Internal Vertex Count" msgstr "Nombre de Sommet Interne" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Exclure Le Parent" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Position Flux" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Collisionne Avec" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Zones" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Corps" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Chemin distant" @@ -7974,19 +8255,6 @@ msgstr "Utiliser les coordonnées globales" msgid "Update" msgstr "Mettre à jour" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Marge" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Résultats de recherche" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8096,34 +8364,6 @@ msgstr "Activer" msgid "Node Path" msgstr "Chemin de nœud" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Fenêtre" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Limite de Force" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Filtre d’atténuation" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Chemin de ressource" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Bus de Réverb" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Uniformité" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Modèle d’atténuation" @@ -8171,7 +8411,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Suivi" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Nom de l'os" @@ -8224,15 +8464,6 @@ msgstr "Plan proche" msgid "Far" msgstr "Plan éloigné" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Sélectionnable par rayon" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Capturer lors du glissement" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Visibilité AABB" @@ -8274,13 +8505,14 @@ msgstr "Platitude" msgid "Scale Curve Z" msgstr "Courbe d'échelle" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albédo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normale" @@ -8288,8 +8520,8 @@ msgstr "Normale" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Émission" @@ -8303,8 +8535,8 @@ msgid "Emission Energy" msgstr "Angle d’émission" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Moduler" @@ -8337,12 +8569,6 @@ msgstr "Tout en minuscule" msgid "Distance Fade" msgstr "Fondu de Distance" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Début de la boucle" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8356,7 +8582,7 @@ msgstr "Afficher les passes" msgid "Passes" msgstr "Passes" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Épaisseur" @@ -8400,10 +8626,6 @@ msgstr "Zone de Visibilité" msgid "Begin Margin" msgstr "Définir la marge" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fin" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8414,127 +8636,8 @@ msgstr "Développer la marge" msgid "Fade Mode" msgstr "Mode de pré-calcul" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Priorité de rendu" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Exclure les nœuds" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Paramètres" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Borner l'impulsion" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Relâchement" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Impulsion Maximale" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Limite linéaire" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Distance haute" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Distance basse" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Restitution" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Mouvement linéaire" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Ortho linéaire" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Angle supérieur" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Angle inférieur" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Mouvement angulaire" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Ortho angulaire" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Ampleur de balancement" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Ampleur de torsion" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "X du moteur linéaire" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Limite de Force" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "X du ressort linéaire" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Point d’équilibre" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "X du moteur angulaire" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "X du ressort angulaire" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Taille de pixel" @@ -8604,7 +8707,7 @@ msgstr "Priorité de rendu du contour" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texte" @@ -8613,28 +8716,28 @@ msgid "Outline Modulate" msgstr "Moduler le contour" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Police" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Alignement horizontal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Alignement vertical" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Tout en majuscule" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Notifications Push" @@ -8642,27 +8745,27 @@ msgstr "Notifications Push" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direction" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8840,7 +8943,8 @@ msgstr "Lignes de texte max" msgid "Custom Sky" msgstr "Ciel personnalisé" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Couleur personnalisée" @@ -8849,7 +8953,7 @@ msgid "Custom Energy" msgstr "Énergie personnalisée" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "La caméra est active" @@ -8887,7 +8991,7 @@ msgstr "Évitement" msgid "Keep Y Velocity" msgstr "Vélocité" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Mode Navigation" @@ -8948,175 +9052,407 @@ msgstr "" msgid "Tilt Enabled" msgstr "Transmission activée" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Verrouiller l'axe" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Fenêtre" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "X linéaire" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Limite de Force" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Y linéaire" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Filtre d’atténuation" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Z linéaire" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Chemin de ressource" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "X angulaire" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Bus de Réverb" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Y angulaire" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Uniformité" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Z angulaire" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Sélectionnable par rayon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Capturer lors du glissement" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Ampleur de balancement" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Ampleur de torsion" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Relâchement" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Limite linéaire" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Distance haute" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Distance basse" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Restitution" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "X du moteur linéaire" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Limite de Force" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "X du ressort linéaire" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Point d’équilibre" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Angle supérieur" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Angle inférieur" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "X du moteur angulaire" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "X du ressort angulaire" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Paramètres" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Impulsion Maximale" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Priorité de rendu" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Exclure les nœuds" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Borner l'impulsion" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Mouvement linéaire" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Ortho linéaire" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Mouvement angulaire" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Ortho angulaire" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Restrictions de jointure" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Limite angulaire activée" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Limite angulaire haute" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Limite angulaire basse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Biais de limite angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Douceur de limite angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "Relaxation de limite angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Limite linéaire haute" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Limite linéaire basse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "Douceur de limite linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "Restitution de limite linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "Amortissement de limite linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "Restitution de limite angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "Amortissement de limite angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Limite linéaire active" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "Ressort linéaire actif" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "Raideur du ressort linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "Amortissement de ressort linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Point d’équilibre linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "Restitution linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "Amortissement linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "Restitution angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "Amortissement angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "Ressort angulaire actif" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Raideur de ressort angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Amortissement de ressort angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Point d’équilibre angulaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Décalage du corps" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Friction" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Rebond" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Amorti Linéaire" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Amorti Angulaire" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Verrouiller l'axe" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "X linéaire" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Y linéaire" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Z linéaire" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "X angulaire" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Y angulaire" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Z angulaire" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Pile des appels" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Forme de débogage" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Longueur du ressort" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Mouvement par roue" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Force du moteur" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Frein" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Direction" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "VehicleBody3D Motion" +msgstr "Mouvement du VehicleBody" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Utiliser comme traction" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Utiliser comme direction" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Molette" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Influence de rotation" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Glissement par friction" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspension" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Se déplacer" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Force max" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Décalage de l'origine" @@ -9180,7 +9516,8 @@ msgstr "Os d'extrémité" msgid "Interpolation" msgstr "Interpolation" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Cible" @@ -9252,65 +9589,6 @@ msgstr "Coefficient d'amortissement" msgid "Drag Coefficient" msgstr "Coefficient de traînée" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Longueur du ressort" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Mouvement par roue" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Force du moteur" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Frein" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Direction" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "VehicleBody3D Motion" -msgstr "Mouvement du VehicleBody" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Utiliser comme traction" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Utiliser comme direction" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Molette" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Influence de rotation" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Glissement par friction" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspension" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Se déplacer" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Force max" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Suivre les Etapes Physiques" @@ -9349,8 +9627,8 @@ msgstr "Transparent" msgid "Extra Cull Margin" msgstr "Marge supplémentaire de détermination des faces cachées" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "AABB Personnalisé" @@ -9386,17 +9664,36 @@ msgstr "Propagation" msgid "Use Two Bounces" msgstr "Rebonds" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Piste" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Mettre à jour" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Piste" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Suivi" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Piste" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Pose" @@ -10063,19 +10360,10 @@ msgstr "Fenêtre de sélection de fichiers" msgid "Reverse Fill" msgstr "Élagage inversé de la face" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Décalage du Défilement" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Plan XZ de la grille" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10835,7 +11123,7 @@ msgstr "Angle Initial" msgid "Fill Degrees" msgstr "Degrés remplis" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Décalage du Centre" @@ -10946,7 +11234,7 @@ msgstr "État de la visibilité" msgid "Ordering" msgstr "Rendu" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Index Z" @@ -10960,11 +11248,6 @@ msgstr "Z En tant que relatif" msgid "Y Sort Enabled" msgstr "Déformation Activée" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Répéter" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Utiliser le matériau du parent" @@ -10982,10 +11265,6 @@ msgstr "CarteNormale" msgid "Shininess" msgstr "Rigidité" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Suivre la fenêtre d'affichage" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Télécharger le Fichier" @@ -11082,7 +11361,7 @@ msgstr "Déboguer les indices de navigation" msgid "Multiplayer Poll" msgstr "Poll d'attente active (polling) multijoueur" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Formes" @@ -11155,7 +11434,7 @@ msgid "Use TAA" msgstr "Utiliser FXAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Utiliser le Debanding" @@ -11514,6 +11793,554 @@ msgstr "Physique 3D" msgid "3D Navigation" msgstr "Navigation 3D" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segments" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "o" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Glisse sur pente" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Biais Personnalisé du Solveur" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Mode d'action" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Nœud cible" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copier le chemin du nœud" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Pas par défaut des flottant" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Gravité" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Index du Button" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nœud Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Modifier la durée de l’animation" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Distance Désirée de la Cible" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Distance maximale du chemin" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direction" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Nombre de points" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Côtés de l'anneau" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Icône droite" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "En bas à droite" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "En bas à droite" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "En bas à gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Couleur du bas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "En bas à gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "En bas à gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Définir la marge" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "En haut à gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "En haut à gauche" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Côtés du tour" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Couleur du haut" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "En haut à droite" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "En haut à droite" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Terrains" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Données Personnalisées" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Code Source" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compression" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Supprimer la disposition" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Décalage du titre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "UV Clipping" +msgstr "Capuchonnement" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Mode Occlusion" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Matériau physique" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Format de Données Personnalisé" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Onglets de scène" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Scène principale" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Ignorer les substituts" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polygones" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "marge de collision à sens unique" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transposer" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Origine de la Texture" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Origine du triage par Y" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Palette de tuiles" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Probabilité" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Distance" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Utiliser les collisions" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Intensité" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Hauteur maximum" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Edge Fade" +msgstr "Netteté des bords" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Texture ponctuelle" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Largeur de la carte" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Profondeur de la carte" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Données de la carte" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Item" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Transformation de Mesh" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Transformation de NavMesh" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Aperçu" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "Ajouter UV2" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Remplissage(Padding)" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Largeur de subdivision" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Hauteur de subdivision" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Profondeur de subdivision" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Rayon Supérieur" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Rayon bas" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Agrafer à" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Bas" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Gauche à droite" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Est une hémisphère" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Segments radiaux" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Segments radiaux" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Longueur du ressort" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Sélection uniquement" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Segments" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Pas de la courbe" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "Nombre de liaisons" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "Liaison" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Os" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Ciel" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Couleur du haut" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Couleur de l’Horizon" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Définir plusieurs :" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover" +msgstr "Survoler" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Auto-modulation" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Sol" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Couleur du bas" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Soleil" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Panorama" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Rayleigh" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "Coefficient de traînée" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "Mio" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Échelle d'affichage" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Couleur du sol" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Masque de lumières" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Environnement de repli" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Plan" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Trames" @@ -11724,15 +12551,6 @@ msgstr "Effets personnalisés" msgid "Load Path" msgstr "Charger chemin" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segments" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Utiliser les collisions" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Précalculer la résolution" @@ -11764,20 +12582,10 @@ msgstr "Courbe" msgid "Background" msgstr "Arrière-plan" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Définir plusieurs :" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Calque Max du Canvas" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Ciel" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12000,11 +12808,6 @@ msgstr "Énergie ambiante" msgid "Sun Scatter" msgstr "Transluminescence" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Intensité" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12079,21 +12882,6 @@ msgstr "Saturation" msgid "Color Correction" msgstr "Correction des couleurs" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Hauteur maximum" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Edge Fade" -msgstr "Netteté des bords" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Texture ponctuelle" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12167,18 +12955,6 @@ msgstr "De" msgid "To" msgstr "À" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Largeur de la carte" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Profondeur de la carte" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Données de la carte" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Passe suivante" @@ -12413,10 +13189,6 @@ msgstr "Mettre les particules en pause" msgid "Proximity Fade" msgstr "Fondu de proximité" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Distance" - #: scene/resources/material.cpp msgid "MSDF" msgstr "CDSM" @@ -12450,23 +13222,6 @@ msgstr "Mode mélange" msgid "Shadow Mesh" msgstr "Mode ombre" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Item" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Transformation de Mesh" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Transformation de NavMesh" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Aperçu" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Texture de base" @@ -12820,177 +13575,6 @@ msgstr "Redéfinition d'espace" msgid "Keep Compressed Buffer" msgstr "Garder pressé à l'extérieur" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "Ajouter UV2" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Remplissage(Padding)" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Largeur de subdivision" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Hauteur de subdivision" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Profondeur de subdivision" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Rayon Supérieur" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Rayon bas" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Agrafer à" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Bas" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Gauche à droite" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Est une hémisphère" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Segments radiaux" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Segments radiaux" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Longueur du ressort" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Sélection uniquement" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Segments" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Pas de la courbe" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "o" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Glisse sur pente" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Biais Personnalisé du Solveur" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Mode d'action" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Nœud cible" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copier le chemin du nœud" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Pas par défaut des flottant" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Gravité" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Index du Button" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nœud Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Modifier la durée de l’animation" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Distance Désirée de la Cible" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Distance maximale du chemin" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direction" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Nombre de points" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13006,18 +13590,6 @@ msgstr "Taille de la grille" msgid "Bone Size" msgstr "Taille de bordure" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "Nombre de liaisons" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "Liaison" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Os" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13031,76 +13603,6 @@ msgstr "Mode de traitement" msgid "Radiance Size" msgstr "Taille du rayonnement" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Couleur du haut" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Couleur de l’Horizon" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover" -msgstr "Survoler" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Auto-modulation" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Sol" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Couleur du bas" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Soleil" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Panorama" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Rayleigh" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "Coefficient de traînée" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "Mio" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Échelle d'affichage" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Couleur du sol" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Masque de lumières" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13201,221 +13703,6 @@ msgstr "Police par défaut" msgid "Default Font Size" msgstr "Police par défaut" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Côtés de l'anneau" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Icône droite" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "En bas à droite" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "En bas à droite" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "En bas à gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Couleur du bas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "En bas à gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "En bas à gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Définir la marge" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "En haut à gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "En haut à gauche" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Côtés du tour" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Couleur du haut" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "En haut à droite" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "En haut à droite" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Terrains" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Données Personnalisées" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Code Source" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compression" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Supprimer la disposition" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Décalage du titre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "UV Clipping" -msgstr "Capuchonnement" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Mode Occlusion" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Matériau physique" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Format de Données Personnalisé" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Onglets de scène" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Scène principale" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Ignorer les substituts" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polygones" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "marge de collision à sens unique" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transposer" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Origine de la Texture" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Origine du triage par Y" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Palette de tuiles" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Probabilité" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fichier" @@ -13536,14 +13823,6 @@ msgstr "Définir pour la position" msgid "Degrees Mode" msgstr "Degrés" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Environnement de repli" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Plan" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panneau" @@ -13989,6 +14268,11 @@ msgstr "Cacher/Montrer" msgid "Folder" msgstr "Dossier" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Dossier parent" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15869,11 +16153,27 @@ msgstr "Langue de shader" msgid "Treat Warnings as Errors" msgstr "Considérer les avertissements comme des erreurs" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Suivi des mains" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Options de glyphe" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Mode mélange" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Suivi" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Est primaire" @@ -15891,11 +16191,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "La détection d'ancre est-elle activée" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Suivi des mains" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ga.po b/properties/ga.po index 7072ddc..b7bb159 100644 --- a/properties/ga.po +++ b/properties/ga.po @@ -33,9 +33,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -127,9 +127,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -320,7 +320,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -402,7 +402,8 @@ msgid "Max Functions" msgstr "Cruthaigh" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -448,7 +449,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -801,8 +802,9 @@ msgstr "" msgid "Screen Relative" msgstr "Cruthaigh" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -834,8 +836,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -948,11 +950,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1098,7 +1100,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1123,7 +1126,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1145,7 +1148,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1202,7 +1205,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1501,6 +1504,11 @@ msgstr "Scrios ionchur" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Cuardach:" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1523,6 +1531,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Cruthaigh" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1614,8 +1627,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1700,7 +1713,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1722,8 +1736,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1873,9 +1887,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Nód Beochana" @@ -1893,7 +1907,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1903,7 +1917,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2131,16 +2145,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2372,6 +2386,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2415,6 +2433,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Scála:" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2458,7 +2480,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2723,6 +2745,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Ábhar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Ábhar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Ábhar:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Athrú: " + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Scagairí..." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Cruthaigh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Cruthaigh" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2866,13 +2978,17 @@ msgstr "Cruthaigh" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -2954,20 +3070,22 @@ msgstr "Nód UrcharAmháin" msgid "Shape Type" msgstr "Scagairí..." -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3081,10 +3199,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3093,12 +3213,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3120,26 +3242,29 @@ msgid "Save to File" msgstr "Scagairí..." #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3192,8 +3317,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3255,6 +3380,10 @@ msgstr "Scála:" msgid "Root Scale" msgstr "Scála:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3408,7 +3537,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3525,7 +3654,7 @@ msgstr "Scagairí..." #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3633,8 +3762,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4145,7 +4274,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4279,7 +4408,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4402,11 +4531,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4418,9 +4547,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4430,30 +4559,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4469,11 +4598,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4481,16 +4610,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4544,6 +4673,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Cosán" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4650,20 +4797,17 @@ msgstr "" msgid "Naming Version" msgstr "Scála:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4711,13 +4855,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4725,14 +4870,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4932,6 +5077,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5112,8 +5262,8 @@ msgid "Center Z" msgstr "Nód Cumaisc2" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5391,8 +5541,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5470,7 +5620,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5488,7 +5639,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Cruthaigh" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Cuir ionchur leis" @@ -5603,6 +5755,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Scrios ionchur" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6620,67 +6777,16 @@ msgstr "Nód Cumaisc2" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Scála:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Cuir ionchur leis" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Cuntas:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6878,46 +6984,6 @@ msgstr "Ábhar:" msgid "Use Mipmaps" msgstr "Scagairí..." -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Scrios ionchur" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Cuir ionchur leis" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Scagairí..." - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7000,9 +7066,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7026,12 +7092,27 @@ msgstr "Cruthaigh" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Cuntas:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7088,11 +7169,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7123,7 +7208,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7258,7 +7343,7 @@ msgstr "" msgid "Trails" msgstr "Scagairí..." -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Cruthaigh" @@ -7267,70 +7352,6 @@ msgstr "Cruthaigh" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nód Measc" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nód Measc" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Nód Cumaisc2" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7477,7 +7498,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7624,6 +7645,58 @@ msgstr "Scagairí..." msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Scála:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Cruthaigh" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Scála:" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Nód Cumaisc2" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7650,7 +7723,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7660,8 +7733,9 @@ msgstr "CrannBeochan" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7691,196 +7765,429 @@ msgstr "Nód Beochana" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Cuir ionchur leis" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Tá an crann beochana neamhbhailí." - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Cuntas:" +msgid "Point Unit Distance" +msgstr "Scála:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Nód Cumaisc2" +msgid "Point Center" +msgstr "Cuir ionchur leis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Cuntas:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "Nód Beochana" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Saor" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Nód Cumaisc2" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Nód Measc" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Nód Beochana" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Cuntas:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Nód Cumaisc2" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor Layers" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Layers" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Scrios ionchur" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Cuir ionchur leis" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Scagairí..." + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nód Measc" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nód Measc" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Nód Cumaisc2" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Cuir ionchur leis" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Tá an crann beochana neamhbhailí." + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Cruthaigh" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Cuntas:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Nód Cumaisc2" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Cuntas:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Nód Beochana" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Saor" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Nód Cumaisc2" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Nód Measc" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Scála:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7897,39 +8204,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Cruthaigh" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7943,19 +8217,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Scála:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8060,32 +8321,6 @@ msgstr "Scála:" msgid "Node Path" msgstr "Cosán" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "CrannBeochan" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Cosán" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8135,7 +8370,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8188,14 +8423,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8240,13 +8467,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Scála:" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8254,8 +8482,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8269,8 +8497,8 @@ msgid "Emission Energy" msgstr "Acmhainn" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8299,12 +8527,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Scála:" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8318,7 +8540,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8362,10 +8584,6 @@ msgstr "" msgid "Begin Margin" msgstr "Ábhar:" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8376,130 +8594,8 @@ msgstr "Ábhar:" msgid "Fade Mode" msgstr "Nód Cumaisc2" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Cuntas:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Scála:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Cuntas:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "CrannBeochan" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "CrannBeochan" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "CrannBeochan" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "CrannBeochan" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "CrannBeochan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "CrannBeochan" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8567,7 +8663,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8577,57 +8673,57 @@ msgid "Outline Modulate" msgstr "Cruthaigh" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Scagairí..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Scagairí..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Cuntas:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8802,7 +8898,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Cruthaigh" @@ -8812,7 +8909,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8847,7 +8944,7 @@ msgstr "Scagairí..." msgid "Keep Y Velocity" msgstr "Nód Cumaisc2" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Nód Beochana" @@ -8907,193 +9004,425 @@ msgstr "" msgid "Tilt Enabled" msgstr "Scagairí..." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "CrannBeochan" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Cosán" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Cuntas:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Cuntas:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Scála:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "CrannBeochan" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Cuir ionchur leis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Scagairí..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Cuntas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Scagairí..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Scagairí..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Cuntas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Cuntas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Cuntas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Scagairí..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Cruthaigh" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "CrannBeochan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "CrannBeochan" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Cuntas:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Scagairí..." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Cruthaigh" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9155,7 +9484,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9232,65 +9562,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Cuntas:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Scagairí..." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Cruthaigh" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9330,8 +9601,8 @@ msgstr "Athrú: " msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9365,15 +9636,33 @@ msgstr "Cuntas:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Nód UrcharAmháin" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Cuir ionchur leis" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10011,18 +10300,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10748,7 +11029,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Nód Cumaisc2" @@ -10858,7 +11139,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10871,11 +11152,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Scagairí..." -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10893,10 +11169,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10990,7 +11262,7 @@ msgstr "Nód Beochana" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11058,7 +11330,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11395,6 +11667,534 @@ msgstr "" msgid "3D Navigation" msgstr "Nód Beochana" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Scagairí..." + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Nód Beochana" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Nód Cumaisc2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Cosán" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Cuir ionchur leis" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nód Cumaisc2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Cuntas:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Cuir ionchur leis" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Scagairí..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Acmhainn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "CrannBeochan" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Scagairí..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Scagairí..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Nód Cumaisc2" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Scagairí..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Nód Beochana" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Scagairí..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Cruthaigh" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Cuir ionchur leis" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Ábhar:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Nód Beochana" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Scagairí..." + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Nód Beochana" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Cruthaigh" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Scála:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Scagairí..." + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Scagairí..." + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Scagairí..." + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Cuir ionchur leis" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Nód UrcharAmháin" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Cruthaigh" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Cruthaigh" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Cruthaigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Cruthaigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "Measc" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Scrios ionchur" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Cruthaigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11595,14 +12395,6 @@ msgstr "Nód Cumaisc2" msgid "Load Path" msgstr "Cosán" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11631,19 +12423,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11860,10 +12643,6 @@ msgstr "Scagairí..." msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11935,19 +12714,6 @@ msgstr "Cuntas:" msgid "Color Correction" msgstr "CrannBeochan" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Scagairí..." - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12021,18 +12787,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12263,10 +13017,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12298,23 +13048,6 @@ msgstr "Nód Cumaisc2" msgid "Shadow Mesh" msgstr "Scagairí..." -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Nód Beochana" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12664,168 +13397,6 @@ msgstr "Acmhainn" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Cruthaigh" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Scála:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Scagairí..." - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Scagairí..." - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Scagairí..." - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Scagairí..." - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Nód Beochana" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Nód Cumaisc2" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Cosán" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Cuir ionchur leis" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nód Cumaisc2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Cuntas:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Cuir ionchur leis" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12839,20 +13410,6 @@ msgstr "" msgid "Bone Size" msgstr "Nód UrcharAmháin" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Cuir ionchur leis" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Nód UrcharAmháin" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12865,77 +13422,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Cruthaigh" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Cruthaigh" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Cruthaigh" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Cruthaigh" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "Measc" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Scrios ionchur" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Cruthaigh" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13034,212 +13520,6 @@ msgstr "" msgid "Default Font Size" msgstr "Nód Cumaisc2" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Scagairí..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Acmhainn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "CrannBeochan" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Scagairí..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Scagairí..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Nód Cumaisc2" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Scagairí..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Nód Beochana" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Scagairí..." - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Cruthaigh" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Cuir ionchur leis" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Ábhar:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Nód Beochana" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13355,14 +13635,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Nód Cumaisc2" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13806,6 +14078,11 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Cruthaigh" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15623,11 +15900,24 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nód Cumaisc2" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15645,10 +15935,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/gl.po b/properties/gl.po index 8d60206..8d255be 100644 --- a/properties/gl.po +++ b/properties/gl.po @@ -39,9 +39,9 @@ msgstr "Configurar Axuste de Cuadrícula" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nome" @@ -139,9 +139,9 @@ msgstr "Nova Xanela" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp #, fuzzy @@ -343,7 +343,7 @@ msgstr "Activar Axuste" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -427,7 +427,8 @@ msgid "Max Functions" msgstr "Funcións" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Colisión" @@ -477,7 +478,7 @@ msgstr "Uso" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp #, fuzzy msgid "Rendering" @@ -863,8 +864,9 @@ msgstr "Axuste Relativo" msgid "Screen Relative" msgstr "Axuste Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Inicializar" @@ -899,8 +901,8 @@ msgid "Action" msgstr "Acción" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1019,11 +1021,11 @@ msgstr "Rexión" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1177,7 +1179,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Sobreescribir" @@ -1206,7 +1209,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1228,7 +1231,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1289,7 +1292,7 @@ msgid "Sync Breakpoints" msgstr "Act./Desact. Punto de Interrupción (Breakpoint)" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistema de Arquivos" @@ -1611,6 +1614,11 @@ msgstr "Cargar a disposición de Bus por defecto." msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Buscar" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Axustes de Importación" @@ -1635,6 +1643,11 @@ msgstr "Cor" msgid "Accent Color" msgstr "Elexir Cor" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Elexir Cor" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1734,8 +1747,8 @@ msgstr "Nova Xanela" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activar" @@ -1832,7 +1845,8 @@ msgid "Thumbnail Size" msgstr "Miniatura..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importar" @@ -1855,8 +1869,8 @@ msgstr "Eliminar Punto" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2017,9 +2031,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "AutoCargador" @@ -2039,7 +2053,7 @@ msgid "Draw Spaces" msgstr "Chamadas" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2049,7 +2063,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navegación" @@ -2290,17 +2304,17 @@ msgstr "Cor" msgid "Instantiated" msgstr "Instanciar" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punto" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2557,6 +2571,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Ir ao Anterior Paso" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Act./Desact. Auto-reproducción" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2603,6 +2622,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Profundidad" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Elexir Cor" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2653,7 +2677,7 @@ msgid "Output" msgstr "Saída" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2942,6 +2966,96 @@ msgstr "Resultados de Búsqueda" msgid "Search Result Border Color" msgstr "Resultados de Búsqueda" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Editar Conexión:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Elexir Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Marcadores" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformación" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Renomear Nodo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Saída" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Marcadores" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Elexir Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Só a Selección" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Colisión" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3097,13 +3211,17 @@ msgstr "Renomear Animación" msgid "Overwrite Axis" msgstr "Sobreescribir" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3192,20 +3310,22 @@ msgstr "Tipo" msgid "Shape Type" msgstr "Cambiar Tipo Base:" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Capa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3329,10 +3449,12 @@ msgstr "Perspetiva" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3341,12 +3463,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Radio:" @@ -3369,26 +3493,29 @@ msgid "Save to File" msgstr "Gardar un Arquivo" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3447,8 +3574,8 @@ msgstr "Tódolos Dispositivos" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3515,6 +3642,10 @@ msgstr "Escala:" msgid "Root Scale" msgstr "Escala:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3677,7 +3808,7 @@ msgstr "Compoñentes" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3801,7 +3932,7 @@ msgstr "Sinais" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3922,8 +4053,8 @@ msgstr "Rexión" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4469,7 +4600,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4609,7 +4740,7 @@ msgstr "Activar" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Amosar Entorno" @@ -4740,11 +4871,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Colisión" @@ -4758,9 +4889,9 @@ msgstr "Colisión" msgid "Collision Layer" msgstr "Colisión" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4772,31 +4903,31 @@ msgstr "Colisión" msgid "Collision Priority" msgstr "Colisión" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Malla" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Parámetro Cambiado" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Avisos" @@ -4814,12 +4945,12 @@ msgstr "Amosar Guías" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Radio:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Radio:" @@ -4828,17 +4959,17 @@ msgstr "Radio:" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polígonos" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundidad" @@ -4896,6 +5027,24 @@ msgstr "Pegar Animación" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5008,20 +5157,17 @@ msgstr "" msgid "Naming Version" msgstr "Versión:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Cor" @@ -5070,13 +5216,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5085,14 +5232,14 @@ msgstr "Inicializar" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5305,6 +5452,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nome do Plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5499,8 +5652,8 @@ msgid "Center Z" msgstr "Centro" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioridade" @@ -5794,8 +5947,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5880,7 +6033,8 @@ msgstr "Mostrar Malla" msgid "Render Target Size Multiplier" msgstr "Establecer Varios:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5899,7 +6053,8 @@ msgstr "Esqueleto" msgid "Skeleton Rig" msgstr "Esqueleto" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Actualizar" @@ -6027,6 +6182,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Características" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7121,72 +7281,16 @@ msgstr "Centro" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "sobrescribir:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instanciar" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Mapeado de Entradas" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direccións" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineal" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Engadir Bus de Son" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7397,50 +7501,6 @@ msgstr "Contidos:" msgid "Use Mipmaps" msgstr "Sinais" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "(Editor Desactivado)" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Engadir Entrada" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Elixe un Nodo" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Modo Regra" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "(Editor Desactivado)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Colisión" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Por Defecto" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7526,9 +7586,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Puntos" @@ -7555,12 +7615,27 @@ msgstr "Partículas" msgid "Align Y" msgstr "Asignar" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direccións" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7619,11 +7694,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7654,7 +7733,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7791,7 +7870,7 @@ msgstr "" msgid "Trails" msgstr "Cargar Valores por Defecto" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direccións" @@ -7800,74 +7879,6 @@ msgstr "Direccións" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nodo" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Colisión" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minúscula" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Maiúscula" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Inicializar" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializar" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8031,7 +8042,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8183,6 +8194,62 @@ msgstr "Constantes" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Offset:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Offset:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Só a Selección" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Auto Reinicio:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Timeout." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Mover Modo" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fin" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Amosar Mini-Ventá (Viewport)" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Offset:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8211,7 +8278,7 @@ msgstr "Ao Final" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8222,8 +8289,9 @@ msgstr "Acción" msgid "Mirroring" msgstr "Espello" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8256,215 +8324,461 @@ msgstr "Modo Rotación" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Copiar Ruta do Nodo" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Índice do Botón do Rato:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurar Axuste de Cuadrícula" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fotograma de Física %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inicializar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inicializar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fotograma de Física %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "sobrescribir:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instanciar" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Mapeado de Entradas" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineal" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Engadir Bus de Son" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Modo Rotación" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direccións" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Axustes de Visión" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Chan:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Desbloquear Nodo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Valor" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Configuración de Axuste" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Plataforma" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Capa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Capa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "(Editor Desactivado)" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Engadir Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Elixe un Nodo" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Modo Regra" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "(Editor Desactivado)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Colisión" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Por Defecto" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializar" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nodo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Colisión" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minúscula" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Maiúscula" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Inicializar" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Copiar Ruta do Nodo" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Índice do Botón do Rato:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurar Axuste de Cuadrícula" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fotograma de Física %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Posición do Panel" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Cambiar Tipo Base:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centro á Esquerda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Vertical:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descrición" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Axuste Intelixente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Velocidade:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Modo Rotación" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Libre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Modo Rotación" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Cortar Nodos" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Continuo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Elexir Cor" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Modo de Axuste:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Modo Rotación" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direccións" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Axustes de Visión" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Floor" -msgstr "Chan:" +msgid "Max Results" +msgstr "Resultados de Búsqueda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Constante" +msgid "Constant Linear Velocity" +msgstr "Inicializar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Desbloquear Nodo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Valor" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Configuración de Axuste" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Plataforma" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Capa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Capa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Inicializar" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8483,39 +8797,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Posición do Panel" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8530,19 +8811,6 @@ msgstr "Constante" msgid "Update" msgstr "Actualizar" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resultados de Búsqueda" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8656,34 +8924,6 @@ msgstr "Activar" msgid "Node Path" msgstr "Copiar Ruta do Nodo" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Nova Xanela" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Chamadas" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animación" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Ruta da Escena:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8737,7 +8977,7 @@ msgstr "Activar Efecto Doppler" msgid "Tracking" msgstr "Empaquetando" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nome do Nodo:" @@ -8795,15 +9035,6 @@ msgstr "Máis Cercano" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Captura" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8852,13 +9083,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Modo Escalado" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formato" @@ -8867,8 +9099,8 @@ msgstr "Formato" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8883,8 +9115,8 @@ msgid "Emission Energy" msgstr "Sangrado á Dereita" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Encher" @@ -8917,12 +9149,6 @@ msgstr "Minúscula" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Mover Modo" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8938,7 +9164,7 @@ msgstr "Chamadas" msgid "Passes" msgstr "Chamadas" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8983,10 +9209,6 @@ msgstr "" msgid "Begin Margin" msgstr "Botón" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fin" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8997,142 +9219,8 @@ msgstr "Expandir Todo" msgid "Fade Mode" msgstr "Modo Rotación" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Prioridade" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Eliminar Nodos" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parámetro Cambiado" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Escalar (Razón):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Velocidade:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instanciar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instanciar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descrición" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Maiúscula" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minúscula" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animación" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Erro Angular Máximo:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Gardando Escena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Chamadas" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineal" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animación" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animación" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Axustar aos Píxeles" @@ -9205,7 +9293,7 @@ msgstr "Prioridade" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texto" @@ -9215,31 +9303,31 @@ msgid "Outline Modulate" msgstr "Encher" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fonte" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Horizontal:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrar sinais" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Maiúscula" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Pegar Animación" @@ -9247,27 +9335,27 @@ msgstr "Pegar Animación" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direccións" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9456,7 +9544,8 @@ msgstr "Tamaño: " msgid "Custom Sky" msgstr "Cortar Nodos" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Cortar Nodos" @@ -9467,7 +9556,7 @@ msgid "Custom Energy" msgstr "Mover Efecto do Bus de Son" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Distinguir Maíusculas e Minúsculas" @@ -9505,7 +9594,7 @@ msgstr "Avanzado" msgid "Keep Y Velocity" msgstr "Inicializar" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navegación" @@ -9566,205 +9655,456 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Eixe" +msgid "Wind" +msgstr "Nova Xanela" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineal" +msgid "Force Magnitude" +msgstr "Chamadas" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineal" +msgid "Attenuation Factor" +msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineal" +msgid "Source Path" +msgstr "Ruta da Escena:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Captura" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Gardando Escena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Escalar (Razón):" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instanciar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instanciar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descrición" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Chamadas" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineal" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Maiúscula" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minúscula" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animación" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animación" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parámetro Cambiado" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Velocidade:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Prioridade" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Eliminar Nodos" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializar" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animación" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Erro Angular Máximo:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Erro Angular Máximo:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descrición" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descrición" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animación" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Offset:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funcións" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineal" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animación" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Eixe" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineal" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Depurador" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Mover Roda cara Abaixo" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Documentación En Liña" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Escalar (Razón):" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Empregar Axuste de Escalado" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Roda cara Arriba." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funcións" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viaxe" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Erro" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9833,7 +10173,8 @@ msgstr "Ósos" msgid "Interpolation" msgstr "Modo de Interpolación" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Obxectivo" @@ -9914,69 +10255,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Mover Roda cara Abaixo" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Documentación En Liña" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Escalar (Razón):" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Empregar Axuste de Escalado" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Roda cara Arriba." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funcións" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viaxe" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Erro" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10020,8 +10298,8 @@ msgstr "Transpoñer" msgid "Extra Cull Margin" msgstr "Argumentos Extra da Chamada:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10056,17 +10334,36 @@ msgstr "Navegación" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Engadir Pista" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Actualizar" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Engadir Pista" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Empaquetando" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Engadir Pista" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Copiar Pose" @@ -10770,20 +11067,10 @@ msgstr "Partículas" msgid "Reverse Fill" msgstr "Restablecer Volume do Bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Offset:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Elexir Cor" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11586,7 +11873,7 @@ msgstr "Inicializar" msgid "Fill Degrees" msgstr "Rotando % graos." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centro á Esquerda" @@ -11704,7 +11991,7 @@ msgstr "" msgid "Ordering" msgstr "Renderizador:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11718,11 +12005,6 @@ msgstr "Axuste Relativo" msgid "Y Sort Enabled" msgstr "Activar" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11740,11 +12022,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Amosar Mini-Ventá (Viewport)" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11850,7 +12127,7 @@ msgstr "Navegación" msgid "Multiplayer Poll" msgstr "Establecer Varios:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11920,7 +12197,7 @@ msgid "Use TAA" msgstr "Usar Axuste de Cuadrícula" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12290,6 +12567,565 @@ msgstr "Física 3D" msgid "3D Navigation" msgstr "Navegación" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Fragment" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Só a Selección" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Nodo de Animación" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Remparentar Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copiar Ruta do Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Por Defecto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Vista Previa Cinemática" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Índice do Botón do Rato:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Eliminar Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Cambiar Lonxitude da Animación" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instanciar" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instanciar" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direccións" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Mapeado de Entradas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Dereito Alto" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Botón Dereito" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Abaixo á Dereita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Abaixo á Dereita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Abaixo á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Marcadores" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Abaixo á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Abaixo á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Arriba á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Contidos:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Arriba á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Arriba á Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Axuste de Cuadrícula" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Cor" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Arriba á Dereita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Arriba á Dereita" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Abrir Cartafol de Datos do Editor" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Miniatura..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Fonte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Colisión" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Linguaxe" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Eliminar Dispoción" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Offset:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Miniatura..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Oclusión" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fotograma de Física %" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Establecer Varios:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Ruta da Escena:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Ruta da Escena:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Modo de Reprodución:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polígonos" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Contidos:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transpoñer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Características" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Amosar Orixe" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instanciar" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Colisión" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Dereito Alto" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Texto" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profundidad" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profundidad" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformación" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Transformación" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Vista Previa" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Engadir %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Radio:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Abaixo á Dereita" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Abaixo á Esquerda" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Arriba á Dereita" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Fragment" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Paso" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Cambiar Lonxitude da Animación" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Só a Selección" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Fragment" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Cortar Nodos" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Mapeado de Entradas" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ósos" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Cor" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Almacenando Arquivo:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Establecer Varios:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Encher" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupos" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Marcadores" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Executar" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Amosar Todo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Elexir Cor" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Amosar Entorno" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Plano:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12509,16 +13345,6 @@ msgstr "Mover Efecto do Bus de Son" msgid "Load Path" msgstr "Cargar Valores por Defecto" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Fragment" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Colisión" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12552,20 +13378,10 @@ msgstr "Cortar Nodos" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Establecer Varios:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12791,10 +13607,6 @@ msgstr "Sangrado á Dereita" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12871,20 +13683,6 @@ msgstr "Escalar (Razón):" msgid "Color Correction" msgstr "Colisión" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Dereito Alto" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Texto" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12964,20 +13762,6 @@ msgstr "Modo de Reprodución:" msgid "To" msgstr "Superior" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profundidad" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profundidad" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13234,11 +14018,6 @@ msgstr "Partículas" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instanciar" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13271,24 +14050,6 @@ msgstr "Modo Escalado" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformación" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Transformación" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Vista Previa" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13654,179 +14415,6 @@ msgstr "sobrescribir:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Engadir %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Radio:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Abaixo á Dereita" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Abaixo á Esquerda" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Arriba á Dereita" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Fragment" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Paso" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Cambiar Lonxitude da Animación" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Só a Selección" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Fragment" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Cortar Nodos" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Só a Selección" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Nodo de Animación" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Remparentar Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copiar Ruta do Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Por Defecto" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Vista Previa Cinemática" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Índice do Botón do Rato:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Eliminar Nodo" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Cambiar Lonxitude da Animación" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instanciar" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instanciar" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direccións" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Mapeado de Entradas" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13842,20 +14430,6 @@ msgstr "Axuste de Cuadrícula" msgid "Bone Size" msgstr "Vista Frontal" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Mapeado de Entradas" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ósos" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13870,79 +14444,6 @@ msgstr "Mover Modo" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Cor" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Almacenando Arquivo:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Encher" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupos" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Marcadores" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Executar" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Amosar Todo" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Elexir Cor" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14045,220 +14546,6 @@ msgstr "Por Defecto" msgid "Default Font Size" msgstr "Por Defecto" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Dereito Alto" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Botón Dereito" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Abaixo á Dereita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Abaixo á Dereita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Abaixo á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Marcadores" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Abaixo á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Abaixo á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Arriba á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Contidos:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Arriba á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Arriba á Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Axuste de Cuadrícula" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Cor" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Arriba á Dereita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Arriba á Dereita" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Abrir Cartafol de Datos do Editor" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Miniatura..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Fonte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Colisión" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Linguaxe" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Eliminar Dispoción" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Offset:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Miniatura..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Oclusión" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fotograma de Física %" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Establecer Varios:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Ruta da Escena:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Ruta da Escena:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Modo de Reprodución:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polígonos" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Contidos:" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transpoñer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Características" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Amosar Orixe" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Arquivo" @@ -14384,16 +14671,6 @@ msgstr "Índice:" msgid "Degrees Mode" msgstr "Rotando % graos." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Amosar Entorno" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Plano:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14872,6 +15149,11 @@ msgstr "Amosar/Ocultar Arquivos Ocultos" msgid "Folder" msgstr "Cartafol:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Crear Cartafol" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16822,11 +17104,27 @@ msgstr "Disposición das Ventás do Editor" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Empaquetando" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Tamaño: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Modo Escalado" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Empaquetando" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16844,11 +17142,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Empaquetando" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/he.po b/properties/he.po index 78ca433..5189d21 100644 --- a/properties/he.po +++ b/properties/he.po @@ -62,9 +62,9 @@ msgstr "הקונפדרציה" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "שם" @@ -157,9 +157,9 @@ msgstr "חלון" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -359,7 +359,7 @@ msgstr "הפעלת הצמדה" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "פיזיקה" @@ -442,7 +442,8 @@ msgid "Max Functions" msgstr "פונקציה" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "כיווץ" @@ -490,7 +491,7 @@ msgstr "מסר" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "רינדור" @@ -865,8 +866,9 @@ msgstr "קרוב משפחה" msgid "Screen Relative" msgstr "קרוב משפחה" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "מְהִירוּת" @@ -898,8 +900,8 @@ msgid "Action" msgstr "פעלה" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "כח" @@ -1015,11 +1017,11 @@ msgstr "מצב גולמי" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1172,7 +1174,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "דריסה" @@ -1200,7 +1203,7 @@ msgstr "טען כשומר מקום" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1222,7 +1225,7 @@ msgstr "ארגומנטים" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "סוג" @@ -1283,7 +1286,7 @@ msgid "Sync Breakpoints" msgstr "מחיקת נקודות" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "מערכת קבצים" @@ -1611,6 +1614,11 @@ msgstr "מצב ברירת מחדל לבחירת צבעים" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "חיפוש" + #: editor/editor_settings.cpp msgid "Preset" msgstr "תבנית" @@ -1635,6 +1643,11 @@ msgstr "בחירת צבע" msgid "Accent Color" msgstr "בחירת צבע" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "בחירת צבע" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1735,8 +1748,8 @@ msgstr "חלון" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "הפעלה" @@ -1833,7 +1846,8 @@ msgid "Thumbnail Size" msgstr "תמונה ממוזערת…" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "ייבוא" @@ -1856,8 +1870,8 @@ msgstr "הסרת נקודה בנתיב" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2017,9 +2031,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "הפעלת/ביטול הפעלה אוטומטית" @@ -2040,7 +2054,7 @@ msgid "Draw Spaces" msgstr "קריאות" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2050,7 +2064,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2290,17 +2304,17 @@ msgstr "בחירת צבע" msgid "Instantiated" msgstr "עותק" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "הזזת נקודה" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2558,6 +2572,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "המישור הקודם" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "הפעלה אוטומטית" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2604,6 +2623,11 @@ msgstr "" msgid "Lines Curvature" msgstr "עומק" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "GridMap צביעה" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2652,7 +2676,7 @@ msgid "Output" msgstr "פלט" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2942,6 +2966,96 @@ msgstr "חיפוש בעזרה" msgid "Search Result Border Color" msgstr "חיפוש בעזרה" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "עריכת חיבור:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "בחירת צבע" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "קודקודים" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "קודקודים" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "קודקודים" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "שינוי שם מפרק" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "התמרה" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "בחירת צבע" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "שינוי שם מפרק" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "פלט" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "הקומה הבאה" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "הקומה הבאה" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "בחירת צבע" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "הקומה הבאה" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "הקומה הבאה" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "קודקודים" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "בחירה בלבד" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "כפתור אמצעי" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3099,13 +3213,17 @@ msgstr "שינוי שם הנפשה" msgid "Overwrite Axis" msgstr "דריסה" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3194,20 +3312,22 @@ msgstr "סוג" msgid "Shape Type" msgstr "שינוי סוג" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "שכבה" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3333,10 +3453,12 @@ msgstr "ייצוא מיזם" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "גבה" @@ -3345,12 +3467,14 @@ msgstr "גבה" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3373,26 +3497,29 @@ msgid "Save to File" msgstr "שמירת קובץ" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3452,8 +3579,8 @@ msgstr "התקן" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3519,6 +3646,10 @@ msgstr "קנה מידה:" msgid "Root Scale" msgstr "קנה מידה:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3682,7 +3813,7 @@ msgstr "רכיבים" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3805,7 +3936,7 @@ msgstr "אותות" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3926,8 +4057,8 @@ msgstr "מצב גולמי" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "נתיב המשאב" @@ -4476,7 +4607,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4616,7 +4747,7 @@ msgstr "הפעלה" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "צפייה בסביבה" @@ -4747,11 +4878,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "עריכת מצולע" @@ -4766,9 +4897,9 @@ msgstr "עריכת מצולע" msgid "Collision Layer" msgstr "עריכת מצולע" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4780,32 +4911,32 @@ msgstr "עריכת מצולע" msgid "Collision Priority" msgstr "עריכת מצולע" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp #, fuzzy msgid "Mesh" msgstr "רשת" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "שינויי חומרים" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "אזהרות" @@ -4822,12 +4953,12 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "שינוי רדיוס פנימי של טבעת" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "שינוי רדיוס חיצוני של טבעת" @@ -4836,17 +4967,17 @@ msgstr "שינוי רדיוס חיצוני של טבעת" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "עריכת מצולע" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "עומק" @@ -4905,6 +5036,24 @@ msgstr "הדבקת הנפשה" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "ייבוא" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5016,20 +5165,17 @@ msgstr "" msgid "Naming Version" msgstr "גרסה:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "בחירת צבע" @@ -5080,13 +5226,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5095,14 +5242,14 @@ msgstr "הגדלת אות ראשונה" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5318,6 +5465,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "קבוצות" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5513,8 +5666,8 @@ msgid "Center Z" msgstr "הזחה משמאל" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5814,8 +5967,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "רחב" @@ -5900,7 +6053,8 @@ msgstr "הצגת מסגרת קווים" msgid "Render Target Size Multiplier" msgstr "קביעה מרובה:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5919,7 +6073,8 @@ msgstr "יחידני" msgid "Skeleton Rig" msgstr "יחידני" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "עדכון" @@ -6047,6 +6202,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "תכונות מרכזיות:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7144,73 +7304,16 @@ msgstr "הזחה משמאל" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "הפוך אופקית" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "הפוך אנכית" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "צג" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "צג" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "כוח כבידה" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "דריסה" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point" -msgstr "הזזת נקודה" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "בחירת מרחק:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "הוספת פורט כניסה" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "כיוונים" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "ליניארי" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "הוספת אפיק שמע" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7421,49 +7524,6 @@ msgstr "תוכן:" msgid "Use Mipmaps" msgstr "אותות" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "מושבת" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "קלט" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "מצב שינוי קנה מידה (R)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "מושבת" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "יצירת מצולע" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "יצירת מצולע" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "בחירת מחדל" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7552,9 +7612,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "הזזת נקודה" @@ -7581,12 +7641,27 @@ msgstr "קודקודים" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "כיוונים" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "כוח כבידה" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7645,11 +7720,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7680,7 +7759,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7818,7 +7897,7 @@ msgstr "ייצוא מיזם" msgid "Trails" msgstr "טעינת בררת המחדל" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "כיוונים" @@ -7827,74 +7906,6 @@ msgstr "כיוונים" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "מפרק" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "מפרק" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "כפתור אמצעי" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "אותיות קטנות" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "אותיות גדולות" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "מוטורי" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "הגדלת אות ראשונה" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "הגדלת אות ראשונה" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8056,7 +8067,7 @@ msgstr "בחירת מרחק:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8209,6 +8220,62 @@ msgstr "קבועים" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "היסט רשת:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "היסט רשת:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "בחירה בלבד" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "התחלה אוטומטית" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "הבקשה נכשלה, עבר הזמן" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "מצב שינוי קנה מידה (R)" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "סוף" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "התעלם מזום המצלמה" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "היסט רשת:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8236,7 +8303,7 @@ msgstr "בסוף" msgid "Ignore Camera Zoom" msgstr "התעלם מזום המצלמה" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8247,8 +8314,9 @@ msgstr "כל הבחירה" msgid "Mirroring" msgstr "מראה" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8281,215 +8349,461 @@ msgstr "הטיית מצולע" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "קישור נתוני ‫מפרק" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "אינדקס הכפתורים" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "הגדרת הצמדה" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "שקופית פיזיקלית %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "הגדלת אות ראשונה" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "הגדלת אות ראשונה" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "שקופית פיזיקלית %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "צג" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "צג" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "דריסה" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point" +msgstr "הזזת נקודה" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "בחירת מרחק:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "הוספת פורט כניסה" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "ליניארי" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "הוספת אפיק שמע" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "מצב גולמי" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "כיוונים" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "כפתור אמצעי" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "קומה:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "קבוע" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "ביטול נעילת מפרק" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "ערך" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "הגדרות הצמדה" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "פלטפורמה" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "עריכת מצולע" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "ערך" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "מושבת" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "קלט" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "מצב שינוי קנה מידה (R)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "מושבת" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "יצירת מצולע" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "יצירת מצולע" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "בחירת מחדל" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "הגדלת אות ראשונה" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "מפרק" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "מפרק" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "כפתור אמצעי" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "אותיות קטנות" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "אותיות גדולות" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "מוטורי" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "הגדלת אות ראשונה" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "קישור נתוני ‫מפרק" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "אינדקס הכפתורים" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "הגדרת הצמדה" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "שקופית פיזיקלית %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "מיקום הפנל" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "מתנגש עם" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "אזורים" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "גופים" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "קביעת סוג משתנה" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "הזחה משמאל" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "קודקודים" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "תיאור" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "הגדרות הצמדה" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "מהירות (FPS):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "הצגת מידע" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "חופשי" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "הקפא גופים" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "גזירת מפרקים" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "מתמשך" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "בחירת צבע" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "ליניארי" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "מצב שינוי קנה מידה (R)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "קבועים" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "מצב גולמי" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "כיוונים" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "כפתור אמצעי" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Floor" -msgstr "קומה:" +msgid "Max Results" +msgstr "חיפוש בעזרה" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "קבוע" +msgid "Constant Linear Velocity" +msgstr "הגדלת אות ראשונה" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "ביטול נעילת מפרק" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "ערך" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "הגדרות הצמדה" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "פלטפורמה" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "עריכת מצולע" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "ערך" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "הגדלת אות ראשונה" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8509,39 +8823,6 @@ msgstr "עריכת מצולע" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "מיקום הפנל" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "מתנגש עם" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "אזורים" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "גופים" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8556,19 +8837,6 @@ msgstr "הסקריפט הבא" msgid "Update" msgstr "עדכון" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "חיפוש בעזרה" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8685,35 +8953,6 @@ msgstr "הפעלה" msgid "Node Path" msgstr "העתקת נתיב המפרק" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "חלון" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "קריאות" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "הנפשה" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "נתיב המשאב" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "משתנה השתנה" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8767,7 +9006,7 @@ msgstr "שינוי" msgid "Tracking" msgstr "אורז" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "שם מפרק" @@ -8823,15 +9062,6 @@ msgstr "הקרוב ביותר" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "לכידה" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8881,13 +9111,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "מצב שינוי קנה מידה (R)" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "תבנית" @@ -8896,8 +9127,8 @@ msgstr "תבנית" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "גרסה נוכחית:" @@ -8913,8 +9144,8 @@ msgid "Emission Energy" msgstr "גרסה נוכחית:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8946,12 +9177,6 @@ msgstr "אותיות קטנות" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "מצב שינוי קנה מידה (R)" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8967,7 +9192,7 @@ msgstr "קריאות" msgid "Passes" msgstr "קריאות" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9013,10 +9238,6 @@ msgstr "ייצוא מיזם" msgid "Begin Margin" msgstr "כפתור" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "סוף" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9027,142 +9248,8 @@ msgstr "להרחיב הכול" msgid "Fade Mode" msgstr "מצב גולמי" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "ייצוא מיזם" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "מחיקת שורה" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "משתנה השתנה" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "מונים:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "מהירות (FPS):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "ליניארי" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "בחירת מרחק:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "בחירת מרחק:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "תיאור" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "הגדלת אות ראשונה" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "ליניארי" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "אותיות גדולות" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "אותיות קטנות" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "הנפשה" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "שגיאת זווית מקסימלית:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "שומר סצנה" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "הגדלת אות ראשונה" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "קריאות" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "ליניארי" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "הנפשה" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "הנפשה" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9234,7 +9321,7 @@ msgstr "ייצוא מיזם" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9244,30 +9331,30 @@ msgid "Outline Modulate" msgstr "אילוץ ציור לבן" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "סנן אותות" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "סנן אותות" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "אותיות גדולות" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "הדבקת הנפשה" @@ -9275,27 +9362,27 @@ msgstr "הדבקת הנפשה" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "כיוונים" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9486,7 +9573,8 @@ msgstr "מיזוג מסצנה" msgid "Custom Sky" msgstr "שמיים מותאמים אישית" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "צבע מותאם אישית" @@ -9496,7 +9584,7 @@ msgid "Custom Energy" msgstr "העברת אפקט אפיק" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "תלוי רישיות" @@ -9535,7 +9623,7 @@ msgstr "מתקדם" msgid "Keep Y Velocity" msgstr "מְהִירוּת" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "עריכת מצולע" @@ -9599,205 +9687,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "סנן אותות" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "חלון" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "קריאות" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "הנפשה" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "נתיב המשאב" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Uniformity" +msgstr "משתנה השתנה" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "לכידה" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "שומר סצנה" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "מונים:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "בחירת מרחק:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "בחירת מרחק:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "תיאור" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "הגדלת אות ראשונה" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "קריאות" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Upper Angle" +msgstr "אותיות גדולות" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "אותיות קטנות" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "הנפשה" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "הנפשה" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "משתנה השתנה" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "מהירות (FPS):" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "ייצוא מיזם" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "מחיקת שורה" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "הגדלת אות ראשונה" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "" +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "" +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "שגיאת זווית מקסימלית:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "" - -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "קבועים" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "סנן אותות" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "שגיאת זווית מקסימלית:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "תיאור" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "תיאור" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "הנפשה" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "סנן אותות" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "היסט רשת:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "פונקציות" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "ליניארי" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "הנפשה" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "ליניארי" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "ליניארי" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "ליניארי" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "מחסנית מסגרות" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "ניפוי שגיאות" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "כפתור גלגלת למטה" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "מסמכים מקוונים" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "מונים:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "מצב מרחב מקומי (%s)" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "גלגלת למעלה." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "פונקציות" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "גרסה נוכחית:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "טיול" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "שגיאה!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9865,7 +10206,8 @@ msgstr "" msgid "Interpolation" msgstr "מצב אינטרפולציה" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9947,70 +10289,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "כפתור גלגלת למטה" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "מסמכים מקוונים" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "מונים:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "מצב מרחב מקומי (%s)" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "גלגלת למעלה." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "פונקציות" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "גרסה נוכחית:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "טיול" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "שגיאה!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10055,8 +10333,8 @@ msgstr "מעברון: " msgid "Extra Cull Margin" msgstr "פרמטרי קריאה נוספים:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10092,17 +10370,36 @@ msgstr "עריכת מצולע" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "הוספת רצועה" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "עדכון" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "הוספת רצועה" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "אורז" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "הוספת רצועה" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "פוזה" @@ -10807,20 +11104,10 @@ msgstr "קודקודים" msgid "Reverse Fill" msgstr "איפוס עצמת שמע האפיק" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "היסט רשת:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "GridMap צביעה" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11624,7 +11911,7 @@ msgstr "הגדלת אות ראשונה" msgid "Fill Degrees" msgstr "הטיה של %s מעלות." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "הזחה משמאל" @@ -11747,7 +12034,7 @@ msgstr "הצגה/הסתרה" msgid "Ordering" msgstr "רינדור" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11761,11 +12048,6 @@ msgstr "קרוב משפחה" msgid "Y Sort Enabled" msgstr "הפעלה" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11783,10 +12065,6 @@ msgstr "מפה רגילה" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "הורדת קובץ" @@ -11891,7 +12169,7 @@ msgstr "עריכת מצולע" msgid "Multiplayer Poll" msgstr "קביעה מרובה:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11962,7 +12240,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12330,6 +12608,569 @@ msgstr "פיזיקה תלת-מימדית" msgid "3D Navigation" msgstr "עריכת מצולע" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "חלקים" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "בחירה בלבד" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "מצב שינוי קנה מידה (R)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "מפרק TimeScale" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "העתקת נתיב המפרק" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "בחירת מחדל" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "כוח כבידה" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "אינדקס הכפתורים" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "מפרק Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "שנה אורך אנימציה" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "בחירת מרחק:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "בחירת מרחק:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "כיוונים" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "הוספת פורט כניסה" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "מבט ימני" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "כפתור ימני" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "הטיית מצולע" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "הטיית מצולע" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "מבט תחתי" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "בחירת צבע" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "מבט תחתי" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "מבט תחתי" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "שמאל" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "תוכן:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "שמאל" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "שמאל" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "שלב רשת:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "הקומה הבאה" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "ימין" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "ימין" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "השתמש ב- Dir משתמש מותאם אישית" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "קוד מקור" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "כיווץ" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "מחיקת פריסה" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "היסט רשת:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "עריכת מצולע" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "שקופית פיזיקלית %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "רב-משתתפים מותאם אישית" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "החלפת לשונית סצנה" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "סצנה ראשית" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "טען כשומר מקום" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "עריכת מצולע" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "יצירת מצולע" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "הסרת תבנית" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "מיון אנכי" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "בחירת מרחק:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "עריכת מצולע" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "ימין" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "הסרת תבנית" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "עומק" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "עומק" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "התמרה" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "התמרה" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "תצוגה מקדימה" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "ימין" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "הטיית מצולע" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "קליפ מעל" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "מבט תחתי" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "ימין" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "חלקים" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "צעד/ים:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "שנה אורך אנימציה" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "בחירה בלבד" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "חלקים" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "גזירת מפרקים" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "הוספת פורט כניסה" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "קישור" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "שם המפרק:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "שמיים" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "הקומה הבאה" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "קובץ אחסון:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "קביעה מרובה:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "מצב שינוי קנה מידה (R)" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "קבוצות" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "בחירת צבע" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "הרצה" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "הצג הכל" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "בחירת צבע" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "ימין" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "צפייה בסביבה" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "מישור:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12551,15 +13392,6 @@ msgstr "העברת אפקט אפיק" msgid "Load Path" msgstr "טעינת משאב" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "חלקים" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "עריכת מצולע" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12593,20 +13425,10 @@ msgstr "גזירת מפרקים" msgid "Background" msgstr "רקע" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "קביעה מרובה:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "שמיים" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12838,10 +13660,6 @@ msgstr "הזחה מימין" msgid "Sun Scatter" msgstr "פיזור תת-שטח" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12919,20 +13737,6 @@ msgstr "מונים:" msgid "Color Correction" msgstr "פונקציית צבע." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "ימין" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "הסרת תבנית" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13012,20 +13816,6 @@ msgstr "מצב ניגון:" msgid "To" msgstr "עליון" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "עומק" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "עומק" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13278,11 +14068,6 @@ msgstr "קודקודים" msgid "Proximity Fade" msgstr "ייצוא מיזם" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "בחירת מרחק:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -13317,24 +14102,6 @@ msgstr "מפרק Blend2" msgid "Shadow Mesh" msgstr "שינוי מצב" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "התמרה" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "התמרה" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "תצוגה מקדימה" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13703,179 +14470,6 @@ msgstr "דריסה" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "ימין" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "הטיית מצולע" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "קליפ מעל" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "מבט תחתי" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "ימין" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "חלקים" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "צעד/ים:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "שנה אורך אנימציה" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "בחירה בלבד" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "חלקים" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "גזירת מפרקים" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "בחירה בלבד" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "מצב שינוי קנה מידה (R)" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "מפרק TimeScale" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "העתקת נתיב המפרק" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "בחירת מחדל" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "כוח כבידה" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "אינדקס הכפתורים" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "מפרק Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "שנה אורך אנימציה" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "בחירת מרחק:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "בחירת מרחק:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "כיוונים" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "הוספת פורט כניסה" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13891,21 +14485,6 @@ msgstr "שלב רשת:" msgid "Bone Size" msgstr "מבט קדמי" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "הוספת פורט כניסה" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "קישור" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "שם המפרק:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13920,80 +14499,6 @@ msgstr "ייצוא מיזם" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "הקומה הבאה" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "קובץ אחסון:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "מצב שינוי קנה מידה (R)" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "קבוצות" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "בחירת צבע" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "הרצה" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "הצג הכל" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "בחירת צבע" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "ימין" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14100,223 +14605,6 @@ msgstr "בחירת מחדל" msgid "Default Font Size" msgstr "בחירת מחדל" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "מבט ימני" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "כפתור ימני" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "הטיית מצולע" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "הטיית מצולע" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "מבט תחתי" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "בחירת צבע" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "מבט תחתי" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "מבט תחתי" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "שמאל" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "תוכן:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "שמאל" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "שמאל" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "שלב רשת:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "הקומה הבאה" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "ימין" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "ימין" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "השתמש ב- Dir משתמש מותאם אישית" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "קוד מקור" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "כיווץ" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "מחיקת פריסה" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "היסט רשת:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "עריכת מצולע" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "שקופית פיזיקלית %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "רב-משתתפים מותאם אישית" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "החלפת לשונית סצנה" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "סצנה ראשית" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "טען כשומר מקום" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "עריכת מצולע" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "יצירת מצולע" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "הסרת תבנית" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "מיון אנכי" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "קובץ" @@ -14441,16 +14729,6 @@ msgstr "הזחה אוטומטית" msgid "Degrees Mode" msgstr "הטיה של %s מעלות." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "צפייה בסביבה" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "מישור:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "לוח" @@ -14931,6 +15209,11 @@ msgstr "הצג/הסתר קבצים מוסתרים" msgid "Folder" msgstr "יצירת תיקייה" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "יצירת תיקייה" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16888,11 +17171,27 @@ msgstr "פריסת עורך" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "אורז" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "עצירה" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "מפרק Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "אורז" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16910,11 +17209,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "אורז" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/hi.po b/properties/hi.po index 12463a1..7e4a7d8 100644 --- a/properties/hi.po +++ b/properties/hi.po @@ -50,9 +50,9 @@ msgstr "कॉन्फ़िग" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "नाम" @@ -147,9 +147,9 @@ msgstr "विंडो" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -349,7 +349,7 @@ msgstr "सक्रिय करे" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "फिजिक्स" @@ -431,7 +431,8 @@ msgid "Max Functions" msgstr "कार्य" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "कंप्रेशन" @@ -479,7 +480,7 @@ msgstr "मैसेज" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "रेंडरिंग" @@ -848,8 +849,9 @@ msgstr "रिश्तेदार" msgid "Screen Relative" msgstr "रिश्तेदार" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "वेग" @@ -881,8 +883,8 @@ msgid "Action" msgstr "कार्य" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "शक्ति" @@ -996,11 +998,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1154,7 +1156,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "मौजूदा के ऊपर लिखे" @@ -1181,7 +1184,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1203,7 +1206,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1264,7 +1267,7 @@ msgid "Sync Breakpoints" msgstr "एक नया बनाएं" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "फ़ाइल" @@ -1585,6 +1588,11 @@ msgstr "प्रायिक बस लेआउट लोड कीजिय msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "ढूंढें" + #: editor/editor_settings.cpp msgid "Preset" msgstr "प्रीसेट" @@ -1607,6 +1615,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "प्रतिलिपि" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1704,8 +1717,8 @@ msgstr "विंडो" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "सक्रिय करे" @@ -1801,7 +1814,8 @@ msgid "Thumbnail Size" msgstr "थंबनेल..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "आयात" @@ -1824,8 +1838,8 @@ msgstr "मिटाना" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1985,9 +1999,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "मोड टॉगल कीजिये" @@ -2007,7 +2021,7 @@ msgid "Draw Spaces" msgstr "कॉल" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2017,7 +2031,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2254,16 +2268,16 @@ msgstr "" msgid "Instantiated" msgstr "इनस्टन्स" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2513,6 +2527,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "पिछले चरण में जाएं" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "मोड टॉगल कीजिये" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2559,6 +2578,10 @@ msgstr "" msgid "Lines Curvature" msgstr "नोड वक्र संपादित करें" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2608,7 +2631,7 @@ msgid "Output" msgstr "आउटपुट" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2893,6 +2916,96 @@ msgstr "खोज के परिणाम" msgid "Search Result Border Color" msgstr "खोज के परिणाम" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "कनेक्शन संपादित करें:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "कार्यों" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "सिर्फ चयन किये हुए" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "सिर्फ चयन किये हुए" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "सिर्फ चयन किये हुए" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "आइटम निकालें" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "सदस्यता बनाएं" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "कार्यों" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "आइटम निकालें" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "आउटपुट" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "आइटम निकालें" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "कार्यों" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "कार्यों" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "सुविधाऐं" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "कार्यों" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "सिर्फ चयन किये हुए" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "सिर्फ चयन किये हुए" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "बंद कर दिया गया है" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3048,13 +3161,17 @@ msgstr "अनीम ट्रैक निकालें" msgid "Overwrite Axis" msgstr "मौजूदा के ऊपर लिखे" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3141,20 +3258,22 @@ msgstr "त्रिकोण जोड़ें" msgid "Shape Type" msgstr "%s का टाइप बदले" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "परत" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3278,10 +3397,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "ऊंचाई" @@ -3290,12 +3411,14 @@ msgstr "ऊंचाई" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3318,26 +3441,29 @@ msgid "Save to File" msgstr "फ़ाइल सेव कीजिये" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3396,8 +3522,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3462,6 +3588,10 @@ msgstr "सब दिखाइए" msgid "Root Scale" msgstr "सब दिखाइए" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3621,7 +3751,7 @@ msgstr "अवयव" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3744,7 +3874,7 @@ msgstr "संकेत" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3861,8 +3991,8 @@ msgstr "सदस्यता बनाएं" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4402,7 +4532,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4541,7 +4671,7 @@ msgstr "सक्रिय करे" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4668,11 +4798,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "सदस्यता बनाएं" @@ -4687,9 +4817,9 @@ msgstr "सदस्यता बनाएं" msgid "Collision Layer" msgstr "सदस्यता बनाएं" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4701,30 +4831,30 @@ msgstr "सदस्यता बनाएं" msgid "Collision Priority" msgstr "सदस्यता बनाएं" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "चेतावनियाँ" @@ -4741,11 +4871,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4753,17 +4883,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "सदस्यता बनाएं" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4821,6 +4951,24 @@ msgstr "कोन्स्टन्ट" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "आयात" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4931,20 +5079,17 @@ msgstr "" msgid "Naming Version" msgstr "संस्करण:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4993,13 +5138,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5008,14 +5154,14 @@ msgstr "रैखिक" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5220,6 +5366,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "प्लगइन्स" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5407,8 +5559,8 @@ msgid "Center Z" msgstr "को हटा दें" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5707,8 +5859,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "चौड़ाई" @@ -5791,7 +5943,8 @@ msgstr "सब दिखाइए" msgid "Render Target Size Multiplier" msgstr "अनेक सेट करे:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5809,7 +5962,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "नोड हटाएं" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "अद्यतन" @@ -5934,6 +6088,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "सुविधाऐं" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7011,70 +7170,16 @@ msgstr "को हटा दें" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "अधिभावी करता है:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "इनस्टन्स" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "पसंदीदा:" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "निर्देशों" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "रैखिक" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "ऑडियो बस ऐड कीजिए" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7283,48 +7388,6 @@ msgstr "स्केल अनुपात:" msgid "Use Mipmaps" msgstr "संकेत" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "बंद कर दिया गया है" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "इनपुट" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "बंद कर दिया गया है" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "सदस्यता बनाएं" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "सदस्यता बनाएं" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "चूक" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7409,9 +7472,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7436,12 +7499,27 @@ msgstr "आकार: " msgid "Align Y" msgstr "सौंपना..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "निर्देशों" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7499,11 +7577,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7534,7 +7616,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7671,7 +7753,7 @@ msgstr "" msgid "Trails" msgstr "प्रायिक लोड कीजिये" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "निर्देशों" @@ -7680,71 +7762,6 @@ msgstr "निर्देशों" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "नोड" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "नोड" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "बंद कर दिया गया है" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "रैखिक" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7905,7 +7922,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8055,6 +8072,61 @@ msgstr "कोन्स्टन्ट" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "प्ले सीन" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "सिर्फ चयन किये हुए" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "ऑटो डालें कुंजी" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "अनुरोध विफल रहा।" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "सदस्यता बनाएं" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "व्यूपोर्ट चुनें" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "सदस्यता बनाएं" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8082,7 +8154,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8093,8 +8165,9 @@ msgstr "कार्य" msgid "Mirroring" msgstr "आइना" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "नोड वक्र संपादित करें" @@ -8126,208 +8199,447 @@ msgstr "कोन्स्टन्ट" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "बटन अनुक्रमणिका" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "फिजिक्स फ्रेम %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "सिर्फ कोन्स्टन्ट" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "सिर्फ कोन्स्टन्ट" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "फिजिक्स फ्रेम %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "अधिभावी करता है:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "इनस्टन्स" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "पसंदीदा:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "रैखिक" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "ऑडियो बस ऐड कीजिए" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "सदस्यता बनाएं" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "निर्देशों" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "बंद कर दिया गया है" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "कोन्स्टन्ट" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "मोड टॉगल कीजिये" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "मूल्य :" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "चूक" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "परत" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "परत" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "बंद कर दिया गया है" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "इनपुट" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "बंद कर दिया गया है" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "सदस्यता बनाएं" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "सदस्यता बनाएं" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "चूक" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "नोड" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "नोड" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "बंद कर दिया गया है" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "रैखिक" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "बटन अनुक्रमणिका" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "फिजिक्स फ्रेम %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "डॉक पोजीशन" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "संस्करण:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "को हटा दें" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "विवरण" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "आकस्मिक:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "कोन्स्टन्ट" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "मुफ्त" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "स्थगित" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "प्रतिलिपि" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "सतत" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "रैखिक" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "मोड टॉगल कीजिये" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "कोन्स्टन्ट" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "सदस्यता बनाएं" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "निर्देशों" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "बंद कर दिया गया है" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "कोन्स्टन्ट" +msgid "Max Results" +msgstr "खोज के परिणाम" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "मोड टॉगल कीजिये" +msgid "Constant Linear Velocity" +msgstr "सिर्फ कोन्स्टन्ट" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "मूल्य :" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "चूक" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "परत" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "परत" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "सिर्फ कोन्स्टन्ट" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8346,39 +8658,6 @@ msgstr "सदस्यता बनाएं" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "डॉक पोजीशन" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8393,19 +8672,6 @@ msgstr "कोन्स्टन्ट" msgid "Update" msgstr "अद्यतन" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "खोज के परिणाम" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8517,34 +8783,6 @@ msgstr "सक्रिय करे" msgid "Node Path" msgstr "प्रायिक लोड कीजिये" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "विंडो" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "कॉल" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "कार्यों:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "दृश्य पथ:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8596,7 +8834,7 @@ msgstr "" msgid "Tracking" msgstr "पैक कर रहा है" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "नोड का नाम:" @@ -8653,15 +8891,6 @@ msgstr "निकटतम" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "पकड़ना" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8707,13 +8936,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "नोड वक्र संपादित करें" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8721,8 +8951,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8736,8 +8966,8 @@ msgid "Emission Energy" msgstr "दृश्यमान टकराव आकार" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8769,12 +8999,6 @@ msgstr "इनस्टन्स" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "सदस्यता बनाएं" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8790,7 +9014,7 @@ msgstr "कॉल" msgid "Passes" msgstr "कॉल" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8835,10 +9059,6 @@ msgstr "" msgid "Begin Margin" msgstr "शो में फाइल सिस्टम" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8849,140 +9069,8 @@ msgstr "सभी बढाय" msgid "Fade Mode" msgstr "दृश्य रोकें" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "मोड टॉगल कीजिये" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "को हटा दें" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "पैरैमिटर्स पेस्ट कीजिये" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "संस्करण:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "मूल्य :" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "रैखिक" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "इनस्टन्स" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "इनस्टन्स" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "विवरण" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "रैखिक" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "रैखिक" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "कार्यों:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "अधिकतम. कोणीय त्रुटि:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "सीन सेव कर रहा है" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "रैखिक" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "कॉल" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "रैखिक" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "कार्यों:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "कार्यों:" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9051,7 +9139,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9061,30 +9149,30 @@ msgid "Outline Modulate" msgstr "मोड टॉगल कीजिये" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "स्क्रीनिंग सिग्नल" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "स्क्रीनिंग सिग्नल" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "कोन्स्टन्ट" @@ -9092,27 +9180,27 @@ msgstr "कोन्स्टन्ट" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "निर्देशों" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9300,7 +9388,8 @@ msgstr "आकार: " msgid "Custom Sky" msgstr "प्रतिलिपि" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "प्रतिलिपि" @@ -9311,7 +9400,7 @@ msgid "Custom Energy" msgstr "बस प्रभाव हटो" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "अक्षर संवेदनशील" @@ -9349,7 +9438,7 @@ msgstr "अग्रवर्ती" msgid "Keep Y Velocity" msgstr "वेग" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "सदस्यता बनाएं" @@ -9410,203 +9499,450 @@ msgstr "" msgid "Tilt Enabled" msgstr "स्क्रीनिंग सिग्नल" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "विंडो" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "कॉल" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "कार्यों:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "दृश्य पथ:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Capture on Drag" +msgstr "पकड़ना" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "सीन सेव कर रहा है" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "संस्करण:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "इनस्टन्स" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "इनस्टन्स" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "विवरण" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Force Limit" +msgstr "कॉल" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "कार्यों:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "कार्यों:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "पैरैमिटर्स पेस्ट कीजिये" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "मूल्य :" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "मोड टॉगल कीजिये" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "को हटा दें" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "रैखिक" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "रैखिक" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "कार्यों:" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "अधिकतम. कोणीय त्रुटि:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "कोन्स्टन्ट" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "स्क्रीनिंग सिग्नल" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "अधिकतम. कोणीय त्रुटि:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "कार्यों:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "कार्यों:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "कार्यों:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "कार्यों:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "विवरण" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "विवरण" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "कार्यों:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "स्क्रीनिंग सिग्नल" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "कार्यों" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "रैखिक" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "कार्यों:" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "रैखिक" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "रैखिक" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "रैखिक" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "डीबग करें" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "ऑनलाइन डॉक्स" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "संस्करण:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "संकेत" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "कार्यों" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "प्रतिमा" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9673,7 +10009,8 @@ msgstr "" msgid "Interpolation" msgstr "इंटरपोलेशन मोड" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9753,67 +10090,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "ऑनलाइन डॉक्स" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "संस्करण:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "संकेत" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "कार्यों" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "प्रतिमा" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9855,8 +10131,8 @@ msgstr "संक्रमण: " msgid "Extra Cull Margin" msgstr "अतिरिक्त Call Arguments:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9891,17 +10167,36 @@ msgstr "सदस्यता बनाएं" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "ट्रैक जोड़ें" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "अद्यतन" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "ट्रैक जोड़ें" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "पैक कर रहा है" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "ट्रैक जोड़ें" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10581,18 +10876,10 @@ msgstr "पैरैमिटर्स पेस्ट कीजिये" msgid "Reverse Fill" msgstr "बस की ध्वनि मात्रा पूर्वरूप करे" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11377,7 +11664,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "को हटा दें" @@ -11497,7 +11784,7 @@ msgstr "" msgid "Ordering" msgstr "रेंडरिंग" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11511,11 +11798,6 @@ msgstr "रिश्तेदार" msgid "Y Sort Enabled" msgstr "सक्रिय करे" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11533,11 +11815,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "व्यूपोर्ट चुनें" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11644,7 +11921,7 @@ msgstr "सदस्यता बनाएं" msgid "Multiplayer Poll" msgstr "अनेक सेट करे:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11713,7 +11990,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12071,6 +12348,553 @@ msgstr "फिजिक्स फ्रेम %" msgid "3D Navigation" msgstr "सदस्यता बनाएं" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "सिर्फ चयन किये हुए" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "सदस्यता बनाएं" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "नोड हटाएं" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "प्रायिक लोड कीजिये" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "चूक" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "चूक" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "बटन अनुक्रमणिका" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "नोड हटाएं" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "एनिमेशन लंबाई बदलें" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "इनस्टन्स" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "इनस्टन्स" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "निर्देशों" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "पसंदीदा:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "सदस्यता बनाएं" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "कार्यों" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "शो में फाइल सिस्टम" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "आइटम निकालें" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "आइटम निकालें" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "आइटम निकालें" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "आइटम निकालें" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "समय" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "स्केल अनुपात:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "डेवलपर्स" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "अनेक ग्रुप" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "आइटम निकालें" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "कस्टम उपयोगकर्ता डायरेक्टरी का उपयोग करें" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "स्रोत कोड" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "कंप्रेशन" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "लेआउट हटाएं" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "नोड वक्र संपादित करें" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "सदस्यता बनाएं" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "फिजिक्स फ्रेम %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "अनेक सेट करे:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "स्विच सीन टैब" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "मुख्य दृश्य" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "सब दिखाइए" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "सदस्यता बनाएं" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "सदस्यता बनाएं" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "सुविधाऐं" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "संस्करण:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Tileset ..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "इनस्टन्स" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "सदस्यता बनाएं" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "सदस्यता बनाएं" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "मिटाना" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "एनीमेशन परिवर्तन परिणत" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "एनीमेशन परिवर्तन परिणत" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "आइटम निकालें" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "निर्यात टेम्पलेट्स का प्रबंधन करें ..." + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "एनिमेशन लंबाई बदलें" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "सिर्फ चयन किये हुए" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "सिर्फ चयन किये हुए" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "नोड वक्र संपादित करें" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "पसंदीदा:" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "नोड का नाम:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "आइटम निकालें" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "फ़ाइल स्टोर कर रहा है:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "अनेक सेट करे:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "मोड टॉगल कीजिये" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "अनेक ग्रुप" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "आइटम निकालें" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MIB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "सब दिखाइए" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "गलत फॉण्ट का आकार |" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12289,15 +13113,6 @@ msgstr "बस प्रभाव हटो" msgid "Load Path" msgstr "प्रायिक लोड कीजिये" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "सदस्यता बनाएं" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12331,20 +13146,10 @@ msgstr "नोड वक्र संपादित करें" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "अनेक सेट करे:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12569,10 +13374,6 @@ msgstr "निर्देशों" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12647,20 +13448,6 @@ msgstr "संस्करण:" msgid "Color Correction" msgstr "कार्यों:" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "सदस्यता बनाएं" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "मिटाना" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12738,18 +13525,6 @@ msgstr "सदस्यता बनाएं" msgid "To" msgstr "सर्वोच्च" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13000,11 +13775,6 @@ msgstr "पैरैमिटर्स पेस्ट कीजिये" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "इनस्टन्स" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13037,24 +13807,6 @@ msgstr "मोड टॉगल कीजिये" msgid "Shadow Mesh" msgstr "मोड टॉगल कीजिये" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "एनीमेशन परिवर्तन परिणत" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "एनीमेशन परिवर्तन परिणत" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13418,174 +14170,6 @@ msgstr "अधिभावी करता है:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "आइटम निकालें" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "निर्यात टेम्पलेट्स का प्रबंधन करें ..." - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "एनिमेशन लंबाई बदलें" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "सिर्फ चयन किये हुए" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "सिर्फ चयन किये हुए" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "नोड वक्र संपादित करें" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "सिर्फ चयन किये हुए" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "सदस्यता बनाएं" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "नोड हटाएं" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "प्रायिक लोड कीजिये" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "चूक" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "चूक" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "बटन अनुक्रमणिका" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "नोड हटाएं" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "एनिमेशन लंबाई बदलें" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "इनस्टन्स" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "इनस्टन्स" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "निर्देशों" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "पसंदीदा:" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13601,20 +14185,6 @@ msgstr "अनेक ग्रुप" msgid "Bone Size" msgstr "आकार: " -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "पसंदीदा:" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "नोड का नाम:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13629,78 +14199,6 @@ msgstr "मोड टॉगल कीजिये" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "आइटम निकालें" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "फ़ाइल स्टोर कर रहा है:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "मोड टॉगल कीजिये" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "अनेक ग्रुप" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "आइटम निकालें" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MIB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "सब दिखाइए" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "गलत फॉण्ट का आकार |" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13802,219 +14300,6 @@ msgstr "चूक" msgid "Default Font Size" msgstr "चूक" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "सदस्यता बनाएं" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "कार्यों" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "शो में फाइल सिस्टम" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "आइटम निकालें" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "आइटम निकालें" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "आइटम निकालें" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "आइटम निकालें" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "समय" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "स्केल अनुपात:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "डेवलपर्स" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "अनेक ग्रुप" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "आइटम निकालें" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "कस्टम उपयोगकर्ता डायरेक्टरी का उपयोग करें" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "स्रोत कोड" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "कंप्रेशन" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "लेआउट हटाएं" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "नोड वक्र संपादित करें" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "सदस्यता बनाएं" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "फिजिक्स फ्रेम %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "अनेक सेट करे:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "स्विच सीन टैब" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "मुख्य दृश्य" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "सब दिखाइए" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "सदस्यता बनाएं" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "सदस्यता बनाएं" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "सुविधाऐं" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "संस्करण:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Tileset ..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14138,14 +14423,6 @@ msgstr "" msgid "Degrees Mode" msgstr "स्थगित" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14619,6 +14896,11 @@ msgstr "छिपी फ़ाइले टॉगल कीजिये" msgid "Folder" msgstr "फ़ोल्डर:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "फ़ोल्डर बनाइये" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16543,11 +16825,27 @@ msgstr "संपादक लेआउट" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "पैक कर रहा है" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "आकार: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "मोड टॉगल कीजिये" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "पैक कर रहा है" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16565,11 +16863,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "पैक कर रहा है" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/hr.po b/properties/hr.po index e111ab8..16ea96e 100644 --- a/properties/hr.po +++ b/properties/hr.po @@ -40,9 +40,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Ime" @@ -136,9 +136,9 @@ msgstr "Prozor" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -337,7 +337,7 @@ msgstr "Omogući" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -418,7 +418,8 @@ msgid "Max Functions" msgstr "Funkcije" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Collision" @@ -468,7 +469,7 @@ msgstr "Promijeni" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -829,8 +830,9 @@ msgstr "" msgid "Screen Relative" msgstr "Samo odabir" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -863,8 +865,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -979,11 +981,11 @@ msgstr "Regija" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1132,7 +1134,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1157,7 +1160,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1179,7 +1182,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1238,7 +1241,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1548,6 +1551,11 @@ msgstr "Učitaj zadani Bus Izgled." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Pretraga:" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1570,6 +1578,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Funkcije" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1665,8 +1678,8 @@ msgstr "Prozor" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Omogući" @@ -1760,7 +1773,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Uvezi" @@ -1783,8 +1797,8 @@ msgstr "Obriši Bezier Točku" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1939,9 +1953,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Automatska reprodukcija pri učitavanju" @@ -1959,7 +1973,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1969,7 +1983,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigacija" @@ -2204,17 +2218,17 @@ msgstr "" msgid "Instantiated" msgstr "Instaliraj" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Pomakni Bezier Točke" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2462,6 +2476,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Idi na prethodni korak" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Automatska reprodukcija pri učitavanju" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2507,6 +2526,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Dubina" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2554,7 +2577,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2828,6 +2851,96 @@ msgstr "Traži zamjenu za:" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Uredi vezu:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Samo odabir" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Samo odabir" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Samo odabir" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Preimenuj Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Način Ravnala" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Preimenuj Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Preimenuj Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funkcije" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Samo odabir" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Samo odabir" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Collision" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2982,13 +3095,17 @@ msgstr "Preimenuj animaciju" msgid "Overwrite Axis" msgstr "Spoji '%s' na '%s'" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3075,20 +3192,22 @@ msgstr "Promijeni vrstu baze:" msgid "Shape Type" msgstr "Promijeni vrstu baze:" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3208,10 +3327,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3220,12 +3341,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3247,26 +3370,29 @@ msgid "Save to File" msgstr "Spremi datoteku" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3323,8 +3449,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3389,6 +3515,10 @@ msgstr "Dubina" msgid "Root Scale" msgstr "Dubina" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3547,7 +3677,7 @@ msgstr "Komponente" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3667,7 +3797,7 @@ msgstr "Signali" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3781,8 +3911,8 @@ msgstr "Regija" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4314,7 +4444,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4451,7 +4581,7 @@ msgstr "Omogući" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4577,11 +4707,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Collision" @@ -4595,9 +4725,9 @@ msgstr "Collision" msgid "Collision Layer" msgstr "Način Interpolacije" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4609,30 +4739,30 @@ msgstr "Način Interpolacije" msgid "Collision Priority" msgstr "Način Interpolacije" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Upozorenja" @@ -4649,11 +4779,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4661,16 +4791,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Dubina" @@ -4728,6 +4858,24 @@ msgstr "Zalijepi Animaciju" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Uvezi" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4836,20 +4984,17 @@ msgstr "" msgid "Naming Version" msgstr "Uvoz Profila" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4898,13 +5043,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4913,14 +5059,14 @@ msgstr "Linearno" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5123,6 +5269,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Naziv Čvora(node):" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5310,8 +5462,8 @@ msgid "Center Z" msgstr "Premjesti čvor(node)" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5602,8 +5754,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5684,7 +5836,8 @@ msgstr "Način reprodukcije:" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5702,7 +5855,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Kreiraj Scenu" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Naziv Čvora(node):" @@ -5824,6 +5978,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Omogućene Značajke:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6878,69 +7037,16 @@ msgstr "Premjesti čvor(node)" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instaliraj" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Dodaj Bezier Točku" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direkcije" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linearno" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Premjesti Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7142,48 +7248,6 @@ msgstr "Zalijepi Animaciju" msgid "Use Mipmaps" msgstr "Signali" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "(Editor Onemogućen)" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Način Ravnala" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "(Editor Onemogućen)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Collision" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Mesh2D Pregled" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7266,9 +7330,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7292,12 +7356,27 @@ msgstr "Zalijepi Animaciju" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direkcije" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7355,11 +7434,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7390,7 +7473,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7526,7 +7609,7 @@ msgstr "" msgid "Trails" msgstr "Učitaj Zadano" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direkcije" @@ -7535,71 +7618,6 @@ msgstr "Direkcije" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Brisati odabrani ključ/odabrane ključeve" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Brisati odabrani ključ/odabrane ključeve" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Collision" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linearno" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7756,7 +7774,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7906,6 +7924,59 @@ msgstr "Zajednica" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Odspoji Skriptu" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Samo odabir" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Vrijeme:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Način Interpolacije" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Način Interpolacije" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7933,7 +8004,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7944,8 +8015,9 @@ msgstr "Animacija" msgid "Mirroring" msgstr "Zrcalo" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7976,203 +8048,441 @@ msgstr "Zalijepi Animaciju" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Glavna skripta:" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Mass Distribution" -msgstr "Promijeni vrstu baze:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Center of Mass Mode" -msgstr "Premjesti čvor(node)" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Opis" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" -msgstr "Zalijepi Animaciju" +msgid "Point Unit Distance" +msgstr "Instaliraj" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Freeze" -msgstr "Slobodno" +msgid "Point Center" +msgstr "Dodaj Bezier Točku" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy -msgid "Freeze Mode" -msgstr "Način Ravnala" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "Pomakni Bezier Točke" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "Kontinuirano" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +msgid "Linear Damp" msgstr "Linearno" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Damp Mode" -msgstr "Način Ravnala" +msgid "Audio Bus" +msgstr "Premjesti Audio Bus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Zajednica" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Način Interpolacije" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Direkcije" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Instaliraj" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Način Ravnala" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Vrijednost:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Mesh2D Pregled" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Način Interpolacije" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Vrijednost:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "(Editor Onemogućen)" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Način Ravnala" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "(Editor Onemogućen)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Collision" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Mesh2D Pregled" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Brisati odabrani ključ/odabrane ključeve" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Brisati odabrani ključ/odabrane ključeve" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Collision" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linearno" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Glavna skripta:" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Stvori" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Promijeni vrstu baze:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Premjesti čvor(node)" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Opis" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Zalijepi Animaciju" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Slobodno" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Način Ravnala" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Pomakni Bezier Točke" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Kontinuirano" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Linearno" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Način Ravnala" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Zajednica" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Vrijednost:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8189,39 +8499,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Stvori" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8235,19 +8512,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Vrijednost:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8357,33 +8621,6 @@ msgstr "Omogući" msgid "Node Path" msgstr "Učitaj Zadano" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Prozor" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacija" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Učitaj Zadano" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8434,7 +8671,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Naziv Čvora(node):" @@ -8490,15 +8727,6 @@ msgstr "Najbliži" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Snimka" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8544,13 +8772,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Učini Aktualnim" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8558,8 +8787,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8573,8 +8802,8 @@ msgid "Emission Energy" msgstr "Izvor:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8606,12 +8835,6 @@ msgstr "Instaliraj" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Način Interpolacije" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8625,7 +8848,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8669,10 +8892,6 @@ msgstr "" msgid "Begin Margin" msgstr "Način Interpolacije" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8683,135 +8902,8 @@ msgstr "Uredi vezu:" msgid "Fade Mode" msgstr "Način reprodukcije:" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Opis:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Vrijednost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instaliraj" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instaliraj" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Opis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Najveća kutna pogreška:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacija" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8881,7 +8973,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8891,30 +8983,30 @@ msgid "Outline Modulate" msgstr "Način Ravnala" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtriraj signale" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtriraj signale" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Zalijepi Animaciju" @@ -8922,27 +9014,27 @@ msgstr "Zalijepi Animaciju" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direkcije" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9123,7 +9215,8 @@ msgstr "Glavna skripta:" msgid "Custom Sky" msgstr "Pomakni Bezier Točke" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Funkcije" @@ -9134,7 +9227,7 @@ msgid "Custom Energy" msgstr "Pomakni Bezier Točke" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -9170,7 +9263,7 @@ msgstr "Napredno" msgid "Keep Y Velocity" msgstr "Linearno" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Način Navigacije" @@ -9231,202 +9324,442 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Prozor" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animacija" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Učitaj Zadano" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Snimka" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Opis:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Instaliraj" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instaliraj" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Opis" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacija" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacija" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Vrijednost:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linearno" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linearno" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacija" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Najveća kutna pogreška:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Dodaj Bezier Točku" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Najveća kutna pogreška:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Opis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Opis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcije" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacija" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Opis:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signali" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcije" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Greška!" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9492,7 +9825,8 @@ msgstr "" msgid "Interpolation" msgstr "Način Interpolacije" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9570,66 +9904,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Opis:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signali" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcije" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Greška!" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9670,8 +9944,8 @@ msgstr "Uredi Tranzicije..." msgid "Extra Cull Margin" msgstr "Dodatni argumenti poziva:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9705,17 +9979,36 @@ msgstr "Navigacija" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Dodati stazu" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Naziv Čvora(node):" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Dodati stazu" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Dodati stazu" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Dodati stazu" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10375,18 +10668,10 @@ msgstr "Zalijepi Animaciju" msgid "Reverse Fill" msgstr "Naziv Čvora(node):" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11158,7 +11443,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Premjesti čvor(node)" @@ -11271,7 +11556,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11284,11 +11569,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Omogući" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11306,10 +11586,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11411,7 +11687,7 @@ msgstr "Način Navigacije" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11480,7 +11756,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11827,6 +12103,550 @@ msgstr "" msgid "3D Navigation" msgstr "Navigacija" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Samo odabir" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Način Interpolacije" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Premjesti čvor(node)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Učitaj Zadano" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Mesh2D Pregled" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Mesh2D Pregled" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Glavna skripta:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Premjesti čvor(node)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instaliraj" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instaliraj" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direkcije" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Dodaj Bezier Točku" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Desno Široko" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Desno Linearno" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Način Interpolacije" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Preimenuj Autoload" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Preimenuj Autoload" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Preimenuj Autoload" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Preimenuj Autoload" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Lijevo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Zalijepi Animaciju" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Razvijatelji" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Naziv Čvora(node):" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Preimenuj Autoload" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Desno Linearno" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Otvori datoteku" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Glavna skripta:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Izvor:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Collision" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Način Interpolacije" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Način Ravnala" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Premjesti čvor(node)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Glavna skripta:" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Način Interpolacije" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Omogući" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Pomakni Bezier Točke" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Kreiraj Scenu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Kreiraj Scenu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Način reprodukcije:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Dodaj Bezier Točku" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Zalijepi Animaciju" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Zalijepi Animaciju" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Uvoz Profila" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instaliraj" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Collision" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Desno Široko" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Budućnost" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Dubina" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Dubina" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim Promijeni Transform" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Promijeni Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Preimenuj Autoload" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "2 koraka" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Samo odabir" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Samo odabir" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Samo odabir" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Pomakni Bezier Točke" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Dodaj Bezier Točku" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Naziv Čvora(node):" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Preimenuj Autoload" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Funkcije" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Način Ravnala" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Preimenuj Autoload" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "(Editor Onemogućen)" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Funkcije" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12038,15 +12858,6 @@ msgstr "Način Interpolacije" msgid "Load Path" msgstr "Učitaj Zadano" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Collision" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12079,19 +12890,10 @@ msgstr "Pomakni Bezier Točke" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12313,10 +13115,6 @@ msgstr "Desno Linearno" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12390,20 +13188,6 @@ msgstr "Opis:" msgid "Color Correction" msgstr "Način Interpolacije" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Desno Široko" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Budućnost" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12480,20 +13264,6 @@ msgstr "Način reprodukcije:" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Dubina" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Dubina" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12741,11 +13511,6 @@ msgstr "Zalijepi Animaciju" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instaliraj" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12778,24 +13543,6 @@ msgstr "Način Ravnala" msgid "Shadow Mesh" msgstr "Način Ravnala" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim Promijeni Transform" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Promijeni Transform" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13152,173 +13899,6 @@ msgstr "Resurs" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Preimenuj Autoload" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "2 koraka" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Samo odabir" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Samo odabir" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Samo odabir" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Pomakni Bezier Točke" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Samo odabir" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Način Interpolacije" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Premjesti čvor(node)" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Učitaj Zadano" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Mesh2D Pregled" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Mesh2D Pregled" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Glavna skripta:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Premjesti čvor(node)" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instaliraj" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instaliraj" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direkcije" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Dodaj Bezier Točku" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13334,20 +13914,6 @@ msgstr "Naziv Čvora(node):" msgid "Bone Size" msgstr "Glavna skripta:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Dodaj Bezier Točku" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Naziv Čvora(node):" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13361,77 +13927,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Preimenuj Autoload" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Funkcije" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Način Ravnala" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Preimenuj Autoload" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "(Editor Onemogućen)" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Funkcije" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13530,217 +14025,6 @@ msgstr "" msgid "Default Font Size" msgstr "Mesh2D Pregled" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Desno Široko" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Desno Linearno" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Način Interpolacije" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Preimenuj Autoload" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Preimenuj Autoload" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Preimenuj Autoload" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Preimenuj Autoload" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Lijevo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Zalijepi Animaciju" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Razvijatelji" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Naziv Čvora(node):" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Preimenuj Autoload" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Desno Linearno" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Otvori datoteku" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Glavna skripta:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Izvor:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Collision" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Način Interpolacije" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Način Ravnala" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Premjesti čvor(node)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Glavna skripta:" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Način Interpolacije" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Omogući" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Pomakni Bezier Točke" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Kreiraj Scenu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Kreiraj Scenu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Način reprodukcije:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Dodaj Bezier Točku" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Zalijepi Animaciju" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Zalijepi Animaciju" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Uvoz Profila" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13864,14 +14148,6 @@ msgstr "Promijeni" msgid "Degrees Mode" msgstr "Odgođeno" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14340,6 +14616,11 @@ msgstr "Prikaži/sakrij skrivene datoteke" msgid "Folder" msgstr "Otvori datoteku" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Otvori datoteku" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16232,11 +16513,26 @@ msgstr "Promijeni" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Dodati stazu" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Način Ravnala" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Dodati stazu" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16254,11 +16550,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Dodati stazu" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/hu.po b/properties/hu.po index 801caab..e780c15 100644 --- a/properties/hu.po +++ b/properties/hu.po @@ -59,9 +59,9 @@ msgstr "Konfiguráció" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Név" @@ -152,9 +152,9 @@ msgstr "Ablak" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -349,7 +349,7 @@ msgstr "Illesztés Engedélyezése" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -434,7 +434,8 @@ msgid "Max Functions" msgstr "Függvények" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Kifejezés beállítása" @@ -484,7 +485,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -867,8 +868,9 @@ msgstr "Relatív Illesztés" msgid "Screen Relative" msgstr "Relatív Illesztés" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Inicializálás" @@ -903,8 +905,8 @@ msgid "Action" msgstr "Művelet" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1023,11 +1025,11 @@ msgstr "Régió" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1180,7 +1182,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Felülírás" @@ -1207,7 +1210,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1230,7 +1233,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1293,7 +1296,7 @@ msgid "Sync Breakpoints" msgstr "Töréspontok" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Fájlrendszer" @@ -1616,6 +1619,11 @@ msgstr "Betölti az alapértelmezett Busz Elrendezést." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Keresés" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Előbeállítás" @@ -1640,6 +1648,11 @@ msgstr "Szín" msgid "Accent Color" msgstr "Szín Választása" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Szín Választása" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1738,8 +1751,8 @@ msgstr "Új ablak" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Engedélyezés" @@ -1836,7 +1849,8 @@ msgid "Thumbnail Size" msgstr "Indexkép..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Import" @@ -1859,8 +1873,8 @@ msgstr "Pont eltávolítása" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2021,9 +2035,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Automatikus Lejátszás Váltása" @@ -2043,7 +2057,7 @@ msgid "Draw Spaces" msgstr "Hívások" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2053,7 +2067,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigáció" @@ -2293,17 +2307,17 @@ msgstr "Kibocsátási színek" msgid "Instantiated" msgstr "Példány" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Pont" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Alakzat" @@ -2563,6 +2577,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Előző Sík" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Automatikus Lejátszás Váltása" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2609,6 +2628,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Görbe Lezárása" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Szín Választása" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2659,7 +2683,7 @@ msgid "Output" msgstr "Kimenet" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2948,6 +2972,96 @@ msgstr "Keresési eredmények" msgid "Search Result Border Color" msgstr "Keresési eredmények" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Kapcsolat szerkesztése:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Elem eltávolítása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Átalakítás Megszakítva." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Szín" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Elem eltávolítása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Kimenet" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Következő koordináta" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Következő koordináta" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Szín Választása" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Következő koordináta" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Következő koordináta" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Csak kijelölés" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Letiltott gomb" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3103,13 +3217,17 @@ msgstr "Animáció Átnevezése" msgid "Overwrite Axis" msgstr "Felülírás" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3198,20 +3316,22 @@ msgstr "Node típus keresése" msgid "Shape Type" msgstr "Alaptípus módosítása:" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Réteg" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3336,10 +3456,12 @@ msgstr "Prioritás mód" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3348,12 +3470,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3375,26 +3499,29 @@ msgid "Save to File" msgstr "Fájl Mentése" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3453,8 +3580,8 @@ msgstr "Minden eszköz" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3521,6 +3648,10 @@ msgstr "Skála:" msgid "Root Scale" msgstr "Skála:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3685,7 +3816,7 @@ msgstr "Összetevők" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3810,7 +3941,7 @@ msgstr "Jelzések" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3930,8 +4061,8 @@ msgstr "Régió" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Forrás Mesh:" @@ -4482,7 +4613,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4622,7 +4753,7 @@ msgstr "Engedélyezés" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Környezet előkészítése" @@ -4753,11 +4884,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Ütközés" @@ -4771,9 +4902,9 @@ msgstr "Ütközés" msgid "Collision Layer" msgstr "Ütközési mód" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4785,32 +4916,32 @@ msgstr "Ütközési mód" msgid "Collision Priority" msgstr "Ütközési mód" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "A paraméter megváltozott" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Fő Jelenet Argumentumok:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Figyelmeztetések" @@ -4829,11 +4960,11 @@ msgstr "Vezetővonalak Megjelenítése" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4841,16 +4972,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Sokszög" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Mélység" @@ -4909,6 +5040,24 @@ msgstr "Véletlenszerű Forgatás:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Import" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5021,20 +5170,17 @@ msgstr "" msgid "Naming Version" msgstr "Verzió:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Szín" @@ -5085,13 +5231,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5100,14 +5247,14 @@ msgstr "Inicializálás" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5319,6 +5466,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Bővítmény neve:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5511,8 +5664,8 @@ msgid "Center Z" msgstr "Középre" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioritás" @@ -5813,8 +5966,8 @@ msgstr "Margó Beállítása" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5899,7 +6052,8 @@ msgstr "Az összes megjelenítése" msgid "Render Target Size Multiplier" msgstr "Többszörös beállítása:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Fogantyú Beállítása" @@ -5919,7 +6073,8 @@ msgstr "Csontváz" msgid "Skeleton Rig" msgstr "Csontváz" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Frissítés" @@ -6046,6 +6201,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funkciók" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7144,70 +7304,16 @@ msgstr "Középre" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "felülírja:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Pont" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Példány" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Bemeneti port hozzáadása" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Irányok" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineáris" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Hangbusz Hozzáadása" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7419,50 +7525,6 @@ msgstr "Margó Beállítása" msgid "Use Mipmaps" msgstr "Jelzések" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Letiltott elem" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Bemenet Hozzáadása" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Vonalzó mód" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Letiltott elem" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Ütközési sokszög létrehozása" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Ütközési sokszög létrehozása" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Alapértelmezett" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7551,9 +7613,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Pontok" @@ -7580,12 +7642,27 @@ msgstr "Részecskék" msgid "Align Y" msgstr "Hozzárendelés..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Irányok" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7644,11 +7721,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7679,7 +7760,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7818,7 +7899,7 @@ msgstr "Prioritás mód" msgid "Trails" msgstr "Alapértelmezett Betöltése" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Irányok" @@ -7827,74 +7908,6 @@ msgstr "Irányok" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Letiltott gomb" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Mind Kisbetű" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Mind Nagybetű" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Inicializálás" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializálás" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8058,7 +8071,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8210,6 +8223,62 @@ msgstr "Állandók" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Rács Eltolás:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Rács Eltolás:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Csak kijelölés" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automatikus Újraindítás:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "A kérés nem sikerült, időtúllépés" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Mozgató Mód" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Nézet Megjelenítése" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Rács Eltolás:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8238,7 +8307,7 @@ msgstr "A végén" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8249,8 +8318,9 @@ msgstr "Művelet" msgid "Mirroring" msgstr "Tükör" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Görbe Lezárása" @@ -8284,213 +8354,458 @@ msgstr "Forgató Mód" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Node Útvonal Másolása" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Egérgomb index:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Illesztés Beállítása" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fizika Keret %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inicializálás" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inicializálás" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fizika Keret %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "felülírja:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Pont" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Példány" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Bemeneti port hozzáadása" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineáris" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Hangbusz Hozzáadása" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Forgató Mód" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Irányok" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Letiltott gomb" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Állandó" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Node feloldása" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Érték:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Alapértelmezett" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Réteg" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Réteg" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Margó Beállítása" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Letiltott elem" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Bemenet Hozzáadása" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Vonalzó mód" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Letiltott elem" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Ütközési sokszög létrehozása" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Ütközési sokszög létrehozása" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Alapértelmezett" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializálás" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Letiltott gomb" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Mind Kisbetű" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Mind Nagybetű" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Inicializálás" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Node Útvonal Másolása" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Egérgomb index:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Illesztés Beállítása" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fizika Keret %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Be-Görbe Pozíció Beállítása" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Alaptípus módosítása:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Bal közép" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Leírás" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Intelligens illesztés" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Forgatási Léptetés:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Szabad" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Prioritás mód" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Node-ok kivágása" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Folyamatos" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Szín Választása" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineáris" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Kiválasztó Mód" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Állandók" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Forgató Mód" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Irányok" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Letiltott gomb" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Állandó" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Node feloldása" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Érték:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Alapértelmezett" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Réteg" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Réteg" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Margó Beállítása" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Keresési eredmények" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Inicializálás" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Inicializálás" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8509,39 +8824,6 @@ msgstr "Sokszögek" msgid "Internal Vertex Count" msgstr "Belső csúcspont létrehozása" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Be-Görbe Pozíció Beállítása" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8556,20 +8838,6 @@ msgstr "Következő koordináta" msgid "Update" msgstr "Frissítés" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Margó Beállítása" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Keresési eredmények" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8686,35 +8954,6 @@ msgstr "Engedélyezés" msgid "Node Path" msgstr "Node Útvonal Másolása" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Új ablak" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Hívások" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animáció" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Scene elérési Út:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "UniformRef Név Megváltozott" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8768,7 +9007,7 @@ msgstr "" msgid "Tracking" msgstr "Csomagolás" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Node neve:" @@ -8826,15 +9065,6 @@ msgstr "Legközelebbi" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Felvétel" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8884,13 +9114,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Görbe Lezárása" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8898,8 +9129,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Kibocsátási Maszk" @@ -8915,8 +9146,8 @@ msgid "Emission Energy" msgstr "Kibocsátási színek" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Kitöltés" @@ -8949,12 +9180,6 @@ msgstr "Mind Kisbetű" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Mozgató Mód" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8970,7 +9195,7 @@ msgstr "Hívások" msgid "Passes" msgstr "Hívások" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9016,10 +9241,6 @@ msgstr "Prioritás mód" msgid "Begin Margin" msgstr "Margó Beállítása" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9030,142 +9251,8 @@ msgstr "Összes kinyitása" msgid "Fade Mode" msgstr "Forgató Mód" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Prioritás Engedélyezése" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Node-ok törlése" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "A paraméter megváltozott" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Felsorolások:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Érték:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineáris" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Példány" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Példány" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Leírás" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializálás" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonális" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Mind Nagybetű" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Mind Kisbetű" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animáció" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maximum szög hiba:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Scene mentése" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializálás" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Hívások" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineáris" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animáció" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animáció" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Körvonal Mérete:" @@ -9238,7 +9325,7 @@ msgstr "Prioritás Engedélyezése" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9248,31 +9335,31 @@ msgid "Outline Modulate" msgstr "Fehérmoduláció Kierőltetése" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Betűtípus" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Jelek szűrése" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Jelek szűrése" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Mind Nagybetű" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Véletlenszerű Forgatás:" @@ -9280,27 +9367,27 @@ msgstr "Véletlenszerű Forgatás:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Irányok" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9489,7 +9576,8 @@ msgstr "Méret: " msgid "Custom Sky" msgstr "Node-ok kivágása" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Node-ok kivágása" @@ -9500,7 +9588,7 @@ msgid "Custom Energy" msgstr "Busz Effektus Áthelyezése" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Pontos Egyezés" @@ -9538,7 +9626,7 @@ msgstr "Speciális" msgid "Keep Y Velocity" msgstr "Inicializálás" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigációs mód" @@ -9601,205 +9689,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "Jelek szűrése" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Tengely" +msgid "Wind" +msgstr "Új ablak" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineáris" +msgid "Force Magnitude" +msgstr "Hívások" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineáris" +msgid "Attenuation Factor" +msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineáris" +msgid "Source Path" +msgstr "Scene elérési Út:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "UniformRef Név Megváltozott" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Felvétel" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Scene mentése" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Felsorolások:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineáris" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Példány" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Példány" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Leírás" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializálás" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Hívások" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineáris" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Mind Nagybetű" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Mind Kisbetű" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animáció" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animáció" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "A paraméter megváltozott" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Érték:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Prioritás Engedélyezése" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Node-ok törlése" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializálás" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonális" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animáció" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maximum szög hiba:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Állandók" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Jelek szűrése" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maximum szög hiba:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Leírás" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Leírás" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animáció" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Jelek szűrése" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Rács Eltolás:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Függvények" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineáris" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animáció" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Tengely" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineáris" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineáris" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineáris" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Hibakereső" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Lefelé görgetés gomb" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Dokumentáció" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Felsorolások:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Jelzések" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Felfelé Görgetés." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Függvények" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Kifejezés beállítása" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Utazás" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Hiba!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9868,7 +10209,8 @@ msgstr "Csontok" msgid "Interpolation" msgstr "Interpolálás Módja" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9949,70 +10291,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Lefelé görgetés gomb" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online Dokumentáció" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Felsorolások:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Jelzések" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Felfelé Görgetés." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Függvények" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Kifejezés beállítása" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Utazás" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Hiba!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10056,8 +10334,8 @@ msgstr "Transzpozálás" msgid "Extra Cull Margin" msgstr "További hívási argumentumok:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10091,17 +10369,36 @@ msgstr "Navigáció" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Sáv Hozzáadása" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Frissítés" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Sáv Hozzáadása" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Csomagolás" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Sáv Hozzáadása" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Póz" @@ -10807,20 +11104,10 @@ msgstr "Részecskék" msgid "Reverse Fill" msgstr "Busz Hangerő Visszaállítása" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Rács Eltolás:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Szín Választása" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11626,7 +11913,7 @@ msgstr "Inicializálás" msgid "Fill Degrees" msgstr "Forgatási Léptetés:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Bal közép" @@ -11746,7 +12033,7 @@ msgstr "Láthatósági Téglalap Generálása" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z index" @@ -11760,11 +12047,6 @@ msgstr "Relatív Illesztés" msgid "Y Sort Enabled" msgstr "Engedélyezés" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11782,11 +12064,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Nézet Megjelenítése" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11891,7 +12168,7 @@ msgstr "Navigációs mód" msgid "Multiplayer Poll" msgstr "Többszörös beállítása:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11963,7 +12240,7 @@ msgid "Use TAA" msgstr "Illesztés Használata" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12335,6 +12612,566 @@ msgstr "Fizika Keret %" msgid "3D Navigation" msgstr "Navigáció" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Csak kijelölés" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Ikon mód" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Node új szülőhöz rendelése" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Node Útvonal Másolása" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Alapértelmezett" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Előnézet frissítése" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Egérgomb index:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Keverés2 Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Animáció Hosszának Változtatása" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Példány" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Példány" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Irányok" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Bemeneti port hozzáadása" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Navigációs mód" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Jobb gomb" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Jobb alsó" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Jobb alsó" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Bal alsó" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Szín Választása" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Bal alsó" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Bal alsó" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Bal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Margó Beállítása" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Bal felső" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Bal felső" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Rács Léptetés:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Következő koordináta" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Jobb felső" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Jobb felső" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Felhasználói Felület" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Forrás" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Kifejezés beállítása" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Elrendezés Törlése" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Rács Eltolás:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Ütközési mód" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fizika Keret %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Többszörös beállítása:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Scene fül váltás" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Jelenet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Lejátszási mód:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Sokszögek" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Ütközési sokszög létrehozása" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transzpozálás" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Margó Beállítása" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Origó Megjelenítése" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Csempekészlet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Példány" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Ütközés" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Navigációs mód" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Kibocsátási Pontok:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Mélység" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Mélység" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Globális Transzformáció Megtartása" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Animáció - Transzformáció Változtatása" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Előnézet" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "%s Hozzáadása" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Jobb felső" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Jobb alsó" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Bal alsó" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Jobb felső" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Animáció Hosszának Változtatása" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Csak kijelölés" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Fő Jelenet Argumentumok:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Görbe Lezárása" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Bemeneti port hozzáadása" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Csontok" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Következő koordináta" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Tároló Fájl:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Többszörös beállítása:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Kitöltés" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Csoportok" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Szín Választása" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Futtatás" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Az összes megjelenítése" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Szín Választása" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Következő Síklap" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12555,16 +13392,6 @@ msgstr "Busz Effektus Áthelyezése" msgid "Load Path" msgstr "Beállítás Betöltése" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Fő Jelenet Argumentumok:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Ütközés" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12598,20 +13425,10 @@ msgstr "Görbe Lezárása" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Többszörös beállítása:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12839,10 +13656,6 @@ msgstr "Kibocsátási színek" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12920,20 +13733,6 @@ msgstr "Felsorolások:" msgid "Color Correction" msgstr "Szín függvény." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Navigációs mód" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Kibocsátási Pontok:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13013,20 +13812,6 @@ msgstr "Lejátszási mód:" msgid "To" msgstr "Eleje" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Mélység" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Mélység" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13280,11 +14065,6 @@ msgstr "Részecskék" msgid "Proximity Fade" msgstr "Prioritás mód" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Példány" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -13318,24 +14098,6 @@ msgstr "Keverés2 Node" msgid "Shadow Mesh" msgstr "Árnyaló" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Globális Transzformáció Megtartása" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Animáció - Transzformáció Változtatása" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Előnézet" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13703,179 +14465,6 @@ msgstr "felülírja:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "%s Hozzáadása" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Jobb felső" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Jobb alsó" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Bal alsó" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Jobb felső" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Fő Jelenet Argumentumok:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Fő Jelenet Argumentumok:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Animáció Hosszának Változtatása" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Csak kijelölés" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Fő Jelenet Argumentumok:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Görbe Lezárása" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Csak kijelölés" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Ikon mód" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Node új szülőhöz rendelése" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Node Útvonal Másolása" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Alapértelmezett" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Előnézet frissítése" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Egérgomb index:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Keverés2 Node" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Animáció Hosszának Változtatása" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Példány" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Példány" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Irányok" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Bemeneti port hozzáadása" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13891,20 +14480,6 @@ msgstr "Rács Léptetés:" msgid "Bone Size" msgstr "Körvonal Mérete:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Bemeneti port hozzáadása" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Csontok" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13920,79 +14495,6 @@ msgstr "Mozgató Mód" msgid "Radiance Size" msgstr "Körvonal Mérete:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Következő koordináta" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Tároló Fájl:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Kitöltés" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Csoportok" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Szín Választása" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Futtatás" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Az összes megjelenítése" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Szín Választása" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14095,222 +14597,6 @@ msgstr "Alapértelmezett" msgid "Default Font Size" msgstr "Alapértelmezett" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Navigációs mód" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Jobb gomb" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Jobb alsó" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Jobb alsó" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Bal alsó" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Szín Választása" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Bal alsó" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Bal alsó" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Bal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Margó Beállítása" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Bal felső" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Bal felső" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Rács Léptetés:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Következő koordináta" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Jobb felső" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Jobb felső" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Felhasználói Felület" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Forrás" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Kifejezés beállítása" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Elrendezés Törlése" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Rács Eltolás:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Ütközési mód" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fizika Keret %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Többszörös beállítása:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Scene fül váltás" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Jelenet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Lejátszási mód:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Sokszögek" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Ütközési sokszög létrehozása" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transzpozálás" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Margó Beállítása" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Origó Megjelenítése" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Csempekészlet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fájl" @@ -14436,15 +14722,6 @@ msgstr "Z index" msgid "Degrees Mode" msgstr "Forgatási Léptetés:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Következő Síklap" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14925,6 +15202,11 @@ msgstr "Rejtett fálok megjelenítése/elrejtése" msgid "Folder" msgstr "Mappa:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Mappa Létrehozása" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16872,11 +17154,27 @@ msgstr "Szerkesztő Elrendezés" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Csomagolás" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Méret: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Keverés2 Node" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Csomagolás" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16894,11 +17192,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Csomagolás" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/id.po b/properties/id.po index fc25230..d344339 100644 --- a/properties/id.po +++ b/properties/id.po @@ -80,9 +80,9 @@ msgstr "Konfigurasi" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nama" @@ -173,9 +173,9 @@ msgstr "Jendela" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -355,7 +355,7 @@ msgstr "Menyematkan Subjendela" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fisika" @@ -433,7 +433,8 @@ msgid "Max Functions" msgstr "Fungsi Maksimum" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompresi" @@ -477,7 +478,7 @@ msgstr "Pesan" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Proses membuat gambar" @@ -819,8 +820,9 @@ msgstr "Relatif" msgid "Screen Relative" msgstr "Relatif" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Kecepatan" @@ -852,8 +854,8 @@ msgid "Action" msgstr "Aksi" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Kekuatan" @@ -962,11 +964,11 @@ msgstr "Wilayah" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Pengimbangan" @@ -1103,7 +1105,8 @@ msgstr "Vokal Ganda" msgid "Fake BiDi" msgstr "BiDi Palsu" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Menimpa" @@ -1128,7 +1131,7 @@ msgstr "Lewati Placeholder" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1149,7 +1152,7 @@ msgstr "Argumen²" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipe" @@ -1203,7 +1206,7 @@ msgid "Sync Breakpoints" msgstr "Sinkronisasi Breakpoint" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Berkas Sistem" @@ -1496,6 +1499,11 @@ msgstr "Bentuk Pemilih Warna Default" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Paksa Pengguna Sistem" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Prasetel" @@ -1517,6 +1525,11 @@ msgstr "Warna Dasar" msgid "Accent Color" msgstr "Warna Aksen" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Warna Aksen" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontras" @@ -1606,8 +1619,8 @@ msgstr "Layar Ganda" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktifkan" @@ -1689,7 +1702,8 @@ msgid "Thumbnail Size" msgstr "Ukuran Gambar kecil" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Impor" @@ -1710,9 +1724,10 @@ msgstr "Port RPC" msgid "RPC Server Uptime" msgstr "Waktu Aktif Server RPC" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Path FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1860,9 +1875,9 @@ msgstr "Lipat Kode" msgid "Word Wrap" msgstr "Bungkus Kata" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Mode Bungkus Otomatis" @@ -1879,7 +1894,7 @@ msgid "Draw Spaces" msgstr "Gambarkan Spasi" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Jarak Baris" @@ -1889,7 +1904,7 @@ msgid "Behavior" msgstr "Perilaku" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigasi" @@ -2113,16 +2128,16 @@ msgstr "Warna Gizmo" msgid "Instantiated" msgstr "Diinstansiasi" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Sendi" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Bentuk" @@ -2351,6 +2366,11 @@ msgstr "Radius Titik Ambil" msgid "Show Previous Outline" msgstr "Tampilkan Garis Besar Sebelumnya" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Putar otomatis" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Namai otomatis Trek Animasi" @@ -2391,6 +2411,11 @@ msgstr "Kegelapan Peta kecil" msgid "Lines Curvature" msgstr "Kelengkungan Garis" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Plane Grid XZ" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Shader Visual" @@ -2434,7 +2459,7 @@ msgid "Output" msgstr "Luaran" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Ukuran Fonta" @@ -2696,6 +2721,96 @@ msgstr "Warna Hasil Pencarian" msgid "Search Result Border Color" msgstr "Warna Batas Hasil Pencarian" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Color Koneksi Tepi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Tandai Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Color Titik-Titik" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Color Titik-Titik" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Color Titik-Titik" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Warna Markah" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Format Transformasi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Warna Bentuk" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Warna Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Luaran" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Warna Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Warna Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Warna Font" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Warna Teks" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Warna Caret" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Color Titik-Titik" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Warna Bentuk" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Tabrakan Partikel" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2834,13 +2949,17 @@ msgstr "Menormalkan Trek Posisi" msgid "Overwrite Axis" msgstr "Menimpa Sumbu" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Perbaiki Siluet" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filter" @@ -2916,20 +3035,22 @@ msgstr "Tipe Tubuh" msgid "Shape Type" msgstr "Tipe Bentuk" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Penggantian Material Fisika" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Lapisan" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Mask" @@ -3045,10 +3166,12 @@ msgstr "Primitif" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Tinggi" @@ -3057,12 +3180,14 @@ msgstr "Tinggi" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Radius" @@ -3082,26 +3207,29 @@ msgid "Save to File" msgstr "Simpan ke File" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Diaktifkan" @@ -3152,8 +3280,8 @@ msgstr "Irisan" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3207,6 +3335,10 @@ msgstr "Terapkan Skala Root" msgid "Root Scale" msgstr "Skala Akar" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Mesh" @@ -3351,7 +3483,7 @@ msgstr "Kompres" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Bahasa" @@ -3462,7 +3594,7 @@ msgstr "Mipmap" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Batas" @@ -3568,8 +3700,8 @@ msgstr "Pangkas ke Wilayah" msgid "Trim Alpha Border From Region" msgstr "Pangkas Perbatasan Alpha Dari Wilayah" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Paksa" @@ -4061,7 +4193,7 @@ msgid "Handheld" msgstr "Genggam" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientasi" @@ -4190,7 +4322,7 @@ msgstr "Pen Tablet" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Lingkungan" @@ -4309,11 +4441,11 @@ msgid "Calculate Tangents" msgstr "Hitung Tangen" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Area Tabrakan" @@ -4325,9 +4457,9 @@ msgstr "Gunakan Collision" msgid "Collision Layer" msgstr "Lapisan Tabrakan" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4337,30 +4469,30 @@ msgstr "Mask Collision" msgid "Collision Priority" msgstr "Prioritas Collision" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Ubah Wajah" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Jala" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Material" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmen Radial" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Cincin" @@ -4376,11 +4508,11 @@ msgstr "Sisi" msgid "Cone" msgstr "Kerucut" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Radius Dalam" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Radius Luar" @@ -4388,16 +4520,16 @@ msgstr "Radius Luar" msgid "Ring Sides" msgstr "Sisi Cincin" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Poligon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Kedalaman" @@ -4450,6 +4582,24 @@ msgstr "Path Bergabung" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Impor" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Penanganan Gambar Tertanam" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4553,20 +4703,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Versi Minor" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Penanganan Gambar Tertanam" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Warna" @@ -4613,13 +4760,14 @@ msgid "Spec Gloss Img" msgstr "Spek Gloss Img" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Massa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4627,14 +4775,14 @@ msgstr "Kecepatan Linear" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Kecepatan Sudut" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "Pusat Massa" @@ -4823,6 +4971,12 @@ msgstr "Tampilan Buffer Nilai Sparse" msgid "Sparse Values Byte Offset" msgstr "Nilai Sparse Offset Byte" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nama Plugin" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4993,8 +5147,8 @@ msgid "Center Z" msgstr "Pusat Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioritas" @@ -5263,8 +5417,8 @@ msgstr "Keuntungan Fraktal" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Lebar" @@ -5339,7 +5493,8 @@ msgstr "Kecepatan Refresh Layar" msgid "Render Target Size Multiplier" msgstr "Render Pengganda Ukuran Target" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "Tangan" @@ -5356,7 +5511,8 @@ msgstr "Kerangka Tangan" msgid "Skeleton Rig" msgstr "Kerangka" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Perbarui" @@ -5470,6 +5626,11 @@ msgstr "Jenis Ruang Referensi yang Diminta" msgid "Reference Space Type" msgstr "Jenis Ruang Referensi" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Fitur Opsional" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Status Visibilitas" @@ -6444,64 +6605,16 @@ msgstr "Terpusat" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Balik Horizontal" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Balik Vertikal" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Pemantauan" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Dapat dipantau" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Gravitasi" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Ruang Override" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Titik" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "Jarak Satuan Titik" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "Pusat Titik" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Arah" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Lembab Linier" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Lembab Sudut" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Bus Audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6682,43 +6795,6 @@ msgstr "Hapus Margin" msgid "Use Mipmaps" msgstr "Gunakan Mipmaps" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "Mode Nonaktifkan" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Dapat dipilih" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Mode Build" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Dinonaktifkan" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Tabrakan Satu Arah" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Margin Tabrakan Satu Arah" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "Warna Debug" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6800,9 +6876,9 @@ msgid "Rect Extents" msgstr "Luas Persegi" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Titik" @@ -6825,12 +6901,26 @@ msgstr "Bendera Partikel" msgid "Align Y" msgstr "Sejajarkan Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Arah" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Menyebar" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Gravitasi" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Kecepatan Awal" @@ -6881,11 +6971,15 @@ msgstr "Aksel Radial" msgid "Tangential Accel" msgstr "Aksel Tangensial" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Redaman" @@ -6913,7 +7007,7 @@ msgid "Angle Min" msgstr "Sudut Min" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Sudut Maks" @@ -7030,7 +7124,7 @@ msgstr "Visibilitas Persegi" msgid "Trails" msgstr "Jalur" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "Bagian" @@ -7038,67 +7132,6 @@ msgstr "Bagian" msgid "Section Subdivisions" msgstr "Subdivisi Bagian" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Node A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Node B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "ketidakseimbangan" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Nonaktifkan Tabrakan" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Kelembutan" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Batas Sudut" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Bawah" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Atas" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Motor" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Kecepatan Target" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Panjang" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Offset Awal" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Lama Istirahat" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Kekakuan" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Hanya Editor" @@ -7243,7 +7276,7 @@ msgstr "Jarak Maksimum Jalur" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7371,6 +7404,60 @@ msgstr "Penghindaran Pembatasan" msgid "Skew" msgstr "Condong" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Dapat digulir" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Gulir Offset" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Ulang" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Ulang" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Mulai Otomatis" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Permintaan diluar Batas Waktu" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "Mulai" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Akhir" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Ikuti Viewport" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Abaikan Zoom Kamera" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Gulir Offset" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7396,7 +7483,7 @@ msgstr "Batas Akhir" msgid "Ignore Camera Zoom" msgstr "Abaikan Zoom Kamera" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Gerakan" @@ -7405,8 +7492,9 @@ msgstr "Gerakan" msgid "Mirroring" msgstr "Pencerminan" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Kurva" @@ -7434,185 +7522,408 @@ msgstr "Berputar" msgid "Cubic Interp" msgstr "Interp Kubik" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "Jalur Node Tulang 2D" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "Indeks Tulang 2D" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "Konfigurasi Otomatis Sambungan" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "Simulasi Fisika" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Ikuti Tulang Saat Simulasi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Kecepatan Linear Konstan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Kecepatan Sudut Konstan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "Sinkron Dengan Fisika" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Pemantauan" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Dapat dipantau" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Ruang Override" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Titik" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "Jarak Satuan Titik" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "Pusat Titik" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "Lembab Linier" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Lembab Sudut" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Bus Audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "Mode Gerak" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "Arah Atas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "Geser di Langit-langit" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Sudut Geser Min Dinding" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "Lantai" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Berhenti di Lereng" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "Kecepatan Konstan" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "Blok di Dinding" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Sudut Maks" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "Panjang Snap" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Platform Bergerak" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Ditinggal" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "Lapisan Lantai" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "Lapisan Dinding" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "Batas Aman" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "Mode Nonaktifkan" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Dapat dipilih" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Mode Build" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Dinonaktifkan" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Tabrakan Satu Arah" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Margin Tabrakan Satu Arah" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "Warna Debug" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Panjang" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Lama Istirahat" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Kekakuan" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Offset Awal" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Node A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Node B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "ketidakseimbangan" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Nonaktifkan Tabrakan" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Kelembutan" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Batas Sudut" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Bawah" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Atas" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Motor" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Kecepatan Target" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "Jalur Node Tulang 2D" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "Indeks Tulang 2D" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "Konfigurasi Otomatis Sambungan" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "Simulasi Fisika" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Ikuti Tulang Saat Simulasi" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Kecualikan Induk" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "Posisi Target" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Pukul Dari Dalam" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Menabrak Dengan" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Area" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Tubuh" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Skala Gravitasi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Jenis Distribusi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "Pusat Mode Massa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Inersia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Deskripsi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "Tidur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Bisa Tidur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "Kunci Rotasi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "Membeku" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "Modus Beku" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "Pemecah Masalah" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Integrator Kustom" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "CD Berkelanjutan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Kontak Maks Dilaporkan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "Monitor Kontak" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linier" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "Mode Lembab" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Lembab" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Sudut" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "Kekuatan Konstan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Torsi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "Mode Gerak" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Batas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "Arah Atas" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "Hasil Maks" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "Geser di Langit-langit" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Kecepatan Linear Konstan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Sudut Geser Min Dinding" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "Lantai" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Berhenti di Lereng" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "Kecepatan Konstan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "Blok di Dinding" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Sudut Maks" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "Panjang Snap" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Platform Bergerak" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Ditinggal" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "Lapisan Lantai" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "Lapisan Dinding" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "Batas Aman" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Kecepatan Sudut Konstan" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7630,38 +7941,6 @@ msgstr "Poligon" msgid "Internal Vertex Count" msgstr "Hitungan Verteks Internal" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Kecualikan Induk" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "Posisi Target" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Pukul Dari Dalam" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Menabrak Dengan" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Area" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Tubuh" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Path Remot" @@ -7674,18 +7953,6 @@ msgstr "Gunakan Koordinat Global" msgid "Update" msgstr "Perbarui" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Batas" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "Hasil Maks" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Menghitung Panjang dan Sudut Secara Otomatis" @@ -7785,30 +8052,6 @@ msgstr "Mengaktifkan" msgid "Node Path" msgstr "Lokasi Node" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "Angin" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "Besaran Gaya" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "Faktor Atenuasi" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "Path Sumber" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Bus Reverb" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Keseragaman" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Model Atenuasi" @@ -7856,7 +8099,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Pelacakan" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Nama Tulang" @@ -7907,14 +8150,6 @@ msgstr "Dekat" msgid "Far" msgstr "Jauh" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Ray yang Dapat Diambil" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "Tangkap saat Seret" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Visibilitas AABB" @@ -7955,13 +8190,14 @@ msgstr "Kerataan" msgid "Scale Curve Z" msgstr "Kurva Skala Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -7969,8 +8205,8 @@ msgstr "Normal" msgid "Orm" msgstr "Orm" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Emisi" @@ -7983,8 +8219,8 @@ msgid "Emission Energy" msgstr "Energi Emisi" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Memodulasi" @@ -8012,11 +8248,6 @@ msgstr "Pudar Bawah" msgid "Distance Fade" msgstr "Jarak Pudar" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "Mulai" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "Ubah Sejajarkan" @@ -8029,7 +8260,7 @@ msgstr "Menggambar Pas" msgid "Passes" msgstr "Pass" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Ketebalan" @@ -8068,10 +8299,6 @@ msgstr "Rentang Visibilitas" msgid "Begin Margin" msgstr "Mulai Margin" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Akhir" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "Margin Akhir" @@ -8080,121 +8307,8 @@ msgstr "Margin Akhir" msgid "Fade Mode" msgstr "Mode Pudar" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "Prioritas Penyelesaian" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "Mengecualikan Node Dari Tabrakan" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Param" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Penjepit Impuls" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Relaksasi" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Impuls Maks" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Batas Linear" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Jarak Atas" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Jarak Bawah" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Restitusi" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Gerakan Linier" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Ortogonal Linier" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Sudut Atas" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Sudut Bawah" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Gerakan Sudut" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Orto sudut" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Rentang Ayunan" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Rentang Putar" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "Motor Linear" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Batas Kekuatan" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "Pegas Linear" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Titik Kesetimbangan" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "Motor Sudut" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "Pegas Sudut" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Ukuran Piksel" @@ -8260,7 +8374,7 @@ msgstr "Prioritas Render Garis Besar" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Teks" @@ -8269,54 +8383,54 @@ msgid "Outline Modulate" msgstr "Modulasi Garis Besar" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Font" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Penjajaran Horisontal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Penjajaran Vertikal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Huruf Besar" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "Pembenaran Flags" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "Arah Teks" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Penggantian BiDi Teks Terstruktur" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Opsi Penggantian BiDi Teks Terstruktur" @@ -8482,7 +8596,8 @@ msgstr "Ukuran Tekstur Maks" msgid "Custom Sky" msgstr "Langit Kustom" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Warna Kustom" @@ -8491,7 +8606,7 @@ msgid "Custom Energy" msgstr "Energi Kustom" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "Atribut Kamera" @@ -8524,7 +8639,7 @@ msgstr "Gunakan Penghindaran 3D" msgid "Keep Y Velocity" msgstr "Pertahankan Kecepatan" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "Mesh Navigasi" @@ -8578,172 +8693,390 @@ msgstr "Gunakan Model Depan" msgid "Tilt Enabled" msgstr "Kemiringan Diaktifkan" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Kunci Sumbu" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "Angin" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "Besaran Gaya" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "Faktor Atenuasi" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "Path Sumber" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Sudut X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Bus Reverb" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Sudut Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Keseragaman" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Sudut Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Ray yang Dapat Diambil" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "Tangkap saat Seret" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Rentang Ayunan" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Rentang Putar" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Relaksasi" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Batas Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Jarak Atas" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Jarak Bawah" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Restitusi" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "Motor Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Batas Kekuatan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "Pegas Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Titik Kesetimbangan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Sudut Atas" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Sudut Bawah" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "Motor Sudut" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "Pegas Sudut" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Param" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Impuls Maks" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "Prioritas Penyelesaian" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "Mengecualikan Node Dari Tabrakan" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Penjepit Impuls" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Gerakan Linier" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Ortogonal Linier" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Gerakan Sudut" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Orto sudut" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Kendala Bersama" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Batas Sudut Diaktifkan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Batas Sudut Atas" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Batas Sudut Bawah" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Bias Batas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Kelembutan Batas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "Relaksasi Batas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Batas Linear Atas" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Batas Linier Bawah" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "Kelembutan Batas Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "Restitusi Batas Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "Redaman Batas Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "Restitusi Batas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "Redaman Batas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Batas Linear Diaktifkan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "Pegas Linier Diaktifkan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "Kekakuan Pegas Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "Redaman Pegas Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Titik Kesetimbangan Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "Restitusi Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "Redaman Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "Restitusi Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "Redaman Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "Pegas Sudut Diaktifkan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Kekakuan Pegas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Redaman Pegas Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Titik Kesetimbangan Sudut" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Offset Tubuh" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Gesekan" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Pantulan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "Mode Redam Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "Mode Redam Sudut" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Kunci Sumbu" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "Linear X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Linear Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Linear Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Sudut X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Sudut Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Sudut Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "Kena Muka Belakang" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Bentuk Debug" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Panjang Pegas" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Gerak Per-Roda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Kekuatan Mesin" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Rem" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Kemudi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "Gerakan VehicleBody3D" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "Gunakan Sebagai Traksi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "Gunakan Sebagai Kemudi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Roda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Pengaruh Gulung" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Slip Gesekan" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Menjelajah" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Kekuatan Maks" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Offset Asal" @@ -8801,7 +9134,8 @@ msgstr "Tulang Ujung" msgid "Interpolation" msgstr "Interpolasi" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Sasaran" @@ -8873,62 +9207,6 @@ msgstr "Koefisien Redam" msgid "Drag Coefficient" msgstr "Koefisien Hambat" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Panjang Pegas" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Gerak Per-Roda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Kekuatan Mesin" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Rem" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Kemudi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "Gerakan VehicleBody3D" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "Gunakan Sebagai Traksi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "Gunakan Sebagai Kemudi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Roda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Pengaruh Gulung" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Slip Gesekan" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Menjelajah" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Kekuatan Maks" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Lacak Langkah Fisik" @@ -8966,8 +9244,8 @@ msgstr "Transparansi" msgid "Extra Cull Margin" msgstr "Margin Cull Ekstra" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "AABB Kustom" @@ -8999,16 +9277,35 @@ msgstr "Propagasi" msgid "Use Two Bounces" msgstr "Gunakan Dua Pantulan" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Pelacak" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Perbarui" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Pelacak" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pelacakan" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "Pelacak" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Pose" @@ -9605,19 +9902,10 @@ msgstr "Dialog File" msgid "Reverse Fill" msgstr "Wajah Cull Terbalik" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Gulir Offset" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Plane Grid XZ" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10319,7 +10607,7 @@ msgstr "Sudut Awal" msgid "Fill Degrees" msgstr "Isi Derajat" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Pusat Offset" @@ -10423,7 +10711,7 @@ msgstr "Lapisan Visibilitas" msgid "Ordering" msgstr "Pemesanan" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Indeks Z" @@ -10435,11 +10723,6 @@ msgstr "Z Sebagai Relatif" msgid "Y Sort Enabled" msgstr "Urutan Y Diaktifkan" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Ulang" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Gunakan Bahan Induk" @@ -10456,10 +10739,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "Kemilau" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Ikuti Viewport" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Unduh File" @@ -10548,7 +10827,7 @@ msgstr "Debug Petunjuk Navigasi" msgid "Multiplayer Poll" msgstr "Polling Multipemain" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Bentuk" @@ -10613,7 +10892,7 @@ msgid "Use TAA" msgstr "Gunakan TAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Gunakan Debanding" @@ -10936,6 +11215,501 @@ msgstr "Fisik 3D" msgid "3D Navigation" msgstr "Navigasi 3D" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segmen" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "Geser pada Kemiringan" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Penyesuaian Penyelesaian Kustom" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "Mode Eksekusi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "Target Jalur node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "Tip Jalur node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "CCDIK Panjang Rantai Data" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "FABRIK Panjang Rantai Data" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Panjang Rantai Data Getar" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "Pengaturan Persendian Bawaan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "Gunakan Gravitasi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "Indeks Bone" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "Node Bone 2D" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "Panjang Rantai Bone Fisik" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "Jarak Minimum Target" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "Jarak Maksimum Target" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "Balik Arah Tikungan" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "Jumlah Modifikasi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Sisi Cincin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Ikon Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Kanan Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Kanan Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Kiri Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Warna Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Kiri Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Kiri Bawah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Margin Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Kiri Atas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Kiri Atas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Sisi Putar" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Warna Atas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Kanan Atas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Kanan Atas" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Lahan" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Data Kustom" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "Proksi Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "Tingkat Sumber" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "Tingkat Koordinat" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Tingkat Alternatif" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "Bentuk Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "Tata Letak Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "Sumbu Offset Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "Ukuran Tile" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "Pemotongan UV" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "Layer Halangan" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Layer Fisika" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "Set Medan" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "Lapisan Data Kustom" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Adegan" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Adegan" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "Tampilan Placeholder" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "Jumlah Poligon" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "Satu Cara" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "Batas Satu Arah" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Set Medan" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Mengubah urutan" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Asal Tekstur" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Asal Urutan Y" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "Set Medan" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Lahan" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Lain-lain" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Kemungkinan" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Jarak" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "Tabrakan Backface" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "Kepadatan" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "Penurunan Ketinggian" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Pelepasan Tepi" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "Tekstur Ketebalan" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Lebar Peta" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Kedalaman Peta" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Data Peta" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Item" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Mesh Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "Navigasi Mesh Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Pratinjau" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "Tambah UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "Padding UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Membagi Lebar" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Pemisahan Tinggi" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Kedalaman Pembagian Subbagian" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Radius Atas" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Radius Bawah" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "Cap Atas" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "Cap Bawah" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "Kiri ke Kanan" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Adalah Selatan Belahan Bumi" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "Segmen Cincin" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "Langkah-langkah Radial" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "Panjang Bagian" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "Cincin Bagian" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "Bagian Segmen" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Step Kurva" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "Jumlah Ikatan" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "Ikatan" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Tulang" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Langit" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Warna Atas" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Warna Horizon" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "Pengganda Energi" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Sampul" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "Modulasi Sampul" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Tanah" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Warna Bawah" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Matahari" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Pemandangan Luas" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Rayleigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "Koefisien" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "Mie" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Keanehan" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Kekeruhan" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "Skala Cakram Matahari" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Warna Daratan" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "Langit Malam" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Lingkungan Pengganti" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Pesawat" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Bingkai-bingkai" @@ -11126,14 +11900,6 @@ msgstr "Efek Kustom" msgid "Load Path" msgstr "Jalur Muat" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segmen" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "Tabrakan Backface" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Bake Resolusi" @@ -11162,19 +11928,10 @@ msgstr "Kurva Z" msgid "Background" msgstr "Latar Belakang" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "Pengganda Energi" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Lapisan Maksimum Kanvas" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Langit" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "Kostum FOV" @@ -11379,10 +12136,6 @@ msgstr "Energi Cahaya" msgid "Sun Scatter" msgstr "Taburan Cahaya Matahari" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "Kepadatan" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "Perspektif Udara" @@ -11450,18 +12203,6 @@ msgstr "Ketepatan Warna" msgid "Color Correction" msgstr "Koreksi Color" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "Penurunan Ketinggian" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Pelepasan Tepi" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "Tekstur Ketebalan" - #: scene/resources/font.cpp msgid "Base Font" msgstr "Huruf Dasar" @@ -11529,18 +12270,6 @@ msgstr "Dari" msgid "To" msgstr "Ke" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Lebar Peta" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Kedalaman Peta" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Data Peta" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Pass Selanjutnya" @@ -11761,10 +12490,6 @@ msgstr "Gunakan Jejak Partikel" msgid "Proximity Fade" msgstr "Pudarnya dengan Jarak Dekat" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Jarak" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11793,22 +12518,6 @@ msgstr "Mode Bentuk Gabungan" msgid "Shadow Mesh" msgstr "Mesh Bayangan" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Item" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Mesh Transform" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "Navigasi Mesh Transform" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Pratinjau" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Tekstur Dasar" @@ -12149,155 +12858,6 @@ msgstr "Timpa Ukuran" msgid "Keep Compressed Buffer" msgstr "Menyimpan Buffer yang Tertekan" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "Tambah UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "Padding UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Membagi Lebar" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Pemisahan Tinggi" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Kedalaman Pembagian Subbagian" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Radius Atas" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Radius Bawah" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "Cap Atas" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "Cap Bawah" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "Kiri ke Kanan" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Adalah Selatan Belahan Bumi" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "Segmen Cincin" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "Langkah-langkah Radial" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "Panjang Bagian" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "Cincin Bagian" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "Bagian Segmen" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Step Kurva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "Geser pada Kemiringan" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Penyesuaian Penyelesaian Kustom" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "Mode Eksekusi" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "Target Jalur node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "Tip Jalur node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "CCDIK Panjang Rantai Data" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "FABRIK Panjang Rantai Data" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Panjang Rantai Data Getar" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "Pengaturan Persendian Bawaan" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "Gunakan Gravitasi" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "Indeks Bone" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "Node Bone 2D" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "Panjang Rantai Bone Fisik" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "Jarak Minimum Target" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "Jarak Maksimum Target" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "Balik Arah Tikungan" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "Jumlah Modifikasi" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "Skala Bone Dasar" @@ -12310,18 +12870,6 @@ msgstr "Ukuran Grup" msgid "Bone Size" msgstr "Ukuran Bone" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "Jumlah Ikatan" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "Ikatan" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Tulang" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "Bahan Langit" @@ -12334,70 +12882,6 @@ msgstr "Mode Proses" msgid "Radiance Size" msgstr "Ukuran Pancaran" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Warna Atas" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Warna Horizon" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Sampul" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "Modulasi Sampul" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Tanah" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Warna Bawah" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Matahari" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Pemandangan Luas" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Rayleigh" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "Koefisien" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "Mie" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Keanehan" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Kekeruhan" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "Skala Cakram Matahari" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Warna Daratan" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "Langit Malam" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "Batas Konten" @@ -12486,203 +12970,6 @@ msgstr "Font Bawaan" msgid "Default Font Size" msgstr "Ukuran Font Bawaan" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Sisi Cincin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Ikon Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Kanan Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Kanan Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Kiri Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Warna Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Kiri Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Kiri Bawah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Margin Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Kiri Atas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Kiri Atas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Sisi Putar" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Warna Atas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Kanan Atas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Kanan Atas" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Lahan" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Data Kustom" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "Proksi Tile" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "Tingkat Sumber" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "Tingkat Koordinat" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Tingkat Alternatif" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "Bentuk Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "Tata Letak Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "Sumbu Offset Tile" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "Ukuran Tile" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "Pemotongan UV" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "Layer Halangan" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Layer Fisika" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "Set Medan" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "Lapisan Data Kustom" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Adegan" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Adegan" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "Tampilan Placeholder" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "Jumlah Poligon" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "Satu Cara" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "Batas Satu Arah" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Set Medan" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Mengubah urutan" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Asal Tekstur" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Asal Urutan Y" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "Set Medan" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Lahan" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Lain-lain" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Kemungkinan" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "File" @@ -12788,14 +13075,6 @@ msgstr "Indeks Permukaan" msgid "Degrees Mode" msgstr "Mode Derajat" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Lingkungan Pengganti" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Pesawat" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panel" @@ -13199,6 +13478,11 @@ msgstr "Alihkan Tersembunyi" msgid "Folder" msgstr "Folder" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Folder Induk" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "Warna Ikon Folder" @@ -14900,11 +15184,26 @@ msgstr "Bahasa Shader" msgid "Treat Warnings as Errors" msgstr "Perlakukan Peringatan Sebagai Error" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "Memiliki Data Pelacakan" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Bendera Glyph" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Mode Bentuk Gabungan" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pelacakan" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Adalah Pertama" @@ -14921,10 +15220,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Adalah Deteksi Pemancangan Enabled" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "Memiliki Data Pelacakan" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "Keyakinan Pelacakan" diff --git a/properties/ig.po b/properties/ig.po index 2d82220..055fa1a 100644 --- a/properties/ig.po +++ b/properties/ig.po @@ -33,9 +33,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -125,9 +125,9 @@ msgstr "Ohere" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -310,7 +310,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -389,7 +389,8 @@ msgid "Max Functions" msgstr "Ọrụ" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -435,7 +436,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -774,8 +775,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -806,8 +808,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -916,11 +918,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1059,7 +1061,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1084,7 +1087,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1105,7 +1108,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1160,7 +1163,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1456,6 +1459,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1476,6 +1483,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1567,8 +1578,8 @@ msgstr "Ohere" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1651,7 +1662,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1671,8 +1683,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1819,9 +1831,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1838,7 +1850,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1848,7 +1860,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2071,16 +2083,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2309,6 +2321,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2350,6 +2366,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2394,7 +2414,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2653,6 +2673,85 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +msgid "Scalar Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +msgid "Boolean Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Ụdị nnyefe" + +#: editor/editor_settings.cpp +msgid "Sampler Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Output Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Color Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +msgid "Input Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Textures Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Utility Color" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Njikọ" + +#: editor/editor_settings.cpp +msgid "Special Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Particle Color" +msgstr "" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2789,13 +2888,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2870,20 +2973,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -2995,10 +3100,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3007,12 +3114,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3032,26 +3141,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3102,8 +3214,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3157,6 +3269,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3301,7 +3417,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3411,7 +3527,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3517,8 +3633,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4010,7 +4126,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4136,7 +4252,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4256,11 +4372,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4272,9 +4388,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4284,30 +4400,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4323,11 +4439,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4335,16 +4451,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4397,6 +4513,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4492,20 +4625,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4552,13 +4682,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4566,14 +4697,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4760,6 +4891,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4931,8 +5067,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5203,8 +5339,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5278,7 +5414,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5294,7 +5431,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Nha ibe" @@ -5410,6 +5548,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Jụ njikọ ọhụrụ" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6372,64 +6515,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6612,43 +6707,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6730,9 +6788,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6755,12 +6813,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6811,11 +6883,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6843,7 +6919,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6960,7 +7036,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Njikọ" @@ -6969,67 +7045,6 @@ msgstr "Njikọ" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7174,7 +7189,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7305,6 +7320,57 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Ogologo oge" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Nha ibe" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Ọnọdụ" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7330,7 +7396,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7339,8 +7405,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7368,184 +7435,409 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Ọnọdụ" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Ọnọdụ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Ọnọdụ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Nsonaazụ" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -7564,39 +7856,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Ọnọdụ" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7609,19 +7868,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Nsonaazụ" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7720,31 +7966,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Ohere" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7792,7 +8013,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7843,14 +8064,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7891,13 +8104,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7905,8 +8119,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7919,8 +8133,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7948,11 +8162,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -7965,7 +8174,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8003,10 +8212,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -8016,121 +8221,8 @@ msgstr "" msgid "Fade Mode" msgstr "Ụdị nnyefe" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8196,7 +8288,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8205,54 +8297,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8416,7 +8508,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8425,7 +8518,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8458,7 +8551,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "" @@ -8513,172 +8606,391 @@ msgstr "" msgid "Tilt Enabled" msgstr "Agbanyere V-mmekọrịta" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Ohere" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8737,7 +9049,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8809,62 +9122,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8902,8 +9159,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8935,15 +9192,32 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Nha ibe" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9543,18 +9817,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10250,7 +10516,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10354,7 +10620,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10367,11 +10633,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Agbanyere V-mmekọrịta" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10388,10 +10649,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10480,7 +10737,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10545,7 +10802,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10868,6 +11125,487 @@ msgstr "" msgid "3D Navigation" msgstr "" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Koodu ọpụpụ" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Nha ibe" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Nha ibe" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11058,14 +11796,6 @@ msgstr "Ọnọdụ" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11094,19 +11824,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11313,10 +12034,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11382,18 +12099,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11461,18 +12166,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11694,10 +12387,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11726,22 +12415,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12054,155 +12727,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12216,18 +12740,6 @@ msgstr "" msgid "Bone Size" msgstr "Nha ibe" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12240,70 +12752,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12392,189 +12840,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Koodu ọpụpụ" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Nha ibe" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Nha ibe" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12680,14 +12945,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13089,6 +13346,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -14786,10 +15047,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14806,10 +15080,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/it.po b/properties/it.po index 82d83b1..bed4195 100644 --- a/properties/it.po +++ b/properties/it.po @@ -113,9 +113,9 @@ msgstr "Configurazione" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nome" @@ -206,9 +206,9 @@ msgstr "Finestra" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -395,7 +395,7 @@ msgstr "Abilita lo scatto" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fisica" @@ -474,7 +474,8 @@ msgid "Max Functions" msgstr "Funzioni" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compressione" @@ -520,7 +521,7 @@ msgstr "Messaggio" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderer" @@ -886,8 +887,9 @@ msgstr "Relativo" msgid "Screen Relative" msgstr "Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Velocità" @@ -920,8 +922,8 @@ msgid "Action" msgstr "Azione" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Intensità" @@ -1034,11 +1036,11 @@ msgstr "Regione" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Scostamento" @@ -1190,7 +1192,8 @@ msgstr "Doppio click" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Sovrascrizioni" @@ -1220,7 +1223,7 @@ msgstr "Segnaposto" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1241,7 +1244,7 @@ msgstr "Argomenti" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1299,7 +1302,7 @@ msgid "Sync Breakpoints" msgstr "Punti di interruzione" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Filesystem" @@ -1610,6 +1613,11 @@ msgstr "Modalità di Scelta Colore Predefinita" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Forza Utente System" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Preimpostazione" @@ -1632,6 +1640,11 @@ msgstr "Colore Base" msgid "Accent Color" msgstr "Colore Accento" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Colore Accento" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Contrasto" @@ -1728,8 +1741,8 @@ msgstr "Finestra" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Abilita" @@ -1819,7 +1832,8 @@ msgid "Thumbnail Size" msgstr "Dimensione della Miniatura" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importa" @@ -1842,9 +1856,9 @@ msgstr "Porta HTTP" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" +msgstr "" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1996,9 +2010,9 @@ msgstr "Raggruppamento Codice" msgid "Word Wrap" msgstr "Raccoglimento Parole" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "AutoLoad" @@ -2016,7 +2030,7 @@ msgid "Draw Spaces" msgstr "Disegna Spazi" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Spaziatura Linee" @@ -2026,7 +2040,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigazione" @@ -2259,16 +2273,16 @@ msgstr "Colori Gizmo" msgid "Instantiated" msgstr "Istanziato" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Unisci" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Forma" @@ -2503,6 +2517,11 @@ msgstr "Raggio Afferramento Punti" msgid "Show Previous Outline" msgstr "Mostra Contorno Precedente" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Commuta la riproduzione automatica" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Auto-Rinomina Tracce di Animazione" @@ -2546,6 +2565,11 @@ msgstr "Opacità Minimappa" msgid "Lines Curvature" msgstr "Chiudi Curva" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Piano della Griglia XZ" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2592,7 +2616,7 @@ msgid "Output" msgstr "Output" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Dimensione Carattere" @@ -2860,6 +2884,96 @@ msgstr "Colore Risultati Ricerca" msgid "Search Result Border Color" msgstr "Colore Bordo Risultati Ricerca" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Modifica una connessione:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Colore Marchio" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vertice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vertice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vertice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Colore Segnalibro" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Formato Trasformazione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Colore Numero" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Colore Segno di Omissione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Output" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Colore Segno di Omissione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Colore Segno di Omissione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Colore Commento" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Colore Testo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Colore Segno di Omissione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vertice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Colore Selezione" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Pulsante disabilitato" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3009,13 +3123,17 @@ msgstr "Auto-Rinomina Tracce di Animazione" msgid "Overwrite Axis" msgstr "Sovrascrivi" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtro" @@ -3100,20 +3218,22 @@ msgstr "Aggiungi Tipo" msgid "Shape Type" msgstr "Cambia Tipo" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Livello" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Maschera" @@ -3238,10 +3358,12 @@ msgstr "Modalità Priorità" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Altezza" @@ -3250,12 +3372,14 @@ msgstr "Altezza" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Raggio" @@ -3277,26 +3401,29 @@ msgid "Save to File" msgstr "Salva un file" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Abilitato" @@ -3353,8 +3480,8 @@ msgstr "Suddivisioni" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3413,6 +3540,10 @@ msgstr "Scala di radice" msgid "Root Scale" msgstr "Scala di radice" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Mesh" @@ -3573,7 +3704,7 @@ msgstr "Comprimi" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Lingua" @@ -3694,7 +3825,7 @@ msgstr "Mappe errate" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp #, fuzzy msgid "Limit" msgstr "Limite" @@ -3808,8 +3939,8 @@ msgstr "Ritaglia Alla Regione" msgid "Trim Alpha Border From Region" msgstr "Accorcia Bordo Alfa Da Regione" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Forza" @@ -4346,7 +4477,7 @@ msgid "Handheld" msgstr "Maneggiato" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientazione" @@ -4485,7 +4616,7 @@ msgstr "Abilita" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Ambiente" @@ -4609,11 +4740,11 @@ msgid "Calculate Tangents" msgstr "Calcola Tangenti" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Collisione" @@ -4625,9 +4756,9 @@ msgstr "Usa Collisioni" msgid "Collision Layer" msgstr "Layer Collisione" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4638,7 +4769,7 @@ msgstr "Maschera di Collisione" msgid "Collision Priority" msgstr "Modalità Collisioni" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Ribalta orizzontalmente" @@ -4646,23 +4777,23 @@ msgstr "Ribalta orizzontalmente" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Materiale" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmenti Radiali" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Anelli" @@ -4678,11 +4809,11 @@ msgstr "Lati" msgid "Cone" msgstr "Cono" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Raggio Interno" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Raggio Esterno" @@ -4690,16 +4821,16 @@ msgstr "Raggio Esterno" msgid "Ring Sides" msgstr "Lati Anello" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Poligono" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profondità" @@ -4754,6 +4885,24 @@ msgstr "Percorsi Uniti" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importa" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4862,20 +5011,17 @@ msgstr "" msgid "Naming Version" msgstr "Versione Minore" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Colore" @@ -4923,14 +5069,15 @@ msgid "Spec Gloss Img" msgstr "Immagine Gloss Speculare" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #, fuzzy msgid "Mass" msgstr "Massa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4939,15 +5086,15 @@ msgstr "Inizializza" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp #, fuzzy msgid "Angular Velocity" msgstr "Velocità angolare" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5144,6 +5291,12 @@ msgstr "Vista buffer dei valori sparsi" msgid "Sparse Values Byte Offset" msgstr "Scostamento Byte dei Valori Sparsi" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nome dell'estensione:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5320,8 +5473,8 @@ msgid "Center Z" msgstr "Centra Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Priorità" @@ -5625,8 +5778,8 @@ msgstr "Margine del Portale" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Larghezza" @@ -5710,7 +5863,8 @@ msgstr "Visualizzazione fildiferro" msgid "Render Target Size Multiplier" msgstr "Imposta più valori:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Maneggiato" @@ -5730,7 +5884,8 @@ msgstr "Scheletro" msgid "Skeleton Rig" msgstr "Scheletro" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Aggiorna" @@ -5854,6 +6009,11 @@ msgstr "Tipi di Riferimento Spazio Richiesti" msgid "Reference Space Type" msgstr "Tipi di Riferimento Spazio" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funzionalità Opzionali" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Stato Visibilità" @@ -6895,73 +7055,16 @@ msgstr "Centro" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Gravity" -msgstr "Gravità" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Sovrascrizioni" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Scegli la Distanza:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Aggiungi Porta Input" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direzione" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineare" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Aggiungi un bus audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7172,50 +7275,6 @@ msgstr "Imposta Margine" msgid "Use Mipmaps" msgstr "Segnali" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Oggetto disabilitato" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Preleva tile" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Modalità Righello" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Oggetto disabilitato" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Crea Poligono di Collisione" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Crea Poligono di Collisione" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Predefinito" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7302,9 +7361,9 @@ msgid "Rect Extents" msgstr "Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punti" @@ -7330,6 +7389,14 @@ msgstr "Particelle" msgid "Align Y" msgstr "Assegna" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direzione" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp @@ -7337,6 +7404,14 @@ msgstr "Assegna" msgid "Spread" msgstr "Propagazione" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +#, fuzzy +msgid "Gravity" +msgstr "Gravità" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7398,11 +7473,15 @@ msgstr "Accelerazione radiale" msgid "Tangential Accel" msgstr "Accelerazione tangenziale" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp #, fuzzy msgid "Damping" @@ -7435,7 +7514,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7574,7 +7653,7 @@ msgstr "Modalità Priorità" msgid "Trails" msgstr "Carica i predefiniti" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direzioni" @@ -7583,75 +7662,6 @@ msgstr "Direzioni" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nodo A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nodo B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Pulsante disabilitato" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minore" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Superiore" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Orbita la visuale a destra" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Length" -msgstr "Lunghezza" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inizializza" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7820,7 +7830,7 @@ msgstr "Scegli la Distanza:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7972,6 +7982,62 @@ msgstr "Vista Editor di Vincoli" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Velocità Scorrimento Verticale" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Scostamento della griglia:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Ripeti" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Ripeti" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Riavvio Automatico:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Richiesta fallita, timeout" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Inizio Loop" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fine" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Mostra Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Scostamento della griglia:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8000,7 +8066,7 @@ msgstr "Alla Fine" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8011,8 +8077,9 @@ msgstr "Azione" msgid "Mirroring" msgstr "Specchiate" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Dividi Curva" @@ -8045,216 +8112,464 @@ msgstr "Ruota" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Larghezza Ossa" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Indice Pulsante Mouse" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configura scatto" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fisica di Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inizializza" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inizializza" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Sincronizza con Fisica" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Sovrascrizioni" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Scegli la Distanza:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Aggiungi Porta Input" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineare" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Aggiungi un bus audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Modalità rotazione" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direzione" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Pulsante disabilitato" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Pavimento:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Costante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Sblocca nodo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Angolo Max" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Lunghezza Max" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Spostando l'output" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Livello" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Livello" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Imposta Margine" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Oggetto disabilitato" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Preleva tile" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Modalità Righello" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Oggetto disabilitato" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Crea Poligono di Collisione" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Crea Poligono di Collisione" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Predefinito" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +#, fuzzy +msgid "Length" +msgstr "Lunghezza" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inizializza" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nodo A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nodo B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Pulsante disabilitato" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minore" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Superiore" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Orbita la visuale a destra" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Larghezza Ossa" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Indice Pulsante Mouse" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configura scatto" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fisica di Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Imposta Curva In Posizione" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Imposta Tipo di Variabile" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "In Centro A Sinistra" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Inerzia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descrizione" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Scatto intelligente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Velocità:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Blocca la rotazione della vista" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Libere" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Modalità Scrittura" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Taglia nodi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Continua" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Scegli un colore" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineare" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Modalità dello scatto:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Angular" msgstr "Angolare" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Costanti" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Modalità rotazione" +msgid "Margin" +msgstr "Margine" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Up Direction" -msgstr "Direzione" +msgid "Max Results" +msgstr "Risultati Ricerca" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Slide on Ceiling" -msgstr "Pulsante disabilitato" +msgid "Constant Linear Velocity" +msgstr "Inizializza" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Floor" -msgstr "Pavimento:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Costante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Sblocca nodo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Angolo Max" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Lunghezza Max" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Spostando l'output" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Livello" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Livello" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" -msgstr "Imposta Margine" +msgid "Constant Angular Velocity" +msgstr "Inizializza" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8274,39 +8589,6 @@ msgstr "Poligoni" msgid "Internal Vertex Count" msgstr "Crea Vertice Interno" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Imposta Curva In Posizione" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8321,20 +8603,6 @@ msgstr "Coordinata successiva" msgid "Update" msgstr "Aggiorna" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Margine" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Risultati Ricerca" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8450,35 +8718,6 @@ msgstr "Abilita" msgid "Node Path" msgstr "Percorso Nodo" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Finestra" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Draw Calls:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Attenuazione" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Percorso Risorsa" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Imposta Nome Uniforme" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8532,7 +8771,7 @@ msgstr "Abilita Doppler" msgid "Tracking" msgstr "Impacchettando" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nome del Nodo:" @@ -8591,15 +8830,6 @@ msgstr "Vicino" msgid "Far" msgstr "Lontano" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Cattura" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8649,13 +8879,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Chiudi Curva" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Normale" @@ -8664,8 +8895,8 @@ msgstr "Normale" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Maschera Emissione" @@ -8681,8 +8912,8 @@ msgid "Emission Energy" msgstr "Colori Emissione" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Modula" @@ -8714,12 +8945,6 @@ msgstr "Minuscolo" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Inizio Loop" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8735,7 +8960,7 @@ msgstr "Draw Calls:" msgid "Passes" msgstr "Draw Calls:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8781,10 +9006,6 @@ msgstr "Modalità Priorità" msgid "Begin Margin" msgstr "Imposta Margine" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fine" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8795,142 +9016,8 @@ msgstr "Espandi Tutto" msgid "Fade Mode" msgstr "Modalità Bitmask" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Abilita Priorità Tile" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Elimina Nodi" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parametro modificato:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Separazione:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Velocità:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineare" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Scegli la Distanza:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Scegli la Distanza:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descrizione" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inizializza" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonale da Dietro" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Maiuscolo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minuscolo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animazione" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max errore angolare:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Salvando la scena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inizializza" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Draw Calls:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Spaziatura Linee" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animazione" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animazione" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Scatto sui pixel" @@ -9004,7 +9091,7 @@ msgstr "Abilita Priorità Tile" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Testo" @@ -9014,30 +9101,30 @@ msgid "Outline Modulate" msgstr "Forza Modulazione Bianca" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Carattere" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Orizzontale Abilitato" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Verticale Abilitato" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Maiuscolo" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Notifiche Push" @@ -9045,27 +9132,27 @@ msgstr "Notifiche Push" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direzione" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9259,7 +9346,8 @@ msgstr "Righe di Testo Max" msgid "Custom Sky" msgstr "Taglia nodi" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Taglia nodi" @@ -9270,7 +9358,7 @@ msgid "Custom Energy" msgstr "Sposta un effetto di un bus" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Distingui tra maiuscole e minuscole" @@ -9309,7 +9397,7 @@ msgstr "Opzioni avanzate" msgid "Keep Y Velocity" msgstr "Velocità" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Modalità Navigazione" @@ -9373,206 +9461,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtra segnali" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Asse" +msgid "Wind" +msgstr "Finestra" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineare" +msgid "Force Magnitude" +msgstr "Draw Calls:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineare" +msgid "Attenuation Factor" +msgstr "Attenuazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineare" +msgid "Source Path" +msgstr "Percorso Risorsa" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Imposta Nome Uniforme" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Cattura" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Salvando la scena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Separazione:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineare" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Scegli la Distanza:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Scegli la Distanza:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descrizione" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inizializza" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Draw Calls:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Spaziatura Linee" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Maiuscolo" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minuscolo" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animazione" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animazione" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parametro modificato:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Velocità:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Abilita Priorità Tile" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Elimina Nodi" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inizializza" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonale da Dietro" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animazione" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max errore angolare:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Costanti" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtra segnali" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max errore angolare:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Spaziatura Linee" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Spaziatura Linee" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Spaziatura Linee" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descrizione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descrizione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animazione" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Pulsante di Svuotamento Attivato" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Scostamento:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Frizione" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineare" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animazione" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Asse" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineare" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineare" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineare" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Stack Frame" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debugger" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Pulsante Rotellina Giù" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Documentazione online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Separazione:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Usa Skin con Nome" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Rotellina" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funzioni" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Sospensione" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Spostamento" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Errore" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9642,7 +9982,8 @@ msgstr "Ossa" msgid "Interpolation" msgstr "Modalità d'interpolazione" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Target" @@ -9723,69 +10064,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Pulsante Rotellina Giù" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Documentazione online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Separazione:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Usa Skin con Nome" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Rotellina" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funzioni" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Sospensione" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Spostamento" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Errore" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9831,8 +10109,8 @@ msgstr "Trasponi" msgid "Extra Cull Margin" msgstr "Argomenti di chiamata aggiuntivi:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9868,17 +10146,36 @@ msgstr "Propagazione" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Aggiungi una traccia" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Aggiorna" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Aggiungi una traccia" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Impacchettando" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Aggiungi una traccia" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Posa" @@ -10588,20 +10885,10 @@ msgstr "Finestra di Dialogo del File" msgid "Reverse Fill" msgstr "Ripristina il volume di un bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Scostamento della griglia:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Piano della Griglia XZ" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11398,7 +11685,7 @@ msgstr "Inizializza" msgid "Fill Degrees" msgstr "Gradi di Riempimento" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "In Centro A Sinistra" @@ -11521,7 +11808,7 @@ msgstr "Stato Visibilità" msgid "Ordering" msgstr "Renderer" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Indice Z" @@ -11535,11 +11822,6 @@ msgstr "Scatti relativi" msgid "Y Sort Enabled" msgstr "Abilita" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Ripeti" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11557,11 +11839,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Mostra Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11665,7 +11942,7 @@ msgstr "Modalità Navigazione" msgid "Multiplayer Poll" msgstr "Imposta più valori:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Forme" @@ -11738,7 +12015,7 @@ msgid "Use TAA" msgstr "Usa DTLS" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12115,6 +12392,572 @@ msgstr "Fisica 3D" msgid "3D Navigation" msgstr "Navigazione" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Argomenti Scena Principale:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Sonda di Riflessione" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Modalità Icona" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Reparent Nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copia percorso del nodo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Passo Predefinito dei Float" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Gravità" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Indice Pulsante Mouse" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nodo Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Cambia la durata dell'animazione" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Scegli la Distanza:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Scegli la Distanza:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direzione" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Aggiungi Porta Input" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Lati Anello" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Icona Destra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "In Basso A Destra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "In Basso A Destra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "In Basso A Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Segnalibri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "In Basso A Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "In Basso A Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Imposta Margine" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "In Alto A Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "In Alto A Sinistra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Lati rotazione" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Pavimento Successivo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "In Alto A Destra" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "In Alto A Destra" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Utilizza Build Personalizzata" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Codice Sorgente" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Livello di Compressione" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Elimina disposizione" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Offset Byte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Modalità Occlusione" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Materiale Fisico" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Imposta più valori:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Schede di Scena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Scena Principale" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Segnaposto" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Poligoni" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Crea Poligono di Collisione" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Trasponi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Imposta Margine" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Mostra Origine" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Probability" +msgstr "Compatibilità" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Scegli la Distanza:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Usa Collisioni" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Intensità" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Luce" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Punti Emissione:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profondità" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profondità" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Elemento" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Trasformazione" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Azzera la trasformazione" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Anteprima" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Aggiungi %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Padding" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Raggio:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "In Basso A Destra" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Taglia sopra" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "In Basso A Sinistra" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "In Alto A Destra" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Segmenti Radiali" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Segmenti Radiali" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Cambia la durata dell'animazione" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Solo nella selezione" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Argomenti Scena Principale:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Dividi Curva" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Aggiungi Porta Input" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Associazione" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ossa" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Cielo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Pavimento Successivo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Memorizzazione file:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Imposta più valori:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Popola" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Raggruppato" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Segnalibri" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Esegui" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Scala di visualizzazione" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Colore del terreno" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Luce" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Ambiente di ripiego" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Piano:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12336,16 +13179,6 @@ msgstr "Sposta un effetto di un bus" msgid "Load Path" msgstr "Carica preset" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Argomenti Scena Principale:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Usa Collisioni" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12379,20 +13212,10 @@ msgstr "Dividi Curva" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Imposta più valori:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Cielo" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12625,11 +13448,6 @@ msgstr "Colori Emissione" msgid "Sun Scatter" msgstr "Subsurface Scattering" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Intensità" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12706,20 +13524,6 @@ msgstr "Separazione:" msgid "Color Correction" msgstr "Correzione Colore" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Luce" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Punti Emissione:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12798,20 +13602,6 @@ msgstr "Modalità Riproduzione:" msgid "To" msgstr "A" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profondità" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profondità" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13069,11 +13859,6 @@ msgstr "Particelle" msgid "Proximity Fade" msgstr "Modalità Priorità" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Scegli la Distanza:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13108,24 +13893,6 @@ msgstr "Nodo Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Elemento" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Trasformazione" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Azzera la trasformazione" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Anteprima" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13494,181 +14261,6 @@ msgstr "Sovrascrizioni" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Aggiungi %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Padding" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Raggio:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "In Basso A Destra" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Taglia sopra" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "In Basso A Sinistra" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "In Alto A Destra" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Segmenti Radiali" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Segmenti Radiali" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Cambia la durata dell'animazione" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Solo nella selezione" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Argomenti Scena Principale:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Dividi Curva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Sonda di Riflessione" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Modalità Icona" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Reparent Nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copia percorso del nodo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Passo Predefinito dei Float" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Gravità" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Indice Pulsante Mouse" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nodo Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Cambia la durata dell'animazione" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Scegli la Distanza:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Scegli la Distanza:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direzione" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Aggiungi Porta Input" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13684,21 +14276,6 @@ msgstr "Dimensione Griglia" msgid "Bone Size" msgstr "Dimensione Bordo" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Aggiungi Porta Input" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Associazione" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ossa" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13714,79 +14291,6 @@ msgstr "Modalità spostamento" msgid "Radiance Size" msgstr "Dimensione Outline:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Pavimento Successivo" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Memorizzazione file:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Popola" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Raggruppato" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Segnalibri" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Esegui" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Scala di visualizzazione" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Colore del terreno" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Luce" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13889,224 +14393,6 @@ msgstr "Predefinito" msgid "Default Font Size" msgstr "Predefinito" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Lati Anello" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Icona Destra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "In Basso A Destra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "In Basso A Destra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "In Basso A Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Segnalibri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "In Basso A Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "In Basso A Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Imposta Margine" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "In Alto A Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "In Alto A Sinistra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Lati rotazione" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Pavimento Successivo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "In Alto A Destra" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "In Alto A Destra" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Utilizza Build Personalizzata" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Codice Sorgente" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Livello di Compressione" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Elimina disposizione" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Offset Byte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Modalità Occlusione" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Materiale Fisico" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Imposta più valori:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Schede di Scena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Scena Principale" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Segnaposto" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Poligoni" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Crea Poligono di Collisione" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Trasponi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Imposta Margine" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Mostra Origine" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Probability" -msgstr "Compatibilità" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "File" @@ -14230,15 +14516,6 @@ msgstr "Indice di superficie" msgid "Degrees Mode" msgstr "Gradi" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Ambiente di ripiego" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Piano:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14722,6 +14999,11 @@ msgstr "Commuta la visibilità dei file nascosti" msgid "Folder" msgstr "Cartella:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Crea una cartella" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16696,11 +16978,27 @@ msgstr "Lingua dell'Editor" msgid "Treat Warnings as Errors" msgstr "Tratta Avvisi Come Errori" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Tracciamento della Mano" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Flags" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nodo Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Impacchettando" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16718,11 +17016,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Tracciamento della Mano" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ja.po b/properties/ja.po index 2211bb3..b8b6d8e 100644 --- a/properties/ja.po +++ b/properties/ja.po @@ -84,9 +84,9 @@ msgstr "構成" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "名前" @@ -177,9 +177,9 @@ msgstr "ウィンドウ" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -358,7 +358,7 @@ msgstr "サブウィンドウを埋め込む" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "物理" @@ -435,7 +435,8 @@ msgid "Max Functions" msgstr "関数の上限" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "圧縮" @@ -479,7 +480,7 @@ msgstr "Message" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "レンダリング" @@ -820,8 +821,9 @@ msgstr "相対的" msgid "Screen Relative" msgstr "相対的" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "ベロシティ" @@ -853,8 +855,8 @@ msgid "Action" msgstr "アクション(Action)" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "強さ" @@ -964,11 +966,11 @@ msgstr "領域" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "オフセット" @@ -1110,7 +1112,8 @@ msgstr "文字列の母音を2倍にする" msgid "Fake BiDi" msgstr "偽の双方向テキスト (右から左)" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "文字をアスタリスク(*)に置き換え" @@ -1135,7 +1138,7 @@ msgstr "プレースホルダ(%%sなど)のスキップ" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1156,7 +1159,7 @@ msgstr "引数" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "タイプ(型)" @@ -1210,7 +1213,7 @@ msgid "Sync Breakpoints" msgstr "ブレークポイントの同期" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "ファイルシステム" @@ -1513,6 +1516,11 @@ msgstr "デフォルトのカラーピッカーモード" msgid "Theme" msgstr "テーマ" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "検索" + #: editor/editor_settings.cpp msgid "Preset" msgstr "プリセット" @@ -1534,6 +1542,11 @@ msgstr "ベースカラー" msgid "Accent Color" msgstr "アクセントカラー" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "アクセントカラー" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "コントラスト" @@ -1624,8 +1637,8 @@ msgstr "マルチウィンドウ" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "有効" @@ -1707,7 +1720,8 @@ msgid "Thumbnail Size" msgstr "サムネイルのサイズ" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "インポート" @@ -1728,9 +1742,10 @@ msgstr "RPCポート" msgid "RPC Server Uptime" msgstr "RPCサーバーの稼働時間" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTFのパス" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1879,9 +1894,9 @@ msgstr "コードの折りたたみ" msgid "Word Wrap" msgstr "ワードラップ" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "自動読み込み" @@ -1899,7 +1914,7 @@ msgid "Draw Spaces" msgstr "スペースを描画" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "行間隔" @@ -1909,7 +1924,7 @@ msgid "Behavior" msgstr "ビヘイビア" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "ナビゲーション" @@ -2137,16 +2152,16 @@ msgstr "ギズモの色" msgid "Instantiated" msgstr "インスタンス化済" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "ジョイント" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "シェイプ" @@ -2376,6 +2391,11 @@ msgstr "ポイントの選択半径" msgid "Show Previous Outline" msgstr "前のアウトラインを表示する" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "自動再生" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "アニメーションのトラック名を自動変更" @@ -2418,6 +2438,11 @@ msgstr "ミニマップの不透明度" msgid "Lines Curvature" msgstr "曲線を閉じる" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "グリッドのXZ平面" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2464,7 +2489,7 @@ msgid "Output" msgstr "出力" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "フォントサイズ" @@ -2732,6 +2757,96 @@ msgstr "検索結果の色" msgid "Search Result Border Color" msgstr "検索結果のボーダーの色" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "接続を編集:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "マークの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "頂点" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "頂点" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "頂点" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "ブックマークの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "変換形式" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "番号の色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "キャレットの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "出力" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "キャレットの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "キャレットの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "コメントの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "テキストの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "キャレットの色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "頂点" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "選択色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "パーティクルコリジョン" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2881,13 +2996,17 @@ msgstr "アニメーションのトラック名を自動変更" msgid "Overwrite Axis" msgstr "上書き" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "シルエットを直す" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "フィルター" @@ -2964,20 +3083,22 @@ msgstr "ボディタイプ" msgid "Shape Type" msgstr "シェイプタイプ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "物理マテリアルのオーバーライド" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "レイヤー" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "マスク" @@ -3095,10 +3216,12 @@ msgstr "優先順位モード" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "高さ" @@ -3107,12 +3230,14 @@ msgstr "高さ" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "半径" @@ -3132,26 +3257,29 @@ msgid "Save to File" msgstr "ファイルへ保存" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "有効" @@ -3204,8 +3332,8 @@ msgstr "スライス" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3259,6 +3387,10 @@ msgstr "ルートスケールを適用" msgid "Root Scale" msgstr "ルートスケール" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "メッシュ" @@ -3412,7 +3544,7 @@ msgstr "圧縮" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "言語:" @@ -3526,7 +3658,7 @@ msgstr "ミップマップ" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "制限値" @@ -3634,8 +3766,8 @@ msgstr "領域にあわせて切り出す" msgid "Trim Alpha Border From Region" msgstr "領域からアルファ境界をトリミング" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "強制" @@ -4163,7 +4295,7 @@ msgid "Handheld" msgstr "ポータブル" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "方向" @@ -4296,7 +4428,7 @@ msgstr "ペンタブレット" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "環境" @@ -4415,11 +4547,11 @@ msgid "Calculate Tangents" msgstr "接線を計算" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "コリジョン" @@ -4431,9 +4563,9 @@ msgstr "コリジョンを使用" msgid "Collision Layer" msgstr "コリジョンレイヤー" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4444,7 +4576,7 @@ msgstr "コリジョンマスク" msgid "Collision Priority" msgstr "コリジョンモード" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "ポータルを反転" @@ -4452,24 +4584,24 @@ msgstr "ポータルを反転" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "メッシュ" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "マテリアル" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "メインシーンの引数:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "警告" @@ -4488,11 +4620,11 @@ msgstr "ガイドを表示" msgid "Cone" msgstr "円錐" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "内半径" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "外半径" @@ -4500,16 +4632,16 @@ msgstr "外半径" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "ポリゴン" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Depth(深度/奥行)" @@ -4569,6 +4701,24 @@ msgstr "ランダムな回転:" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "インポート" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4676,20 +4826,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "マイナーバージョン" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "色" @@ -4736,13 +4883,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "質量" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4750,14 +4898,14 @@ msgstr "線形速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "角速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "重心" @@ -4951,6 +5099,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "プラグイン名:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5128,8 +5282,8 @@ msgid "Center Z" msgstr "中央" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "優先順位" @@ -5429,8 +5583,8 @@ msgstr "プリゲイン" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "幅" @@ -5514,7 +5668,8 @@ msgstr "ワイヤーフレーム表示" msgid "Render Target Size Multiplier" msgstr "複数設定:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "ポータブル" @@ -5534,7 +5689,8 @@ msgstr "スケルトン" msgid "Skeleton Rig" msgstr "スケルトン" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "更新" @@ -5664,6 +5820,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "オプションの機能" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "可視性の状態" @@ -6742,67 +6903,16 @@ msgstr "中央" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "水平反転" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "垂直反転" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "モニタリング" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "モニター可能" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "重力" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "領域のオーバーライド" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "点" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "距離を取得:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "入力ポートを追加" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "方向" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "線形減衰" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "角度減衰" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "オーディオバス" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -7000,48 +7110,6 @@ msgstr "マージンを設定する" msgid "Use Mipmaps" msgstr "シグナル" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "アイテムを無効にする" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "入力" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "ピック可能" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "ビルドモード" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "アイテムを無効にする" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "コリジョン ポリゴンを生成" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "コリジョン ポリゴンを生成" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "デフォルトの色" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7129,9 +7197,9 @@ msgid "Rect Extents" msgstr "ギズモ" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "点" @@ -7157,12 +7225,27 @@ msgstr "パーティクル" msgid "Align Y" msgstr "アサインする" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "方向" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "広がり" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "重力" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "初期速度" @@ -7218,11 +7301,15 @@ msgstr "角化速度" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7253,7 +7340,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7389,7 +7476,7 @@ msgstr "可視領域矩形(Visibility Rect)" msgid "Trails" msgstr "デフォルトを表示" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "方向" @@ -7398,72 +7485,6 @@ msgstr "方向" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "ノード A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "ノード B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "バイアス" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "無効なボタン" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "小文字" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "大文字" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "オービットビュー 右" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "長さ" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "初期化" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "エディターのみ" @@ -7626,7 +7647,7 @@ msgstr "距離を取得:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7779,6 +7800,63 @@ msgstr "エディタビューを束縛する" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "垂直スクロールの速度" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "グリッドのオフセット:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "繰り返し" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "繰り返し" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "自動リスタート:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "リクエスト失敗、タイムアウト" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "ループの開始" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "ビューポートを表示" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "カメラのズームを無視" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "グリッドのオフセット:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7807,7 +7885,7 @@ msgstr "終りに" msgid "Ignore Camera Zoom" msgstr "カメラのズームを無視" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7818,8 +7896,9 @@ msgstr "アクション(Action)" msgid "Mirroring" msgstr "ミラー" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "曲線を分割する" @@ -7851,211 +7930,449 @@ msgstr "回転" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "ボーンの幅" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "ボタンのインデックス" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "スナップの設定" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Godot Physics" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "初期化" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "初期化" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "物理との同期" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "モニタリング" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "モニター可能" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "領域のオーバーライド" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "点" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "変数の型を設定" +msgid "Point Unit Distance" +msgstr "距離を取得:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "質量中心" +msgid "Point Center" +msgstr "入力ポートを追加" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "慣性" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "線形減衰" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "説明" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "角度減衰" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "スリープ中" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "オーディオバス" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "スリープ可能" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "ビュー回転を固定" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "自由" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "書き込みモード" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "ノードを切り取る" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "連続的衝突判定" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Contact Monitor" -msgstr "色を取得" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "リニア" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Snapモード:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "定数" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "トルク" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "回転モード" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "方向" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr "無効なボタン" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor" msgstr "床面:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "コンスタント" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "ノードをロック解除" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "最大角度" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "最大長" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Moving Platform" msgstr "出力結果の移動中" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "レイヤー" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "レイヤー" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "セーフマージン" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "アイテムを無効にする" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "入力" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "ピック可能" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "ビルドモード" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "アイテムを無効にする" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "コリジョン ポリゴンを生成" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "コリジョン ポリゴンを生成" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "デフォルトの色" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "長さ" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "初期化" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "ノード A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "ノード B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "バイアス" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "無効なボタン" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "小文字" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "大文字" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "オービットビュー 右" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "ボーンの幅" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "ボタンのインデックス" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "スナップの設定" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Godot Physics" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "曲線のIn-Controlの位置を指定" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "変数の型を設定" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "質量中心" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "慣性" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "説明" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "スリープ中" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "スリープ可能" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "ビュー回転を固定" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "自由" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "書き込みモード" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "ノードを切り取る" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "連続的衝突判定" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Contact Monitor" +msgstr "色を取得" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "リニア" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Snapモード:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "定数" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "トルク" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +#, fuzzy +msgid "Margin" +msgstr "マージンを設定する" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "検索結果" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "初期化" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "初期化" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8074,39 +8391,6 @@ msgstr "ポリゴン" msgid "Internal Vertex Count" msgstr "内部頂点を作成" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "曲線のIn-Controlの位置を指定" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8121,20 +8405,6 @@ msgstr "次の座標" msgid "Update" msgstr "更新" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "マージンを設定する" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "検索結果" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8250,35 +8520,6 @@ msgstr "有効" msgid "Node Path" msgstr "ノードのパスをコピー" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "ウィンドウ" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "ドローコール:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "減衰量" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "リソース パス" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Uniform名を設定" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8328,7 +8569,7 @@ msgstr "ドップラー" msgid "Tracking" msgstr "トラッキング" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "ノード名:" @@ -8386,15 +8627,6 @@ msgstr "近傍" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "キャプチャ" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8444,13 +8676,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "曲線を閉じる" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "フォーマット" @@ -8459,8 +8692,8 @@ msgstr "フォーマット" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "放出マスク" @@ -8475,8 +8708,8 @@ msgid "Emission Energy" msgstr "放出色" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "変調" @@ -8508,12 +8741,6 @@ msgstr "小文字" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "ループの開始" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8529,7 +8756,7 @@ msgstr "ドローコール:" msgid "Passes" msgstr "ドローコール:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8575,10 +8802,6 @@ msgstr "優先順位モード" msgid "Begin Margin" msgstr "マージンを設定する" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8589,142 +8812,8 @@ msgstr "すべて展開" msgid "Fade Mode" msgstr "ベイクモード" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "優先順位を有効化" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "ノードを削除" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "パラメーターが変更されました:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "分離:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "速度:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "リニア" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "距離を取得:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "距離を取得:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "説明" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "初期化" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "後面 平行投影" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "大文字" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "小文字" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "アニメーション" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "最大。角度エラー:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "シーンを保存中" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "初期化" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "ドローコール:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "行間隔" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "アニメーション" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "アニメーション" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "ピクセルスナップ" @@ -8798,7 +8887,7 @@ msgstr "優先順位を有効化" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "テキスト" @@ -8808,31 +8897,31 @@ msgid "Outline Modulate" msgstr "白色調整" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "フォント" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "水平:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "シグナルを絞り込む" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "大文字" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "ランダムな回転:" @@ -8840,27 +8929,27 @@ msgstr "ランダムな回転:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "方向" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9049,7 +9138,8 @@ msgstr "シーンからマージ" msgid "Custom Sky" msgstr "ノードを切り取る" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "ノードを切り取る" @@ -9060,7 +9150,7 @@ msgid "Custom Energy" msgstr "バスエフェクトを移動" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "大文字小文字を区別" @@ -9099,7 +9189,7 @@ msgstr "高度な設定" msgid "Keep Y Velocity" msgstr "ベロシティ" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "ナビゲーションモード" @@ -9162,205 +9252,456 @@ msgstr "" msgid "Tilt Enabled" msgstr "シグナルを絞り込む" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "軸" +msgid "Wind" +msgstr "ウィンドウ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Force Magnitude" +msgstr "ドローコール:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "減衰量" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "リソース パス" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Uniform名を設定" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "キャプチャ" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "シーンを保存中" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "分離:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "リニア" +msgid "Upper Distance" +msgstr "距離を取得:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "リニア" +msgid "Lower Distance" +msgstr "距離を取得:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "角度X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "説明" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "角度Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "角度Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "初期化" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "ドローコール:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "行間隔" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "大文字" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "小文字" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "アニメーション" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "アニメーション" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "パラメーターが変更されました:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "速度:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "優先順位を有効化" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "ノードを削除" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "初期化" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "後面 平行投影" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "アニメーション" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "最大。角度エラー:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "定数" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "シグナルを絞り込む" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "最大。角度エラー:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "アニメーション" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "アニメーション" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "アニメーション" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "アニメーション" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "行間隔" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "行間隔" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "行間隔" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "説明" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "リニア" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "説明" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "アニメーション" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "シグナルを絞り込む" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "オフセット:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "摩擦" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "線形減衰" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "角度減衰" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "軸" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "リニア" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "リニア" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "リニア" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "角度X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "角度Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "角度Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "スタックフレーム" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "デバッガー" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "ホイール下ボタン" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "オンラインドキュメント" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "分離:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "名前付きスキンの使用" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "ホイール" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "関数" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "トラベル" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "エラー" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9429,7 +9770,8 @@ msgstr "ボーン" msgid "Interpolation" msgstr "補間モード" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "ターゲット" @@ -9509,68 +9851,6 @@ msgstr "減衰係数" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "ホイール下ボタン" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "オンラインドキュメント" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "分離:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "名前付きスキンの使用" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "ホイール" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "関数" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "トラベル" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "エラー" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "物理ステップの追跡" @@ -9613,8 +9893,8 @@ msgstr "行列(縦横)入れ替え" msgid "Extra Cull Margin" msgstr "追加の呼び出し引数:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9651,17 +9931,36 @@ msgstr "ナビゲーション" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "トラックを追加" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "更新" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "トラックを追加" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "トラッキング" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "トラックを追加" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "ポーズ" @@ -10368,20 +10667,10 @@ msgstr "ファイルダイアログ" msgid "Reverse Fill" msgstr "バスボリュームをリセット" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "グリッドのオフセット:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "グリッドのXZ平面" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11192,7 +11481,7 @@ msgstr "初期化" msgid "Fill Degrees" msgstr "%s 度回転。" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "中央左" @@ -11314,7 +11603,7 @@ msgstr "可視性の状態" msgid "Ordering" msgstr "レンダリング" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Zインデックス" @@ -11328,11 +11617,6 @@ msgstr "相対スナップ" msgid "Y Sort Enabled" msgstr "有効" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "繰り返し" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "親のマテリアルを使用" @@ -11350,11 +11634,6 @@ msgstr "法線マップ" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "ビューポートを表示" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11458,7 +11737,7 @@ msgstr "ナビゲーションモード" msgid "Multiplayer Poll" msgstr "複数設定:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11530,7 +11809,7 @@ msgid "Use TAA" msgstr "DTLSを使用" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11907,6 +12186,568 @@ msgstr "3D物理" msgid "3D Navigation" msgstr "ナビゲーション" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "メインシーンの引数:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "リフレクションプローブ" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "アイコンモード" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "親ノードを変更" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "ノードのパスをコピー" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "デフォルトの小数点数のステップ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "重力" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "ボタンのインデックス" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "ブレンド2 ノード" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "アニメーションの長さを変更" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "距離を取得:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "距離を取得:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "方向" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "入力ポートを追加" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "ライトモード" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "右ボタン" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "右下" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "右下" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "左下" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "ブックマーク" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "左下" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "左下" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "左" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "マージンを設定する" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "左上" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "左上" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "グリッドのサイズ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "次の床面" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "右上" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "右上" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "地形" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "カスタムデータ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "ソースコード" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "圧縮" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "レイアウトを削除" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "バイトのオフセット" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "オクルージョンモード" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "物理マテリアル" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "複数設定:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "シーンタブ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "メインシーン" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "プレースホルダとしてロード" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "ポリゴン" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "コリジョン ポリゴンを生成" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "行列(縦横)入れ替え" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "テクスチャの原点" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Yソート原点" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "タイルセット" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "確率" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "距離を取得:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "コリジョンを使用" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "強度" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "ライト" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "放出点:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Depth(深度/奥行)" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Depth(深度/奥行)" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "アイテム" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "トランスフォーム" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "トランスフォームをクリア" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "プレビュー" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "%s を追加" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "パディング" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "半径:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "右下" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "上クリップ" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "下" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "右上" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "メインシーンの引数:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "メインシーンの引数:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "アニメーションの長さを変更" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "選択範囲のみ" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "メインシーンの引数:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "曲線を分割する" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "入力ポートを追加" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "バインド" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "ボーン" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "空" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "次の床面" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "ファイルの保存:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "複数設定:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "データの投入" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "地面" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "ブックマーク" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "太陽" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "パノラマ" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "レイリー" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "減衰係数" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "表示スケール" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "地面の色" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "ライト" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "環境を表示" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "平面:" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "フレーム" @@ -12126,16 +12967,6 @@ msgstr "バスエフェクトを移動" msgid "Load Path" msgstr "プリセットを読み込む" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "メインシーンの引数:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "コリジョンを使用" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12169,20 +13000,10 @@ msgstr "曲線を分割する" msgid "Background" msgstr "背景" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "複数設定:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "空" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12414,11 +13235,6 @@ msgstr "放出色" msgid "Sun Scatter" msgstr "サブサーフェススキャタリング" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "強度" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12495,20 +13311,6 @@ msgstr "分離:" msgid "Color Correction" msgstr "色補正" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "ライト" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "放出点:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12586,20 +13388,6 @@ msgstr "プレイモード:" msgid "To" msgstr "To" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Depth(深度/奥行)" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Depth(深度/奥行)" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12856,11 +13644,6 @@ msgstr "パーティクル" msgid "Proximity Fade" msgstr "優先順位モード" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "距離を取得:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -12895,24 +13678,6 @@ msgstr "ブレンドモード" msgid "Shadow Mesh" msgstr "シャドウモード" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "アイテム" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "トランスフォーム" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "トランスフォームをクリア" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "プレビュー" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13281,181 +14046,6 @@ msgstr "領域のオーバーライド" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "%s を追加" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "パディング" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "半径:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "右下" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "上クリップ" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "下" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "右上" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "メインシーンの引数:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "メインシーンの引数:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "アニメーションの長さを変更" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "選択範囲のみ" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "メインシーンの引数:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "曲線を分割する" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "リフレクションプローブ" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "アイコンモード" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "親ノードを変更" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "ノードのパスをコピー" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "デフォルトの小数点数のステップ" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "重力" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "ボタンのインデックス" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "ブレンド2 ノード" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "アニメーションの長さを変更" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "距離を取得:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "距離を取得:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "方向" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "入力ポートを追加" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13471,21 +14061,6 @@ msgstr "グリッドのサイズ" msgid "Bone Size" msgstr "ボーダーサイズ" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "入力ポートを追加" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "バインド" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "ボーン" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13500,78 +14075,6 @@ msgstr "処理モード" msgid "Radiance Size" msgstr "アウトラインのサイズ:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "次の床面" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "ファイルの保存:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "データの投入" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "地面" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "ブックマーク" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "太陽" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "パノラマ" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "レイリー" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "減衰係数" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "表示スケール" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "地面の色" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "ライト" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13674,220 +14177,6 @@ msgstr "デフォルト" msgid "Default Font Size" msgstr "デフォルト" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "ライトモード" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "右ボタン" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "右下" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "右下" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "左下" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "ブックマーク" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "左下" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "左下" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "左" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "マージンを設定する" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "左上" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "左上" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "グリッドのサイズ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "次の床面" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "右上" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "右上" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "地形" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "カスタムデータ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "ソースコード" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "圧縮" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "レイアウトを削除" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "バイトのオフセット" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "オクルージョンモード" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "物理マテリアル" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "複数設定:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "シーンタブ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "メインシーン" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "プレースホルダとしてロード" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "ポリゴン" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "コリジョン ポリゴンを生成" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "行列(縦横)入れ替え" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "テクスチャの原点" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Yソート原点" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "タイルセット" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "確率" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "ファイル" @@ -14010,16 +14299,6 @@ msgstr "サーフェスインデックス" msgid "Degrees Mode" msgstr "角度モード" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "環境を表示" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "平面:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14494,6 +14773,11 @@ msgstr "隠しファイルをオン / オフ" msgid "Folder" msgstr "フォルダー:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "フォルダーを作成" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16444,11 +16728,27 @@ msgstr "シェーダー言語" msgid "Treat Warnings as Errors" msgstr "警告をエラーとして扱う" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "ハンドトラッキング" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "フラグ" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "ブレンドモード" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "トラッキング" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "プライマリ" @@ -16465,11 +16765,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "アンカー検出を有効にする" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "ハンドトラッキング" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ka.po b/properties/ka.po index 480cc43..c33bd74 100644 --- a/properties/ka.po +++ b/properties/ka.po @@ -37,9 +37,9 @@ msgstr "კონფიგურაცია" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "სახელი" @@ -130,9 +130,9 @@ msgstr "ფანჯარა" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -311,7 +311,7 @@ msgstr "ქვეფანჯრების ჩაშენება" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "ფიზიკა" @@ -388,7 +388,8 @@ msgid "Max Functions" msgstr "მაქს. ფუნქციები" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "შეკუმშვა" @@ -432,7 +433,7 @@ msgstr "შეტყობინება" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "რენდერი" @@ -773,8 +774,9 @@ msgstr "ფარდობითი" msgid "Screen Relative" msgstr "ფარდობითი" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "სიჩქარე" @@ -806,8 +808,8 @@ msgid "Action" msgstr "ქმედება" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "სიძლიერე" @@ -916,11 +918,11 @@ msgstr "რეგიონი" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "წანაცვლება" @@ -1057,7 +1059,8 @@ msgstr "ორმაგი ბრჭყალები" msgid "Fake BiDi" msgstr "ცრუ BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "გადაფარვა" @@ -1082,7 +1085,7 @@ msgstr "ადგილმჭერების გამოტოვება" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1103,7 +1106,7 @@ msgstr "არგუმენტები" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "ტიპი" @@ -1157,7 +1160,7 @@ msgid "Sync Breakpoints" msgstr "წყვეტის წერტილების სინქრონიზაცია" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "ფაილური სისტემა" @@ -1448,6 +1451,11 @@ msgstr "ნაგულისხმევი ფერის ამრჩევ msgid "Theme" msgstr "თემა" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "სისტემური გადართვის დაშვბა" + #: editor/editor_settings.cpp msgid "Preset" msgstr "შაბლონი" @@ -1469,6 +1477,11 @@ msgstr "" msgid "Accent Color" msgstr "აქცენტის ფერი" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "აქცენტის ფერი" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "კონტრასტი" @@ -1558,8 +1571,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "ჩართვა" @@ -1641,7 +1654,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "შემოტანა" @@ -1662,9 +1676,10 @@ msgstr "RPC: პორტი" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1811,9 +1826,9 @@ msgstr "კოდის გადატანა" msgid "Word Wrap" msgstr "სიტყვების გადატანა" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "ავტომატური გადატანის რეჟიმი" @@ -1830,7 +1845,7 @@ msgid "Draw Spaces" msgstr "გამოტოვებების დახატვა" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "ხაზებს შუა მანძილი" @@ -1840,7 +1855,7 @@ msgid "Behavior" msgstr "ქცევა" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "ნავიგაცია" @@ -2062,16 +2077,16 @@ msgstr "" msgid "Instantiated" msgstr "შექმნილია" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "მოხაზულობა" @@ -2300,6 +2315,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "წინა კონტურის ჩვენება" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "ავტომატური დაკვრა" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "ანიმაციის ტრეკების სახელის ავტომატური გადარქმევა" @@ -2340,6 +2360,10 @@ msgstr "" msgid "Lines Curvature" msgstr "ხაზის სიმრუდე" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "ვიზუალური შეიდერი" @@ -2383,7 +2407,7 @@ msgid "Output" msgstr "გამოტანა" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "ფონტის ზომა" @@ -2642,6 +2666,96 @@ msgstr "ძებნის შედეგის ფერი" msgid "Search Result Border Color" msgstr "ძებნის შედეგის საზღვრის ფერი" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "წიბოს მიერთების ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "კარეტის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "მონიშნულის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "მონიშნულის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "მონიშნულის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "საზღვრის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "გადაყვანის ფორმატი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "ფერების მართვა" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "კარეტის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "გამოტანა" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "კარეტის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "კრიტიკული ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "ფონტის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "ტექსტის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "კრიტიკული ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "მონიშნულის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "მონიშნულის ფერი" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "ნაწილაკების შეჯახება" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2780,13 +2894,17 @@ msgstr "მდებარეობის ტრეკების ნორმ msgid "Overwrite Axis" msgstr "ღერძის თავზე გადაწერა" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "ფილტრი" @@ -2861,20 +2979,22 @@ msgstr "სხეულის ტიპი" msgid "Shape Type" msgstr "მოხაზულობის ტიპი" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "ფენა" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "ნიღაბი" @@ -2984,10 +3104,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "სიმაღლე" @@ -2996,12 +3118,14 @@ msgstr "სიმაღლე" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "რადიუსი" @@ -3021,26 +3145,29 @@ msgid "Save to File" msgstr "ფაილში შენახვა" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "ჩართულია" @@ -3091,8 +3218,8 @@ msgstr "ფენები" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3146,6 +3273,10 @@ msgstr "საწყისი მასშტაბის გადატარ msgid "Root Scale" msgstr "საწყისი მასშტაბი" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "ბადეები" @@ -3289,7 +3420,7 @@ msgstr "შეკუმშვა" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "ენა" @@ -3399,7 +3530,7 @@ msgstr "მინირუკები" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "ზღვარი" @@ -3505,8 +3636,8 @@ msgstr "ამოჭრა რეგიონამდე" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "ძალა" @@ -3994,7 +4125,7 @@ msgid "Handheld" msgstr "ჯიბის" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "ორიენტაცია" @@ -4118,7 +4249,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "გარემო" @@ -4237,11 +4368,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "შეჯახება" @@ -4253,9 +4384,9 @@ msgstr "შეჯახების გამოყენება" msgid "Collision Layer" msgstr "შეჯახების დონე" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4265,30 +4396,30 @@ msgstr "შეჯახების ნიღაბი" msgid "Collision Priority" msgstr "შეჯახების პრიორიტეტი" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "ბადე" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "მასალა" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "ბეჭდები" @@ -4304,11 +4435,11 @@ msgstr "მხარეები" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "შიდა რადიუსი" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "გარე რადიუსი" @@ -4316,16 +4447,16 @@ msgstr "გარე რადიუსი" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "მრავალკუთხედი" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "სიღრმე" @@ -4378,6 +4509,24 @@ msgstr "ბილიკი შეერთდა" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "შემოტანა" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4473,20 +4622,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "დასახელების ვერსია" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "ფერი" @@ -4533,13 +4679,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "მასა" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4547,14 +4694,14 @@ msgstr "წრფივი იჩქარე" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "მასის ცენტრი" @@ -4740,6 +4887,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "დამატების სახელი" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4910,8 +5063,8 @@ msgid "Center Z" msgstr "ცენტრის Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "პრიორიტეტი" @@ -5178,8 +5331,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "სიგანე" @@ -5254,7 +5407,8 @@ msgstr "ეკრანის განახლების სიხშირ msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "ხელი" @@ -5271,7 +5425,8 @@ msgstr "ხელის ჩონჩხი" msgid "Skeleton Rig" msgstr "ჩონჩხი" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "განახლება" @@ -5385,6 +5540,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "OpenType-ის თვისებები" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6350,64 +6510,16 @@ msgstr "შუაზე გასწორებული" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "მონიტორინგი" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "მიზიდულობა" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "წერტილი" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "წერტილის ერთეულის დაშორება" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "ცენტრზე მითითება" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "მიმართულება" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "აუდიომატარებელი" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6588,43 +6700,6 @@ msgstr "საზღვრის გასუფთავება" msgid "Use Mipmaps" msgstr "მინირუკების გამოყენება" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "რეჟიმის გათიშვა" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "შეყვანა" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "აგების რეჟიმი" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "გამოირთო" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "ერთმხრივი დაჯახება" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "ერთმხრივი დაჯახების საზღვარი" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "გამართვის ფერი" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6706,9 +6781,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "წერტილები" @@ -6731,12 +6806,26 @@ msgstr "ნაწილაკის ალმები" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "მიმართულება" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "გავრცელება" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "მიზიდულობა" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "საწყისი სიჩქარე" @@ -6787,11 +6876,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6819,7 +6912,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6934,7 +7027,7 @@ msgstr "" msgid "Trails" msgstr "კვალები" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "ჭრილები" @@ -6942,67 +7035,6 @@ msgstr "ჭრილები" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "კვანძი A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "კვანძი B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "შეჯახების გათიშვა" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "სირბილე" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "დაწევა" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "ზედა" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "მოტორი" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "სამიზნის სიჩქარე" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "სიგრძე" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "სიმყიფე" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "მხოლოდ, რედაქტორი" @@ -7147,7 +7179,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7275,6 +7307,59 @@ msgstr "შეზღუდვის თავიდან აცილება" msgid "Skew" msgstr "გადახრა" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "გადახვევადი" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "გამეორება" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "გამეორება" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "ავტოგაშვება" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "მოთხოვნის მოლოდინის ვადა" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "დაწყება" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "დასასრული" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "დაწყების წანაცვლება" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7300,7 +7385,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "მოძრაობა" @@ -7309,8 +7394,9 @@ msgstr "მოძრაობა" msgid "Mirroring" msgstr "ანარეკლი" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "მრუდი" @@ -7338,183 +7424,406 @@ msgstr "ბრუნავს" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "ძვლის 2D ინდექსი" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "მუდმივი წრფივი სიჩქარე" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "მუდმივი კუთხური სიჩქარე" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "მონიტორინგი" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "წერტილი" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "წერტილის ერთეულის დაშორება" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "ცენტრზე მითითება" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "აუდიომატარებელი" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "მოძრაობის რეჟიმი" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "მიმართულება მაღლა" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "სახურავზე გადაცურება" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "სართული" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "მუდმივი სიჩქარე" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "ბლოკი კედელზე" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "მიბმის სიგრძე" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "სართულის ფენები" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "კედლის ფენები" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "რეჟიმის გათიშვა" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "შეყვანა" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "აგების რეჟიმი" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "გამოირთო" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "ერთმხრივი დაჯახება" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "ერთმხრივი დაჯახების საზღვარი" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "გამართვის ფერი" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "სიგრძე" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "სიმყიფე" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "კვანძი A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "კვანძი B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "შეჯახების გათიშვა" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "სირბილე" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "დაწევა" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "ზედა" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "მოტორი" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "სამიზნის სიჩქარე" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "ძვლის 2D ინდექსი" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "სამიზნის მდებარეობა" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "ადგილები" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "მასის განაწილება" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "მასის ცენტრის რეჟიმი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "დეაქცივაცია" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "მძინარე" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "ტრიალის დაბლოკვა" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "გაყინვა" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "გაყინვის რეჟიმი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "ამომხსნელი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "მომხმარებლის ინტეგრატორი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "უწყვეტი CD" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "ხაზოვანი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "მუდმივი ძალები" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "მოძრაობის რეჟიმი" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "ზღვარი" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "მიმართულება მაღლა" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "მაქს. შედეგები" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "სახურავზე გადაცურება" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "მუდმივი წრფივი სიჩქარე" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "სართული" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "მუდმივი სიჩქარე" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "ბლოკი კედელზე" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "მიბმის სიგრძე" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "სართულის ფენები" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "კედლის ფენები" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "მუდმივი კუთხური სიჩქარე" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7532,38 +7841,6 @@ msgstr "მრავალკუთხედები" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "სამიზნის მდებარეობა" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "ადგილები" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "დაშორებული ბილიკი" @@ -7576,18 +7853,6 @@ msgstr "გლობალური კოორდინატების გ msgid "Update" msgstr "განახლება" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "ზღვარი" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "მაქს. შედეგები" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7686,30 +7951,6 @@ msgstr "ჩართვა" msgid "Node Path" msgstr "კვანძის ბილიკი" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "ქარი" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "ატენუაციის ფაქტორი" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "წყაროს ბილიკი" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "ატენუაციის მოდელი" @@ -7757,7 +7998,7 @@ msgstr "დოპლერი" msgid "Tracking" msgstr "ტრეკინგი" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "ძვლის სახელი" @@ -7808,14 +8049,6 @@ msgstr "ახლოს" msgid "Far" msgstr "შორს" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "გადაღება გადათრევისას" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7856,13 +8089,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "მრუდის Z-ის მასშტაბი" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "ალბედო" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "ნორმალური" @@ -7870,8 +8104,8 @@ msgstr "ნორმალური" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7884,8 +8118,8 @@ msgid "Emission Energy" msgstr "გამოსხივების ენერგია" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7913,11 +8147,6 @@ msgstr "ქვედა მინავლება" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "დაწყება" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "გადაყვანის სწორება" @@ -7930,7 +8159,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "სისქე" @@ -7968,10 +8197,6 @@ msgstr "" msgid "Begin Margin" msgstr "დაწყების ზღვარი" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "დასასრული" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "დასასრულის საზღვარი" @@ -7980,121 +8205,8 @@ msgstr "დასასრულის საზღვარი" msgid "Fade Mode" msgstr "მინავლების რეჟიმი" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "ამომხსნელის პრიორიტეტი" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "კვანძების გამორიცხვა შეჯახებიდან" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "პარამეტრები" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "მოშვება" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "მაქს იმპულსი" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "წრფივი შეზღუდვა" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "ზედა დაშორება" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "ქვედა დაშორება" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "დაბრუნება" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "წრფივი გადაადგილება" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "წრფივი ორთო" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "კუთხოვანი მოძრაობა" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "კუთხოვანი ორთო" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "წრფივი ძრავა" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "წრფივი ზამბარა" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "კუთხოვანი ძრავა" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "კუთხოვანი ზამბარა" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "პიქსელის ზომა" @@ -8160,7 +8272,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "ტექსტი" @@ -8169,54 +8281,54 @@ msgid "Outline Modulate" msgstr "კონტური მოდულაცია" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "ფონტი" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "ჰორიზონტალური სწორება" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "ვერტიკალური სწორება" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "მაღალირეგისტრი" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "დამტკიცების ალმები" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "ტექსტის მიმართულება" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8379,7 +8491,8 @@ msgstr "მაქს. ტექსტურის ზომა" msgid "Custom Sky" msgstr "მომხმარებლის ცა" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "ფერის არჩევა" @@ -8388,7 +8501,7 @@ msgid "Custom Energy" msgstr "მორგებული ენერგია" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8420,7 +8533,7 @@ msgstr "3D თავიდან აცილების გამოყენ msgid "Keep Y Velocity" msgstr "Y სიჩქარის შენარჩუნება" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "ნავიგაციის ბადე" @@ -8474,172 +8587,390 @@ msgstr "" msgid "Tilt Enabled" msgstr "მოხრა ჩართულია" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "ქარი" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "წრფივი X" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "ატენუაციის ფაქტორი" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "წრფივი Y" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "წყაროს ბილიკი" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "წრფივი Z" - -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "გადაღება გადათრევისას" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "მოშვება" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "წრფივი შეზღუდვა" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "ზედა დაშორება" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "ქვედა დაშორება" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "დაბრუნება" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "წრფივი ძრავა" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "წრფივი ზამბარა" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "კუთხოვანი ძრავა" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "კუთხოვანი ზამბარა" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "პარამეტრები" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "მაქს იმპულსი" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "ამომხსნელის პრიორიტეტი" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "კვანძების გამორიცხვა შეჯახებიდან" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "წრფივი გადაადგილება" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "წრფივი ორთო" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "კუთხოვანი მოძრაობა" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "კუთხოვანი ორთო" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "შეერთების შეზღუდვები" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "კუთხური შეზღუდვა ჩართულია" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "კუთხური შეზღუდვა ზედა" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "კუთხური შეზღუდვის მინ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "კუთხური შეზღუდვის სირბილე" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "კუთხური შეზღუდვის მოშვება" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "წრფივი ლიმიტი ზედა" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "წრფივი ლიმიტი ქვედა" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "წრფივი ლიმიტის სირბილე" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "წრფივი ლიმიტის დაბრუნება" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "კუთხური შეზღუდვის დაბრუნება" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "წრფივი ლიმიტი ჩართულია" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "წრფივი ზამბარა ცართულია" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "წრფივი ზამბარის სიმყიფე" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "წრფივი ტოლობის წერტილი" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "წრფივი დაბრუნება" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "კუთხოვანი დაბრუნება" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "კუთხოვანი ზამბარა ჩართულია" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "ხახუნი" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "ხტუნვა" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "წრფივი X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "წრფივი Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "წრფივი Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "გასათრევად გამოყენება" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "ბორბალი" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "ხახუნი სრიალი" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "სუსპენზია" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "მოგზაურობა" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "მაქს ძალა" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8697,7 +9028,8 @@ msgstr "" msgid "Interpolation" msgstr "ინტერპოლაცია" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "სამიზნე" @@ -8769,62 +9101,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "გასათრევად გამოყენება" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "ბორბალი" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "ხახუნი სრიალი" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "სუსპენზია" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "მოგზაურობა" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "მაქს ძალა" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8862,8 +9138,8 @@ msgstr "გამჭვირვალობა" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8895,16 +9171,35 @@ msgstr "გავრცელება" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "ტრეკერი" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "განახლება" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "ტრეკერი" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "ხელის დევნება" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "ტრეკერი" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "პოზა" @@ -9497,18 +9792,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "ბადის ჩვენება" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "მიბმა ჩართულია" @@ -10199,7 +10486,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "ცენტრის წანაცვლება" @@ -10303,7 +10590,7 @@ msgstr "" msgid "Ordering" msgstr "დალაგება" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10315,11 +10602,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Y დალაგება ჩართულია" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "გამეორება" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10336,10 +10618,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10428,7 +10706,7 @@ msgstr "ნავიგაციის მინიშნების გამ msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "მოყვანილობები" @@ -10493,7 +10771,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10813,6 +11091,484 @@ msgstr "3D ფიზიკა" msgid "3D Navigation" msgstr "3D ნავიგაცია" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "სეგმენტები" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "დახრაზე დაცურება" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "შესრულების რეჟიმი" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "ნაგულისხმევი საერთო პარამეტრები" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "ძვლების ინდექსი" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "ძვლის 2D კვანძი" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "სამიზნის მინ. დაშორება" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "სამიზნის მაქს. დაშორება" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "გადაბრუნების მიმართულება" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "ცვლილების რაოდენობა" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "მარჯვენა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "მარჯვენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "ქვედა მარჯვენა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "ქვედა მარჯვენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "ქვედა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "ფსკერის კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "ქვედა მარცხენა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "ქვედა მარცხენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "მარცხენა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "მარცხენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "ზედა მარცხენა" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "ზედა მარცხენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "ზედა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "ზედა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "ზედა მარჯვენა მხარე" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "ზედა მარჯვენა კუთხე" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "მომხმარებლის მონაცემები" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "ფილის პროქსიები" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "წყაროს დონე" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "კოორდინატების დონე" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "ფილის მოხაზულობა" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "ფილების განლაგება" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "ფილის წანაცვლების ღერძი" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "ფილის ზომა" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "ოკლუზიის ფენები" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "ფიზიკის ფენები" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "მორგებული მონაცემის ფენები" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "სცენები" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "სცენა" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "ადგილმჭერის ჩვენება" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "მრავალკუთხედების რაოდენობა" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "ერთმხრივი საზღვარი" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "ტრანსპოზიცია" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "ტექსტურის წყარო" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y დალაგების წყარო" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "რელიეფი" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "სხვადასხვა" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "ალბათობა" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "მანძილი" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "სიმკვრივე" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "სიმკვრივის ტექსტურა" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "ელემენტი" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "ბადის გარდაქმნა" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "ნავიგაციის ბადის გარდაქმნა" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "მინიატურა" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "მარცხნიდან მარჯვნივ" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "რადიალური ნაბიჯები" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "კვეთის სიგრძე" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "კვეთის რგოლები" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "კვეთის სეგმენტები" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Curve Step" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "მიბმების რაოდენობა" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "აკინძვა" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "ძვალი" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "ცა" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "ზედა ფერი" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "ჰორიზონტის ფერი" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "ყდა" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "მიწა" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "ფსკერის ფერი" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "მზე" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "პანორამა" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "კოეფიციენტი" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "მიე" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "მიწის ფერი" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "ღამის ცა" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "სიბრტყე" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "კადრები" @@ -11003,14 +11759,6 @@ msgstr "მომხმარებლის ეფექტები" msgid "Load Path" msgstr "ბილიკის ჩატვირთვა" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "სეგმენტები" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "ცხობის გაფართოება" @@ -11039,19 +11787,10 @@ msgstr "მრუდის Z" msgid "Background" msgstr "ფონი" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "ცა" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "ხედვის არეს მორგება" @@ -11256,10 +11995,6 @@ msgstr "სინათლის ენერგია" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "სიმკვრივე" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11327,18 +12062,6 @@ msgstr "გაჯერებულობა" msgid "Color Correction" msgstr "ფერების კორექცია" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "სიმკვრივის ტექსტურა" - #: scene/resources/font.cpp msgid "Base Font" msgstr "საბაზისო ფონტი" @@ -11406,18 +12129,6 @@ msgstr "ვისგან" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11638,10 +12349,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "მანძილი" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11670,22 +12377,6 @@ msgstr "შერევის ფორმის რეჟიმი" msgid "Shadow Mesh" msgstr "ჩრდილის ბადე" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "ელემენტი" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "ბადის გარდაქმნა" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "ნავიგაციის ბადის გარდაქმნა" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "მინიატურა" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "საბაზისო ტექსტურა" @@ -11997,155 +12688,6 @@ msgstr "ზომის გადაფარვა" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "მარცხნიდან მარჯვნივ" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "რადიალური ნაბიჯები" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "კვეთის სიგრძე" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "კვეთის რგოლები" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "კვეთის სეგმენტები" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Curve Step" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "დახრაზე დაცურება" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "შესრულების რეჟიმი" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "ნაგულისხმევი საერთო პარამეტრები" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "ძვლების ინდექსი" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "ძვლის 2D კვანძი" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "ფიზიკური ძვლის ჯაჭვის სიგრძე" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "სამიზნის მინ. დაშორება" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "სამიზნის მაქს. დაშორება" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "გადაბრუნების მიმართულება" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "ცვლილების რაოდენობა" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "საბაზისო ძვლის მასშტაბი" @@ -12158,18 +12700,6 @@ msgstr "ჯგუფის ზომა" msgid "Bone Size" msgstr "ძვლის ზომა" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "მიბმების რაოდენობა" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "აკინძვა" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "ძვალი" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "ცის მასალა" @@ -12182,70 +12712,6 @@ msgstr "დამუშავების რეჟიმი" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "ზედა ფერი" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "ჰორიზონტის ფერი" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "ყდა" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "მიწა" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "ფსკერის ფერი" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "მზე" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "პანორამა" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "კოეფიციენტი" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "მიე" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "მიწის ფერი" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "ღამის ცა" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "შემცველობის საზღვრები" @@ -12334,186 +12800,6 @@ msgstr "ნაგულისხმევი ფონტი" msgid "Default Font Size" msgstr "ნაგულისხმევი ფონტის ზომა" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "მარჯვენა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "მარჯვენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "ქვედა მარჯვენა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "ქვედა მარჯვენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "ქვედა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "ფსკერის კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "ქვედა მარცხენა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "ქვედა მარცხენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "მარცხენა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "მარცხენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "ზედა მარცხენა" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "ზედა მარცხენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "ზედა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "ზედა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "ზედა მარჯვენა მხარე" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "ზედა მარჯვენა კუთხე" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "მომხმარებლის მონაცემები" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "ფილის პროქსიები" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "წყაროს დონე" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "კოორდინატების დონე" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "ფილის მოხაზულობა" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "ფილების განლაგება" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "ფილის წანაცვლების ღერძი" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "ფილის ზომა" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "ოკლუზიის ფენები" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "ფიზიკის ფენები" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "მორგებული მონაცემის ფენები" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "სცენები" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "სცენა" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "ადგილმჭერის ჩვენება" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "მრავალკუთხედების რაოდენობა" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "ერთმხრივი საზღვარი" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "ტრანსპოზიცია" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "ტექსტურის წყარო" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y დალაგების წყარო" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "რელიეფი" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "სხვადასხვა" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "ალბათობა" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "ფაილი" @@ -12619,14 +12905,6 @@ msgstr "ზედაპირის ინდექსი" msgid "Degrees Mode" msgstr "გრადუსების რეჟიმი" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "სიბრტყე" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "პანელი" @@ -13027,6 +13305,11 @@ msgstr "დამალულების გადართვა" msgid "Folder" msgstr "საქაღალდე" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "მშობელი საქაღალდე" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "საქაღალდის ხატულის ფერი" @@ -14701,11 +14984,26 @@ msgstr "შეიდერის ენა" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "აქვს ტრეკინგის მონაცემები" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "ალმები" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "შერევის ფორმის რეჟიმი" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "ხელის დევნება" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14722,10 +15020,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "აქვს ტრეკინგის მონაცემები" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/km.po b/properties/km.po index 4833733..56a7bc0 100644 --- a/properties/km.po +++ b/properties/km.po @@ -32,9 +32,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -125,9 +125,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -312,7 +312,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -392,7 +392,8 @@ msgid "Max Functions" msgstr "បញ្ចូល Key នៅទីនេះ" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -438,7 +439,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -779,8 +780,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -813,8 +815,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -924,11 +926,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1069,7 +1071,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1094,7 +1097,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1116,7 +1119,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1171,7 +1174,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1463,6 +1466,10 @@ msgstr "តម្លៃ:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1484,6 +1491,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1573,8 +1584,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1656,7 +1667,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1676,8 +1688,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1825,9 +1837,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1844,7 +1856,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1854,7 +1866,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2079,16 +2091,16 @@ msgstr "" msgid "Instantiated" msgstr "បញ្ចូល Key នៅទីនេះ" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2319,6 +2331,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2359,6 +2375,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2402,7 +2422,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2663,6 +2683,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2802,13 +2912,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2887,20 +3001,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3012,10 +3128,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3024,12 +3142,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3049,26 +3169,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3120,8 +3243,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3178,6 +3301,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3324,7 +3451,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3437,7 +3564,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3543,8 +3670,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4042,7 +4169,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4169,7 +4296,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4290,11 +4417,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4306,9 +4433,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4318,30 +4445,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4357,11 +4484,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4369,16 +4496,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4431,6 +4558,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4532,20 +4676,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4592,13 +4733,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4606,14 +4748,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4803,6 +4945,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4975,8 +5122,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5248,8 +5395,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5324,7 +5471,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5341,7 +5489,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "បញ្ចូល Key នៅទីនេះ" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "បញ្ចូល Key នៅទីនេះ" @@ -5455,6 +5604,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6425,65 +6578,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6665,43 +6769,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6783,9 +6850,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6808,12 +6875,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6864,11 +6945,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6896,7 +6981,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7015,7 +7100,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Anim ផ្លាស់ប្តូរ Transition" @@ -7024,67 +7109,6 @@ msgstr "Anim ផ្លាស់ប្តូរ Transition" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7230,7 +7254,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7368,6 +7392,58 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "តម្លៃ:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "ពេលវេលា:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "បញ្ចូល Key នៅទីនេះ" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7393,7 +7469,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7403,8 +7479,9 @@ msgstr "" msgid "Mirroring" msgstr "កញ្ចក់" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7432,191 +7509,417 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Anim ផ្លាស់ប្តូរ Transition" +msgid "Point Center" +msgstr "បញ្ចូល Key នៅទីនេះ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Anim ផ្លាស់ប្តូរ Transition" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Lock Rotation" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Free" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze Mode" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp Mode" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Motion Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Up Direction" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Block on Wall" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "តម្លៃ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "តម្លៃ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "តម្លៃ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Lock Rotation" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Free" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "តម្លៃ:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7633,39 +7936,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Anim ផ្លាស់ប្តូរ Transition" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7678,19 +7948,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "តម្លៃ:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7791,30 +8048,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7863,7 +8096,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7914,14 +8147,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7962,13 +8187,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7976,8 +8202,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7990,8 +8216,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8019,11 +8245,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8037,7 +8258,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8076,10 +8297,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -8088,124 +8305,8 @@ msgstr "" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "តម្លៃ:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "កញ្ចក់" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "កញ្ចក់" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8271,7 +8372,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8280,54 +8381,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8492,7 +8593,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8501,7 +8603,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8534,7 +8636,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Anim ផ្លាស់ប្តូរ Transition" @@ -8589,173 +8691,396 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "កញ្ចក់" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "កញ្ចក់" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "តម្លៃ:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "បញ្ចូល Key នៅទីនេះ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Anim ផ្លាស់ប្តូរ Transition" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "កញ្ចក់" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8813,7 +9138,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8887,64 +9213,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Anim ផ្លាស់ប្តូរ Transition" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "កញ្ចក់" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8982,8 +9250,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9016,15 +9284,32 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9631,18 +9916,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10342,7 +10619,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10446,7 +10723,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10458,11 +10735,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10479,10 +10751,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10574,7 +10842,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10639,7 +10907,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10965,6 +11233,502 @@ msgstr "" msgid "3D Navigation" msgstr "Key(s) ដែលបានជ្រើសស្ទួន" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "តម្លៃ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "តម្លៃ:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Anim ផ្លាស់ប្តូរ Transform" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "បញ្ចូល Key នៅទីនេះ" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Key(s) ដែលបានជ្រើសស្ទួន" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11158,15 +11922,6 @@ msgstr "Anim ផ្លាស់ប្តូរ Transition" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Key(s) ដែលបានជ្រើសស្ទួន" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11195,19 +11950,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11417,10 +12163,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11485,18 +12227,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11565,18 +12295,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11801,10 +12519,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11833,24 +12547,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12172,158 +12868,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "បញ្ចូល Key នៅទីនេះ" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12336,19 +12880,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -12362,72 +12893,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Key(s) ដែលបានជ្រើសស្ទួន" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12519,195 +12984,6 @@ msgstr "" msgid "Default Font Size" msgstr "តម្លៃ:" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Key(s) ដែលបានជ្រើសស្ទួន" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Anim ផ្លាស់ប្តូរ Transform" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "តម្លៃ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "តម្លៃ:" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "បញ្ចូល Key នៅទីនេះ" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12815,14 +13091,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13246,6 +13514,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -14980,10 +15252,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15000,10 +15285,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ko.po b/properties/ko.po index ed6eae9..f6d888b 100644 --- a/properties/ko.po +++ b/properties/ko.po @@ -82,9 +82,9 @@ msgstr "구성" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "이름" @@ -175,9 +175,9 @@ msgstr "창" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -356,7 +356,7 @@ msgstr "보조 창 내장" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "물리" @@ -433,7 +433,8 @@ msgid "Max Functions" msgstr "최대 함수" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "압축" @@ -477,7 +478,7 @@ msgstr "메시지" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "렌더링" @@ -819,8 +820,9 @@ msgstr "상대적" msgid "Screen Relative" msgstr "상대적" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "속도" @@ -852,8 +854,8 @@ msgid "Action" msgstr "액션" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "힘" @@ -962,11 +964,11 @@ msgstr "영역" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "오프셋" @@ -1103,7 +1105,8 @@ msgstr "모음 두 번 작성" msgid "Fake BiDi" msgstr "가짜 BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "오버라이드" @@ -1128,7 +1131,7 @@ msgstr "자리 표시자 건너뛰기" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1149,7 +1152,7 @@ msgstr "인수" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "타입" @@ -1203,7 +1206,7 @@ msgid "Sync Breakpoints" msgstr "중단점 동기화" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "파일시스템" @@ -1496,6 +1499,11 @@ msgstr "기본 색상 선택기 모양" msgid "Theme" msgstr "테마" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "시스템 유저 강제" + #: editor/editor_settings.cpp msgid "Preset" msgstr "프리셋" @@ -1517,6 +1525,11 @@ msgstr "기본 색" msgid "Accent Color" msgstr "강조 색" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "강조 색" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "대비" @@ -1606,8 +1619,8 @@ msgstr "다중 창" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "활성화" @@ -1689,7 +1702,8 @@ msgid "Thumbnail Size" msgstr "썸네일 크기" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "가져오기" @@ -1710,9 +1724,10 @@ msgstr "RPC 포트" msgid "RPC Server Uptime" msgstr "RPC 서버 업타임" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF 경로" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1860,9 +1875,9 @@ msgstr "코드 접기" msgid "Word Wrap" msgstr "단어 감싸기" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "자동 줄바꿈 모드" @@ -1879,7 +1894,7 @@ msgid "Draw Spaces" msgstr "공백 사용" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "라인 간격" @@ -1889,7 +1904,7 @@ msgid "Behavior" msgstr "행동" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "네비게이션" @@ -2113,16 +2128,16 @@ msgstr "기즈모 색" msgid "Instantiated" msgstr "인스턴스된" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "조인트" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "모양" @@ -2351,6 +2366,11 @@ msgstr "포인트 잡기 반경" msgid "Show Previous Outline" msgstr "이전 아웃라인 보기" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "자동 재생" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "애니메이션 트랙 자동 이름 바꾸기" @@ -2391,6 +2411,11 @@ msgstr "미니맵 불투명도" msgid "Lines Curvature" msgstr "선 곡률" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "격자 XZ 평면" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "비주얼 셰이더" @@ -2434,7 +2459,7 @@ msgid "Output" msgstr "출력" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "폰트 크기" @@ -2695,6 +2720,96 @@ msgstr "검색 결과 색상" msgid "Search Result Border Color" msgstr "검색 결과 테두리 색상" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "연결 변경:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "마크 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "버텍스 컬러" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "버텍스 컬러" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "버텍스 컬러" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "북마크 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "변형 중단됨." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "모양 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "탈자 기호 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "출력" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "탈자 기호 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "탈자 기호 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "색상 선택" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "글자 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "탈자 기호 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "버텍스 컬러" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "모양 색상" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "파티클 충돌" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2833,13 +2948,17 @@ msgstr "위치 트랙 정규화" msgid "Overwrite Axis" msgstr "축 덮어쓰기" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "실루엣 픽스" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "필터" @@ -2915,20 +3034,22 @@ msgstr "바디 타입" msgid "Shape Type" msgstr "모양 타입" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "물리 머티리얼 오버라이드" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "레이어" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "마스크" @@ -3044,10 +3165,12 @@ msgstr "프리미티브" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "높이" @@ -3056,12 +3179,14 @@ msgstr "높이" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "반지름" @@ -3081,26 +3206,29 @@ msgid "Save to File" msgstr "파일로 저장" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "활성화됨" @@ -3151,8 +3279,8 @@ msgstr "슬라이스" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3206,6 +3334,10 @@ msgstr "루트 스케일 적용" msgid "Root Scale" msgstr "루트 스케일" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "메쉬" @@ -3350,7 +3482,7 @@ msgstr "컴프레스" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "언어" @@ -3461,7 +3593,7 @@ msgstr "밉맵" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "제한" @@ -3567,8 +3699,8 @@ msgstr "영역으로 자르기" msgid "Trim Alpha Border From Region" msgstr "영역에서 알파 테두리 자르기" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "힘" @@ -4060,7 +4192,7 @@ msgid "Handheld" msgstr "휴대용" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "오리엔테이션" @@ -4189,7 +4321,7 @@ msgstr "펜 타블렛" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "환경" @@ -4308,11 +4440,11 @@ msgid "Calculate Tangents" msgstr "접선 계산" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "콜리전" @@ -4324,9 +4456,9 @@ msgstr "충돌 사용" msgid "Collision Layer" msgstr "충돌 레이어" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4336,30 +4468,30 @@ msgstr "충돌 마스크" msgid "Collision Priority" msgstr "충돌우선순위" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "면 뒤집기" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "메시" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "머티리얼" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "방사형 세그먼트" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "링" @@ -4375,11 +4507,11 @@ msgstr "사이드" msgid "Cone" msgstr "원뿔" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "내부 반경" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "외부 반경" @@ -4387,16 +4519,16 @@ msgstr "외부 반경" msgid "Ring Sides" msgstr "링 사이드" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "폴리곤" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "깊이" @@ -4449,6 +4581,24 @@ msgstr "결합된 경로" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "가져오기" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "임베디드 이미지 핸들링" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4552,20 +4702,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "마이너 버전" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "임베디드 이미지 핸들링" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "색상" @@ -4612,13 +4759,14 @@ msgid "Spec Gloss Img" msgstr "반사광 이미지" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "질량" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4626,14 +4774,14 @@ msgstr "선속도" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "각속도" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "무게중심" @@ -4822,6 +4970,12 @@ msgstr "희소 값 버퍼 보기" msgid "Sparse Values Byte Offset" msgstr "희소 값 바이트 오프셋" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "플러그인 이름" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4993,8 +5147,8 @@ msgid "Center Z" msgstr "중앙 Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "우선 순위" @@ -5263,8 +5417,8 @@ msgstr "프랙탈 게인" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "너비" @@ -5339,7 +5493,8 @@ msgstr "디스플레이 주사율" msgid "Render Target Size Multiplier" msgstr "렌더 타겟 크기 배수" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "손" @@ -5356,7 +5511,8 @@ msgstr "손 스켈레톤" msgid "Skeleton Rig" msgstr "스켈레톤" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "업데이트" @@ -5470,6 +5626,11 @@ msgstr "요청된 레퍼런스 공간 타입" msgid "Reference Space Type" msgstr "레퍼런스 공간 타입" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "선택적 기능" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "가시성 상태" @@ -6461,64 +6622,16 @@ msgstr "가운데 맞춤" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "가로 뒤집기" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "세로 뒤집기" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "모니터링" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "모니터링 가능" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "중력" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "공간 오버라이드" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "점" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "점 유닛 거리" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "점 중간" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "방향" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "선형 댐핑" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "각도 댐핑" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "오디오 버스" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6699,43 +6812,6 @@ msgstr "여백 비우기" msgid "Use Mipmaps" msgstr "밉맵 사용" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "비활성화 모드" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "입력" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "집기 가능" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "빌드 모드" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "비활성화됨" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "일방향 충돌" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "일방향 충돌 간격" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "디버그 색상" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6817,9 +6893,9 @@ msgid "Rect Extents" msgstr "사각형 범위" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "점" @@ -6842,12 +6918,26 @@ msgstr "파티클 플래그" msgid "Align Y" msgstr "Y 정렬" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "방향" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "스프레드" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "중력" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "초기 속도" @@ -6898,11 +6988,15 @@ msgstr "방사형 가속도" msgid "Tangential Accel" msgstr "접선 가속도" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "댐핑" @@ -6930,7 +7024,7 @@ msgid "Angle Min" msgstr "최대 각도" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "최소 각도" @@ -7047,7 +7141,7 @@ msgstr "가시성 직사각형" msgid "Trails" msgstr "자취" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "섹션" @@ -7055,67 +7149,6 @@ msgstr "섹션" msgid "Section Subdivisions" msgstr "섹션 세분" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "노드 A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "노드 B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "바이어스" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "충돌 비활성화" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "연성" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "각 제한" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "하한" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "상한" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "모터" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "목표 속도" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "길이" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "초기 오프셋" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "나머지 길이" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "강성" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "에디터 전용" @@ -7260,7 +7293,7 @@ msgstr "경로 최대 거리" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7388,6 +7421,61 @@ msgstr "어보이던스 제약" msgid "Skew" msgstr "기울임" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "격자 오프셋:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "격자 오프셋:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "반복" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "반복" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "자동 재시작:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "요청 타임아웃" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "시작점" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "끝" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "뷰포트 따라가기" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "카메라 줌 무시" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "격자 오프셋:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7413,7 +7501,7 @@ msgstr "제한범위 끝" msgid "Ignore Camera Zoom" msgstr "카메라 줌 무시" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "움직임" @@ -7422,8 +7510,9 @@ msgstr "움직임" msgid "Mirroring" msgstr "미러링" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "곡선" @@ -7451,187 +7540,410 @@ msgstr "회전함" msgid "Cubic Interp" msgstr "입방형 보간" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "본 2D 노드 경로" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "본 2D 인덱스" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "연결점 자동 설정" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "물리 시뮬레이션" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "시뮬레이션 시 본을 따르기" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "상수 선속도" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "상수 각속도" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "물리와 동기화" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "중력 스케일" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "모니터링" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Mass Distribution" -msgstr "배포 타입" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "모니터링 가능" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" -msgstr "무게중심 모드" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "공간 오버라이드" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "관성" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "점" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "설명" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "점 유닛 거리" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "슬립 중" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "점 중간" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "슬립 가능" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "선형 댐핑" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Lock Rotation" -msgstr "회전 잠금" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "각도 댐핑" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze" -msgstr "프리즈" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "오디오 버스" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze Mode" -msgstr "프리즈 모드" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "솔버" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "커스텀 통합" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "연속적 충돌감지" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "보고할 최대 접촉 수" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "접촉 감시" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "직선형" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp Mode" -msgstr "댐핑 모드" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "댐핑" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "각" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "상수 힘" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "토크" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Motion Mode" msgstr "움직임 모드" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Up Direction" msgstr "위 방향" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "천장에서 슬라이딩" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "벽 최소 슬라이딩 각도" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "바닥" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "경사면에서 정지" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "상수 속력" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "노드 잠금 풀기" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "최대 각도" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "스냅 길이" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "움직이는 플랫폼" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "나갈 때" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor Layers" msgstr "바닥 레이어" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Layers" msgstr "벽 레이어" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "안전 마진" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "비활성화 모드" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "입력" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "집기 가능" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "빌드 모드" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "비활성화됨" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "일방향 충돌" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "일방향 충돌 간격" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "디버그 색상" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "길이" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "나머지 길이" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "강성" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "초기 오프셋" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "노드 A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "노드 B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "바이어스" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "충돌 비활성화" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "연성" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "각 제한" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "하한" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "상한" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "모터" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "목표 속도" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "본 2D 노드 경로" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "본 2D 인덱스" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "연결점 자동 설정" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "물리 시뮬레이션" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "시뮬레이션 시 본을 따르기" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "부모 제외" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "목표 위치" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "내부에서 충돌" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "닿을 것" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "에이리어" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "바디" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "중력 스케일" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "배포 타입" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "무게중심 모드" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "관성" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "설명" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "슬립 중" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "슬립 가능" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Lock Rotation" +msgstr "회전 잠금" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze" +msgstr "프리즈" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze Mode" +msgstr "프리즈 모드" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "솔버" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "커스텀 통합" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "연속적 충돌감지" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "보고할 최대 접촉 수" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "접촉 감시" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "직선형" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp Mode" +msgstr "댐핑 모드" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "댐핑" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "각" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "상수 힘" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "토크" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "마진" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "최대 결과 수" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "상수 선속도" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "상수 각속도" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -7648,38 +7960,6 @@ msgstr "폴리곤" msgid "Internal Vertex Count" msgstr "내부 꼭짓점 개수" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "부모 제외" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "목표 위치" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "내부에서 충돌" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "닿을 것" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "에이리어" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "바디" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "원격 경로" @@ -7692,18 +7972,6 @@ msgstr "전역 좌표 사용" msgid "Update" msgstr "업데이트" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "마진" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "최대 결과 수" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "길이와 각도 자동 계산" @@ -7805,30 +8073,6 @@ msgstr "활성화함" msgid "Node Path" msgstr "노드 경로" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "바람" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "힘 강도" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "감쇠율" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "소스 경로" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "리버브 버스" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "균일성" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "감쇠 모델" @@ -7876,7 +8120,7 @@ msgstr "도플러 효과" msgid "Tracking" msgstr "트래킹" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "본 이름" @@ -7927,15 +8171,6 @@ msgstr "근경" msgid "Far" msgstr "원경" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "캡처" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "가시성 AABB" @@ -7976,13 +8211,14 @@ msgstr "평면성" msgid "Scale Curve Z" msgstr "스케일 곡선 Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "알베도" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "노멀" @@ -7990,8 +8226,8 @@ msgstr "노멀" msgid "Orm" msgstr "ORM" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "방출" @@ -8004,8 +8240,8 @@ msgid "Emission Energy" msgstr "방출 에너지" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "변조" @@ -8033,11 +8269,6 @@ msgstr "페이드 하한" msgid "Distance Fade" msgstr "거리 페이드" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "시작점" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "변형 정렬" @@ -8050,7 +8281,7 @@ msgstr "그리기 패스" msgid "Passes" msgstr "패스" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "굵기" @@ -8089,10 +8320,6 @@ msgstr "가시성 범위" msgid "Begin Margin" msgstr "마진 시작" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "끝" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "끝 마진" @@ -8101,121 +8328,8 @@ msgstr "끝 마진" msgid "Fade Mode" msgstr "페이드 모드" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "솔버 우선 순위" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "노드를 충돌에서 제외" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "매개 변수" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "충격 제한" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "완화" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "최대 충격" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "선형 제한" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "거리 상한" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "거리 하한" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "복원력" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "선운동" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "선형 직교" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "각도 상한" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "각도 하한" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "각운동" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "각 직교" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "스윙 폭" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "트위스트 폭" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "직선형 모터" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "힘 제한" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "선형 스프링" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "평형점" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "회전 모터" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "회전 스프링" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "픽셀 크기" @@ -8281,7 +8395,7 @@ msgstr "윤곽선 렌더 우선순위" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "텍스트" @@ -8290,54 +8404,54 @@ msgid "Outline Modulate" msgstr "윤곽선 조정" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "글꼴" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "가로 정렬" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "세로 정렬" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "대문자로" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "맞춤 플래그" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "텍스트 방향" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "구조화된 텍스트 BiDi 오버라이드" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "구조화된 텍스트 BiDi 오버라이드 설정" @@ -8503,7 +8617,8 @@ msgstr "최대 텍스처 사이즈" msgid "Custom Sky" msgstr "커스텀 하늘" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "커스텀 색상" @@ -8512,7 +8627,7 @@ msgid "Custom Energy" msgstr "커스텀 에너지" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "카메라 속성" @@ -8546,7 +8661,7 @@ msgstr "3D 어보이던스 사용" msgid "Keep Y Velocity" msgstr "속도 유지" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "네비게이션 메시" @@ -8600,200 +8715,419 @@ msgstr "모델 앞면 사용" msgid "Tilt Enabled" msgstr "기울이기 활성화" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "축 잠금" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "바람" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "선형 X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "힘 강도" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "선형 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "감쇠율" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "선형 Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "소스 경로" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "각 X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "리버브 버스" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "각 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "균일성" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "각 Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "캡처" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "스윙 폭" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "트위스트 폭" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "완화" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "선형 제한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "거리 상한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "거리 하한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "복원력" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "직선형 모터" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "힘 제한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "선형 스프링" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "평형점" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "각도 상한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "각도 하한" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "회전 모터" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "회전 스프링" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "매개 변수" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "최대 충격" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "솔버 우선 순위" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "노드를 충돌에서 제외" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "충격 제한" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "선운동" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "선형 직교" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "각운동" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "각 직교" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "상수" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "시그널 필터" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "최대 각도 오류:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "애니메이션" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "애니메이션" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "애니메이션" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "애니메이션" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "설명" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "설명" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "애니메이션" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "시그널 필터" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "오프셋:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "마찰력" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "바운스" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "직선형" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "애니메이션" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "축 잠금" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "선형 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "선형 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "선형 Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "각 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "각 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "각 Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "스택 프레임" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "디버그 모양" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "스프링 길이" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "바퀴마다 운동" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "엔진 힘" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "브레이크" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "스티어링" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 운동" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "견인용으로 사용" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "스티어링으로 사용" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "바퀴" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "구르기 영향력" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "마찰력 슬립" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "서스펜션" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "진행" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "최대 힘" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "원점 오프셋" @@ -8856,7 +9190,8 @@ msgstr "본" msgid "Interpolation" msgstr "보간" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "대상" @@ -8935,62 +9270,6 @@ msgstr "댐핑 계수" msgid "Drag Coefficient" msgstr "항력 계수" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "스프링 길이" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "바퀴마다 운동" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "엔진 힘" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "브레이크" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "스티어링" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 운동" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "견인용으로 사용" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "스티어링으로 사용" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "바퀴" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "구르기 영향력" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "마찰력 슬립" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "서스펜션" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "진행" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "최대 힘" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "물리 스텝 추적" @@ -9028,8 +9307,8 @@ msgstr "투명도" msgid "Extra Cull Margin" msgstr "추가적인 컬 마진" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "커스텀 AABB" @@ -9061,16 +9340,35 @@ msgstr "전파" msgid "Use Two Bounces" msgstr "두 바운스 사용" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "트래커" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "업데이트" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "트래커" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "트래킹" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "트래커" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "자세" @@ -9667,20 +9965,10 @@ msgstr "파일 대화 상자" msgid "Reverse Fill" msgstr "거꾸로 면 컬링" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "격자 오프셋:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "격자 XZ 평면" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10458,7 +10746,7 @@ msgstr "초기화" msgid "Fill Degrees" msgstr "%s도로 회전." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "왼쪽 중앙" @@ -10575,7 +10863,7 @@ msgstr "가시성 레이어" msgid "Ordering" msgstr "순서" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z 인덱스" @@ -10587,11 +10875,6 @@ msgstr "Z를 상대값으로" msgid "Y Sort Enabled" msgstr "Y 정렬 사용" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "반복" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "부모 머티리얼 사용" @@ -10609,10 +10892,6 @@ msgstr "노멀 맵" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "뷰포트 따라가기" - #: scene/main/http_request.cpp msgid "Download File" msgstr "다운로드 파일" @@ -10701,7 +10980,7 @@ msgstr "디버그 네비게이션 힌트" msgid "Multiplayer Poll" msgstr "멀티플레이어 폴링" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "모양" @@ -10766,7 +11045,7 @@ msgid "Use TAA" msgstr "TAA 사용" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "디밴딩 사용" @@ -11138,6 +11417,533 @@ msgstr "3D 물리" msgid "3D Navigation" msgstr "네비게이션" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "메인 씬 인수:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "속성 선택" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "아이콘 모드" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "부모 노드 다시 지정" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "노드 경로 복사" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "기본 부동 소수점 단계" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "디폴트 미리보기" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "버튼 인덱스" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "혼합2 노드" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "애니메이션 길이 바꾸기" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "거리 선택:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "경로 최대 거리" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "방향" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "입력 포트 추가하기" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "링 사이드" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "우측 아이콘" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "오른쪽 아래" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "오른쪽 아래" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "왼쪽 아래" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "아래쪽 색상" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "왼쪽 아래" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "왼쪽 아래" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "왼쪽" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "왼쪽 마진" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "왼쪽 위" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "왼쪽 위" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "스핀 사이드" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "위쪽 색상" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "오른쪽 위" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "오른쪽 위" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "지형" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "커스텀 데이터" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "타일 프록시" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "소스 레벨" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "좌표 레벨" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "대체 레벨" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "타일 모양" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "타일 레이아웃" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "타일 오프셋 축" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "타일 크기" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV 클리핑" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "오클루전 레이어" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "물리 레이어" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "지형 세트" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "커스텀 데이터 레이어" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "씬" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "씬" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "자리 표시자 보이기" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "폴리곤 개수" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "일방향" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "일방향 여백" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "지형 세트" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "전치" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "텍스처 원점" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y 정렬 기준점" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "지형 세트" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "지형" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "기타" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "확률" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "거리" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "충돌 사용" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "밀도" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "높이 감소율" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "모서리 페이드" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "밀도 텍스처" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "맵 너비" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "맵 깊이" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "맵 데이터" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "항목" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "변형" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "변형 지우기" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "미리보기" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "%s 추가" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "패딩" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "서브디바이드 너비" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "서브디바이드 높이" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "서브디바이드 깊이" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "반지름:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "오른쪽 아래" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "위에 클립" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "왼쪽 아래" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "오른쪽 위" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "방사형 세그먼트" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "방사형 세그먼트" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "애니메이션 길이 바꾸기" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "선택 영역만" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "메인 씬 인수:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "곡선 가르기" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "입력 포트 추가하기" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "바인딩" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "본" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "하늘" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "위쪽 색상" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "지평선 색상" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "에너지 배수" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "커버" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "커버 변조" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "땅" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "아래쪽 색상" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "태양" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "파노라마" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "레일리" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "계수" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "미" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "이심률" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "탁도" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "태양 디스크 크기" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "땅 색상" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "밤하늘" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "대안 환경" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "평면" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "프레임" @@ -11353,16 +12159,6 @@ msgstr "버스 이펙트 이동" msgid "Load Path" msgstr "불러올 경로" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "메인 씬 인수:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "충돌 사용" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -11393,19 +12189,10 @@ msgstr "곡선 Z" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "에너지 배수" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "캔버스 최대 레이어" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "하늘" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "커스텀 FOV" @@ -11610,10 +12397,6 @@ msgstr "빛 에너지" msgid "Sun Scatter" msgstr "태양 산란" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "밀도" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "공기 원근법" @@ -11681,18 +12464,6 @@ msgstr "포화도" msgid "Color Correction" msgstr "색상 보정" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "높이 감소율" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "모서리 페이드" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "밀도 텍스처" - #: scene/resources/font.cpp msgid "Base Font" msgstr "기반 글꼴" @@ -11761,18 +12532,6 @@ msgstr "으로부터" msgid "To" msgstr "까지" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "맵 너비" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "맵 깊이" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "맵 데이터" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "다음 패스" @@ -11994,10 +12753,6 @@ msgstr "파티클 트레일 사용" msgid "Proximity Fade" msgstr "프록시미티 페이드" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "거리" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -12031,24 +12786,6 @@ msgstr "혼합2 노드" msgid "Shadow Mesh" msgstr "셰이더" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "항목" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "변형" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "변형 지우기" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "미리보기" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "기반 텍스처" @@ -12406,181 +13143,6 @@ msgstr "크기 오버라이드" msgid "Keep Compressed Buffer" msgstr "압축된 버퍼 유지" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "%s 추가" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "패딩" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "서브디바이드 너비" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "서브디바이드 높이" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "서브디바이드 깊이" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "반지름:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "오른쪽 아래" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "위에 클립" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "왼쪽 아래" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "오른쪽 위" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "방사형 세그먼트" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "방사형 세그먼트" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "애니메이션 길이 바꾸기" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "선택 영역만" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "메인 씬 인수:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "곡선 가르기" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "속성 선택" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "아이콘 모드" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "부모 노드 다시 지정" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "노드 경로 복사" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "기본 부동 소수점 단계" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "디폴트 미리보기" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "버튼 인덱스" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "혼합2 노드" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "애니메이션 길이 바꾸기" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "거리 선택:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "경로 최대 거리" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "방향" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "입력 포트 추가하기" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -12596,20 +13158,6 @@ msgstr "격자 크기" msgid "Bone Size" msgstr "테두리 크기" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "입력 포트 추가하기" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "바인딩" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "본" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "하늘 머티리얼" @@ -12622,70 +13170,6 @@ msgstr "프로세스 모드" msgid "Radiance Size" msgstr "광도 크기" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "위쪽 색상" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "지평선 색상" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "커버" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "커버 변조" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "땅" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "아래쪽 색상" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "태양" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "파노라마" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "레일리" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "계수" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "미" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "이심률" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "탁도" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "태양 디스크 크기" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "땅 색상" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "밤하늘" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "내용물 여백" @@ -12780,203 +13264,6 @@ msgstr "기본 글꼴" msgid "Default Font Size" msgstr "기본 글꼴 크기" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "링 사이드" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "우측 아이콘" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "오른쪽 아래" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "오른쪽 아래" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "왼쪽 아래" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "아래쪽 색상" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "왼쪽 아래" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "왼쪽 아래" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "왼쪽" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "왼쪽 마진" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "왼쪽 위" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "왼쪽 위" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "스핀 사이드" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "위쪽 색상" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "오른쪽 위" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "오른쪽 위" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "지형" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "커스텀 데이터" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "타일 프록시" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "소스 레벨" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "좌표 레벨" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "대체 레벨" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "타일 모양" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "타일 레이아웃" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "타일 오프셋 축" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "타일 크기" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV 클리핑" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "오클루전 레이어" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "물리 레이어" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "지형 세트" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "커스텀 데이터 레이어" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "씬" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "씬" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "자리 표시자 보이기" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "폴리곤 개수" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "일방향" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "일방향 여백" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "지형 세트" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "전치" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "텍스처 원점" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y 정렬 기준점" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "지형 세트" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "지형" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "기타" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "확률" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "파일" @@ -13099,14 +13386,6 @@ msgstr "서피스 인덱스" msgid "Degrees Mode" msgstr "각도 모드" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "대안 환경" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "평면" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13589,6 +13868,11 @@ msgstr "숨김 파일 토글" msgid "Folder" msgstr "폴더:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "폴더 만들기" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15501,11 +15785,27 @@ msgstr "셰이더 언어" msgid "Treat Warnings as Errors" msgstr "경고를 오류로 처리" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "패킹 중" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "플래그" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "혼합2 노드" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "트래킹" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15523,11 +15823,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "패킹 중" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/lt.po b/properties/lt.po index b94b42b..152e76c 100644 --- a/properties/lt.po +++ b/properties/lt.po @@ -40,9 +40,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Vardas" @@ -139,9 +139,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -340,7 +340,7 @@ msgstr "Įgalinti" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -424,7 +424,8 @@ msgid "Max Functions" msgstr "(Esama)" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Animacijos Nodas" @@ -474,7 +475,7 @@ msgstr "Bendruomenė" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -846,8 +847,9 @@ msgstr "" msgid "Screen Relative" msgstr "Panaikinti pasirinkimą" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -881,8 +883,8 @@ msgid "Action" msgstr "Animacija" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -998,11 +1000,11 @@ msgstr "Animacijos Nodas" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1152,7 +1154,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Fizikos Kadro %" @@ -1178,7 +1181,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1200,7 +1203,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1260,7 +1263,7 @@ msgid "Sync Breakpoints" msgstr "Sukurti" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1571,6 +1574,11 @@ msgstr "Redaguoti Filtrus" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Ieškoti" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1594,6 +1602,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Transition Nodas" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1689,8 +1702,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Įgalinti" @@ -1784,7 +1797,8 @@ msgid "Thumbnail Size" msgstr "Miniatūra..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1807,8 +1821,8 @@ msgstr "Panaikinti pasirinkimą" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1964,9 +1978,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "TimeScale Nodas" @@ -1984,7 +1998,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1994,7 +2008,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2228,17 +2242,17 @@ msgstr "" msgid "Instantiated" msgstr "Diegti" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Mix Nodas" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2484,6 +2498,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Redaguoti Filtrus" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2529,6 +2548,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Skalė:" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2575,7 +2598,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2851,6 +2874,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Prijungti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Netinkamas šrifto dydis." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Keisti Poligono Skalę" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Netinkamas šrifto dydis." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Transition Nodas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Panaikinti pasirinkimą" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "(Esama)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Išjungta" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3006,13 +3119,17 @@ msgstr "Animacija: panaikinti įrašą" msgid "Overwrite Axis" msgstr "Keisti Poligono Skalę" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3099,20 +3216,22 @@ msgstr "Animacija: Pridėti Takelį" msgid "Shape Type" msgstr "Panaikinti pasirinkimą" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3236,10 +3355,12 @@ msgstr "Importuoti iš Nodo:" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3248,12 +3369,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3276,26 +3399,29 @@ msgid "Save to File" msgstr "Filtrai..." #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3352,8 +3478,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3419,6 +3545,10 @@ msgstr "Skalė:" msgid "Root Scale" msgstr "Skalė:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3576,7 +3706,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3697,7 +3827,7 @@ msgstr "Signalai" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3813,8 +3943,8 @@ msgstr "Animacijos Nodas" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4354,7 +4484,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4490,7 +4620,7 @@ msgstr "Įgalinti" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4616,11 +4746,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Animacijos Nodas" @@ -4635,9 +4765,9 @@ msgstr "Animacijos Nodas" msgid "Collision Layer" msgstr "Animacijos Nodas" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4649,30 +4779,30 @@ msgstr "Animacijos Nodas" msgid "Collision Priority" msgstr "Animacijos Nodas" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4688,11 +4818,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4700,17 +4830,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Priedai" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4768,6 +4898,24 @@ msgstr "Konstanta" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importuoti iš Nodo:" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4875,20 +5023,17 @@ msgstr "" msgid "Naming Version" msgstr "Versija:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4936,13 +5081,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4951,14 +5097,14 @@ msgstr "Linijinis" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5163,6 +5309,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Priedai" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5352,8 +5504,8 @@ msgid "Center Z" msgstr "Ištrinti Efektą" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5649,8 +5801,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5731,7 +5883,8 @@ msgstr "Importuoti iš Nodo:" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5749,7 +5902,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Ištrinti Efektą" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Atnaujinti" @@ -5870,6 +6024,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Panaikinti pasirinkimą" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6945,69 +7104,16 @@ msgstr "Ištrinti Efektą" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Diegti" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Mėgstamiausi:" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Aprašymas:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linijinis" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Animacija: Pridėti Takelį" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7211,49 +7317,6 @@ msgstr "TimeScale Nodas" msgid "Use Mipmaps" msgstr "Signalai" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Išjungta" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "TimeScale Nodas" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Išjungta" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Keisti Poligono Skalę" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Keisti Poligono Skalę" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Redaguoti Filtrus" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7338,9 +7401,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7364,12 +7427,27 @@ msgstr "Animacija" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Aprašymas:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7427,11 +7505,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7462,7 +7544,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7599,7 +7681,7 @@ msgstr "Importuoti iš Nodo:" msgid "Trails" msgstr "Redaguoti Filtrus" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Aprašymas:" @@ -7608,71 +7690,6 @@ msgstr "Aprašymas:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Transition Nodas" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Transition Nodas" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Išjungta" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linijinis" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7830,7 +7847,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7980,6 +7997,60 @@ msgstr "Konstanta" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Skalė:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Aprašymas:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Pradėti!" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Trukmė:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "TimeScale Nodas" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "TimeScale Nodas" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8007,7 +8078,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8018,8 +8089,9 @@ msgstr "Animacija" msgid "Mirroring" msgstr "Atspindėti" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8050,209 +8122,448 @@ msgstr "Konstanta" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Prijunkite prie Nodo:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Atidaryti Skriptų Editorių" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fizikos Kadro %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Konstanta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Konstanta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fizikos Kadro %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Diegti" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Mėgstamiausi:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linijinis" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Animacija: Pridėti Takelį" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Animacijos Nodas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Aprašymas:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Išjungta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstanta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "OneShot Nodas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Reikšmė:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Redaguoti Filtrus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Animacijos Nodas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Reikšmė:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Išjungta" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "TimeScale Nodas" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Išjungta" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Keisti Poligono Skalę" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Keisti Poligono Skalę" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Redaguoti Filtrus" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Transition Nodas" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Transition Nodas" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Išjungta" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linijinis" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Prijunkite prie Nodo:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Atidaryti Skriptų Editorių" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fizikos Kadro %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Sukurti Naują" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Versija:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Ištrinti Efektą" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Aprašymas:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Žingsnis(iai):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Konstanta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Nemokama" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Importuoti iš Nodo:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Transition Nodas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Tęstinis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linijinis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "TimeScale Nodas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Animacijos Nodas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Aprašymas:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Išjungta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" +msgid "Max Results" +msgstr "Reikšmė:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" msgstr "Konstanta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "OneShot Nodas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Reikšmė:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Redaguoti Filtrus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Animacijos Nodas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Reikšmė:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Konstanta" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8271,39 +8582,6 @@ msgstr "Priedai" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Sukurti Naują" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8318,19 +8596,6 @@ msgstr "Konstanta" msgid "Update" msgstr "Atnaujinti" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Reikšmė:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8442,32 +8707,6 @@ msgstr "Įgalinti" msgid "Node Path" msgstr "Takas" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacija" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Kelias iki Scenos:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8520,7 +8759,7 @@ msgstr "Animacija" msgid "Tracking" msgstr "Ypatybės seklys" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Panaikinti" @@ -8577,15 +8816,6 @@ msgstr "Artimiausias" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Fiksuoti" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8630,13 +8860,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "TimeScale Nodas" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8644,8 +8875,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8659,8 +8890,8 @@ msgid "Emission Energy" msgstr "Transition Nodas" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8692,12 +8923,6 @@ msgstr "Diegti" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "TimeScale Nodas" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8711,7 +8936,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8757,10 +8982,6 @@ msgstr "Importuoti iš Nodo:" msgid "Begin Margin" msgstr "Animacijos Nodas" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8771,136 +8992,8 @@ msgstr "Prijungti" msgid "Fade Mode" msgstr "TimeScale Nodas" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Redaguoti Filtrus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Ištrinti Efektą" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Versija:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Reikšmė:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linijinis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Diegti" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Diegti" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Aprašymas:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linijinis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linijinis" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linijinis" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linijinis" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacija" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8971,7 +9064,7 @@ msgstr "Redaguoti Filtrus" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8981,30 +9074,30 @@ msgid "Outline Modulate" msgstr "TimeScale Nodas" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtrai..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrai..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstanta" @@ -9012,27 +9105,27 @@ msgstr "Konstanta" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Aprašymas:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9215,7 +9308,8 @@ msgstr "Atidaryti Skriptų Editorių" msgid "Custom Sky" msgstr "Transition Nodas" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Transition Nodas" @@ -9226,7 +9320,7 @@ msgid "Custom Energy" msgstr "Transition Nodas" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -9261,7 +9355,7 @@ msgstr "Įgalinti" msgid "Keep Y Velocity" msgstr "Linijinis" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Animacijos Nodas" @@ -9324,202 +9418,442 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrai..." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "" + +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animacija" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Kelias iki Scenos:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Fiksuoti" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Versija:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Diegti" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Diegti" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Aprašymas:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacija" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacija" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Reikšmė:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Redaguoti Filtrus" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Ištrinti Efektą" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linijinis" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linijinis" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacija" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstanta" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrai..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Aprašymas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Aprašymas:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrai..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "(Esama)" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linijinis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacija" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linijinis" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linijinis" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linijinis" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Versija:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signalai" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "(Esama)" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Įvyko klaida kraunant šriftą." + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9585,7 +9919,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpoliacijos režimas" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9664,66 +9999,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Versija:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signalai" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "(Esama)" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Įvyko klaida kraunant šriftą." - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9766,8 +10041,8 @@ msgstr "Transition Nodas" msgid "Extra Cull Margin" msgstr "Papildomi Iškvietimo Argumentai:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9802,17 +10077,36 @@ msgstr "Animacijos Nodas" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Pridėti įrašą" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Atnaujinti" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Pridėti įrašą" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Ypatybės seklys" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Pridėti įrašą" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10488,18 +10782,10 @@ msgstr "" msgid "Reverse Fill" msgstr "Panaikinti" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11271,7 +11557,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Ištrinti Efektą" @@ -11388,7 +11674,7 @@ msgstr "Importuoti iš Nodo:" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11401,11 +11687,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Įgalinti" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11423,10 +11704,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11529,7 +11806,7 @@ msgstr "Animacijos Nodas" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11598,7 +11875,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11955,6 +12232,549 @@ msgstr "Fizikos Kadro %" msgid "3D Navigation" msgstr "Animacijos Nodas" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "TimeScale Nodas" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "TimeScale Nodas" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Takas" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Redaguoti Filtrus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Atnaujinti" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Atidaryti Skriptų Editorių" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Blend2 Nodas" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Pakeisti animacijos ilgį" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Diegti" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Diegti" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Aprašymas:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Mėgstamiausi:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Animacijos Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "(Esama)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Animacijos Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Sukurti" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Sukurti" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Sukurti" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Sukurti" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Trukmė:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "TimeScale Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Kūrėjai" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Panaikinti pasirinkimą" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "(Esama)" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Atidaryti" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Miniatūra..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Kūrėjai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Animacijos Nodas" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Animacijos Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "TimeScale Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Ištrinti Efektą" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Miniatūra..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Priedai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fizikos Kadro %" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Transition Nodas" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Kelias iki Scenos:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Kelias iki Scenos:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Importuoti iš Nodo:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Priedai" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Keisti Poligono Skalę" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Panaikinti pasirinkimą" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Versija:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Diegti" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Animacijos Nodas" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Animacijos Nodas" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Panaikinti pasirinkimą" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Animacija: Pakeisti Transformaciją" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Animacija: Pakeisti Transformaciją" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Sukurti" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Žingsnis(iai):" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Pakeisti animacijos ilgį" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Pasirinkite Nodus, kuriuos norite importuoti" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Transition Nodas" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Mėgstamiausi:" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Panaikinti" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "(Esama)" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "(Esama)" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "TimeScale Nodas" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Panaikinti pasirinkimą" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Sukurti" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Išjungta" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Netinkamas šrifto dydis." + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12169,15 +12989,6 @@ msgstr "TimeScale Nodas" msgid "Load Path" msgstr "Takas" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Animacijos Nodas" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12210,19 +13021,10 @@ msgstr "Transition Nodas" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12443,10 +13245,6 @@ msgstr "Aprašymas:" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12521,20 +13319,6 @@ msgstr "Versija:" msgid "Color Correction" msgstr "Panaikinti pasirinkimą" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Animacijos Nodas" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Panaikinti pasirinkimą" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12610,18 +13394,6 @@ msgstr "Importuoti iš Nodo:" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12870,11 +13642,6 @@ msgstr "" msgid "Proximity Fade" msgstr "Importuoti iš Nodo:" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Diegti" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12907,24 +13674,6 @@ msgstr "Blend2 Nodas" msgid "Shadow Mesh" msgstr "Redaguoti Filtrus" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Animacija: Pakeisti Transformaciją" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Animacija: Pakeisti Transformaciją" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13285,174 +14034,6 @@ msgstr "Fizikos Kadro %" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Sukurti" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Žingsnis(iai):" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Pakeisti animacijos ilgį" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Pasirinkite Nodus, kuriuos norite importuoti" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Pasirinkite Nodus, kuriuos norite importuoti" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Transition Nodas" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Pasirinkite Nodus, kuriuos norite importuoti" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "TimeScale Nodas" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "TimeScale Nodas" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Takas" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Redaguoti Filtrus" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Atnaujinti" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Atidaryti Skriptų Editorių" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Blend2 Nodas" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Pakeisti animacijos ilgį" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Diegti" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Diegti" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Aprašymas:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Mėgstamiausi:" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13468,20 +14049,6 @@ msgstr "Panaikinti pasirinkimą" msgid "Bone Size" msgstr "Atidaryti Skriptų Editorių" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Mėgstamiausi:" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Panaikinti" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13496,78 +14063,6 @@ msgstr "Importuoti iš Nodo:" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "(Esama)" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "(Esama)" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "TimeScale Nodas" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Panaikinti pasirinkimą" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Sukurti" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Išjungta" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Netinkamas šrifto dydis." - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13668,216 +14163,6 @@ msgstr "Redaguoti Filtrus" msgid "Default Font Size" msgstr "Redaguoti Filtrus" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Animacijos Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "(Esama)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Animacijos Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Sukurti" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Sukurti" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Sukurti" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Sukurti" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Trukmė:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "TimeScale Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Kūrėjai" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Panaikinti pasirinkimą" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "(Esama)" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Atidaryti" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Miniatūra..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Kūrėjai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Animacijos Nodas" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Animacijos Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "TimeScale Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Ištrinti Efektą" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Miniatūra..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Priedai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fizikos Kadro %" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Transition Nodas" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Kelias iki Scenos:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Kelias iki Scenos:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Importuoti iš Nodo:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Priedai" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Keisti Poligono Skalę" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Panaikinti pasirinkimą" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Versija:" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14000,14 +14285,6 @@ msgstr "" msgid "Degrees Mode" msgstr "TimeScale Nodas" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14479,6 +14756,11 @@ msgstr "Koreguoti įrašą į įjungtas" msgid "Folder" msgstr "Atidaryti" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Atidaryti" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16379,11 +16661,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Ypatybės seklys" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Blend2 Nodas" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Ypatybės seklys" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16401,11 +16698,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Ypatybės seklys" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/lv.po b/properties/lv.po index 2ea8f35..20446dd 100644 --- a/properties/lv.po +++ b/properties/lv.po @@ -43,9 +43,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nosaukums" @@ -142,9 +142,9 @@ msgstr "Logs" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -341,7 +341,7 @@ msgstr "Ēnotājs" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fizika" @@ -423,7 +423,8 @@ msgid "Max Functions" msgstr "Funkcijas" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Saspiešana" @@ -471,7 +472,7 @@ msgstr "Pielietot izmaiņas" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -848,8 +849,9 @@ msgstr "" msgid "Screen Relative" msgstr "Mēroga Izvēle" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -882,8 +884,8 @@ msgid "Action" msgstr "Darbība" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1000,11 +1002,11 @@ msgstr "Reģions" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1156,7 +1158,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "pārraksta %s:" @@ -1182,7 +1185,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1205,7 +1208,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1266,7 +1269,7 @@ msgid "Sync Breakpoints" msgstr "Pārrāvumpunkts" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Failu sistēma" @@ -1586,6 +1589,11 @@ msgstr "Ielādēt Kopnes Izkārtojuma noklusējumu." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Meklēt" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Sagatave" @@ -1609,6 +1617,11 @@ msgstr "Krāsas" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Izgriezt mezglu(s)" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1706,8 +1719,8 @@ msgstr "Logs" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Iespējot" @@ -1803,7 +1816,8 @@ msgid "Thumbnail Size" msgstr "Sīktēls..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importēt" @@ -1826,8 +1840,8 @@ msgstr "Noņemt Punktu" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1986,9 +2000,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Mēroga Režīms" @@ -2006,7 +2020,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2016,7 +2030,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigācija" @@ -2254,16 +2268,16 @@ msgstr "Krāsas" msgid "Instantiated" msgstr "Šablons" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2514,6 +2528,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Doties uz iepriekšejo soli" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Mēroga Režīms" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2560,6 +2579,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Dziļums" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Krāsas" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2610,7 +2634,7 @@ msgid "Output" msgstr "Izeja" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2897,6 +2921,96 @@ msgstr "Meklēšanas Rezultāti" msgid "Search Result Border Color" msgstr "Meklēšanas Rezultāti" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Izmainīt Savienojumu:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Tikai izvēlētais" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Tikai izvēlētais" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Tikai izvēlētais" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Grāmatzīmes" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformēt vienmērīgo." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Izeja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Grāmatzīmes" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funkcijas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Krāsas" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Tikai izvēlētais" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Tikai izvēlētais" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Atspējota poga" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3052,13 +3166,17 @@ msgstr "Noņemt Anim. Celiņu" msgid "Overwrite Axis" msgstr "Konvertēt uz %s" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtrēt" @@ -3144,20 +3262,22 @@ msgstr "Pievienot tipu" msgid "Shape Type" msgstr "Mainīt tipu" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Kārta" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3283,10 +3403,12 @@ msgstr "Perspektīva" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3295,12 +3417,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3323,26 +3447,29 @@ msgid "Save to File" msgstr "Saglabāt failu" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3399,8 +3526,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3466,6 +3593,10 @@ msgstr "Mērogs" msgid "Root Scale" msgstr "Mērogs" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3625,7 +3756,7 @@ msgstr "Komponentes" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3748,7 +3879,7 @@ msgstr "Signāli" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3864,8 +3995,8 @@ msgstr "Reģions" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4408,7 +4539,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4547,7 +4678,7 @@ msgstr "Iespējot" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4675,11 +4806,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Sadursme" @@ -4693,9 +4824,9 @@ msgstr "Sadursme" msgid "Collision Layer" msgstr "Sadursmes režīms" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4707,30 +4838,30 @@ msgstr "Sadursmes režīms" msgid "Collision Priority" msgstr "Sadursmes režīms" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Brīdinājumi" @@ -4747,11 +4878,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4759,17 +4890,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Daudzstūri" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Dziļums" @@ -4827,6 +4958,24 @@ msgstr "Konstante" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importēt" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4937,20 +5086,17 @@ msgstr "" msgid "Naming Version" msgstr "Versija" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Krāsas" @@ -5000,13 +5146,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5015,14 +5162,14 @@ msgstr "Lineārs" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5228,6 +5375,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Spraudņi" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5415,8 +5568,8 @@ msgid "Center Z" msgstr "Centrēt mezglu" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5713,8 +5866,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5798,7 +5951,8 @@ msgstr "Parādīt Visu" msgid "Render Target Size Multiplier" msgstr "Uzlikt vairākus:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5816,7 +5970,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Izdzēst Mezglu" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Atjaunināt" @@ -5941,6 +6096,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Galvenās iespējas:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7024,69 +7184,16 @@ msgstr "Centrēt mezglu" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Šablons" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Pievienot Ieejas Pieslēgvietu" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Virzieni" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineārs" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Pievienot Audio Kopni" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7295,49 +7402,6 @@ msgstr "Saturs:" msgid "Use Mipmaps" msgstr "Signāli" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Atspējots vienums" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Ievade" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Lineāla Režīms" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Izslēgts" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Izveidot sadursmes daudzstūri" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Izveidot sadursmes daudzstūri" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Noklusējuma" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7422,9 +7486,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7449,12 +7513,27 @@ msgstr "Daļiņas" msgid "Align Y" msgstr "Pievienot..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Virzieni" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7512,11 +7591,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7547,7 +7630,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7685,7 +7768,7 @@ msgstr "Pārslēgt redzamību" msgid "Trails" msgstr "Rādīt noklusējumu" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Virzieni" @@ -7694,71 +7777,6 @@ msgstr "Virzieni" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Mezgls" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Mezgls" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Atspējota poga" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineārs" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7919,7 +7937,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8069,6 +8087,60 @@ msgstr "Konstantes" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Spēlēt Ainu" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Atkārtot" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Atkārtot" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automātiski Ievietot Atslēgu" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Laiks" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Ikonu Režīms" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Beigas" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Ikonu Režīms" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8096,7 +8168,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8107,8 +8179,9 @@ msgstr "Darbība" msgid "Mirroring" msgstr "Spogulis" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8139,209 +8212,448 @@ msgstr "Lokalizācija" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Kopēt mezgla ceļu" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Galvenais Skripts:" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fizikas kadrs %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Tikai Konstantes" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Tikai Konstantes" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fizikas kadrs %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Šablons" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Pievienot Ieejas Pieslēgvietu" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineārs" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Pievienot Audio Kopni" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Reģiona režīms" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Virzieni" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Atspējota poga" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Mēroga Režīms" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Vērtība:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Noklusējuma motīvs" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Kārta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Kārta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Atspējots vienums" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Ievade" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Lineāla Režīms" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Izslēgts" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Izveidot sadursmes daudzstūri" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Izveidot sadursmes daudzstūri" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Noklusējuma" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Mezgls" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Mezgls" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Atspējota poga" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineārs" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Kopēt mezgla ceļu" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Galvenais Skripts:" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fizikas kadrs %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Doka pozīcija" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Nomainīt Bāzes Tipu:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centrēt mezglu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Apraksts" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Pievilkt:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Lokalizācija" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Bezmaksas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Mēroga Režīms" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Izgriezt mezglu(s)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Nepārtraukti" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineārs" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Mēroga Režīms" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Reģiona režīms" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Virzieni" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Atspējota poga" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstante" +msgid "Max Results" +msgstr "Meklēšanas Rezultāti" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Mēroga Režīms" +msgid "Constant Linear Velocity" +msgstr "Tikai Konstantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Vērtība:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Noklusējuma motīvs" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Kārta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Kārta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Tikai Konstantes" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8360,39 +8672,6 @@ msgstr "Daudzstūri" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Doka pozīcija" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8407,19 +8686,6 @@ msgstr "Konstante" msgid "Update" msgstr "Atjaunināt" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Meklēšanas Rezultāti" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8532,33 +8798,6 @@ msgstr "Iespējot" msgid "Node Path" msgstr "Kopēt mezgla ceļu" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Logs" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animācija" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Ainas ceļš:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8611,7 +8850,7 @@ msgstr "Iespējot doppler" msgid "Tracking" msgstr "Pako" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Mezgla Vārds:" @@ -8668,15 +8907,6 @@ msgstr "Tuvākais" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Uztvert" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8725,13 +8955,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Mēroga Režīms" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8739,8 +8970,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8754,8 +8985,8 @@ msgid "Emission Energy" msgstr "Redzamas sadursmes formas" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Apdzīvot" @@ -8788,12 +9019,6 @@ msgstr "Šablons" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Ikonu Režīms" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8807,7 +9032,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8853,10 +9078,6 @@ msgstr "Pārslēgt redzamību" msgid "Begin Margin" msgstr "Saturs:" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Beigas" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8867,139 +9088,8 @@ msgstr "Saturs:" msgid "Fade Mode" msgstr "Mēroga Režīms" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Mēroga Režīms" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Dzēst mezglus" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Ielīmēt Parametrus" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Atdalījums:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Vērtība:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineārs" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Šablons" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Šablons" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Apraksts" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineārs" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineārs" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animācija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maks. Rotācijas Kļūda:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Saglabā Ainu" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineārs" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineārs" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animācija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animācija" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9069,7 +9159,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9079,31 +9169,31 @@ msgid "Outline Modulate" msgstr "Apdzīvot" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fonti" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtrēt signālus" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrēt signālus" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstante" @@ -9111,27 +9201,27 @@ msgstr "Konstante" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Virzieni" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9314,7 +9404,8 @@ msgstr "Sapludināt no ainas" msgid "Custom Sky" msgstr "Izgriezt mezglu(s)" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Izgriezt mezglu(s)" @@ -9325,7 +9416,7 @@ msgid "Custom Energy" msgstr "Pārvietot Busa Efektu" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Reģistrjūtīgs" @@ -9362,7 +9453,7 @@ msgstr "Papildus" msgid "Keep Y Velocity" msgstr "Lineārs" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigācijas režīms" @@ -9426,203 +9517,448 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrēt signālus" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Logs" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animācija" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Ainas ceļš:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Uztvert" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Saglabā Ainu" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Atdalījums:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Šablons" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Šablons" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Apraksts" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animācija" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animācija" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Ielīmēt Parametrus" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Vērtība:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Mēroga Režīms" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Dzēst mezglus" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineārs" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineārs" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animācija" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maks. Rotācijas Kļūda:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrēt signālus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maks. Rotācijas Kļūda:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animācija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animācija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animācija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animācija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Apraksts" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Apraksts" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animācija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrēt signālus" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcijas" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineārs" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animācija" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineārs" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineārs" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineārs" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Atkļūdotājs" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Tiešsaistes Dokumenti" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Atdalījums:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signāli" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcijas" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "%s Kļūda" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9689,7 +10025,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolācijas režīms" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9768,67 +10105,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Tiešsaistes Dokumenti" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Atdalījums:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signāli" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcijas" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "%s Kļūda" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9871,8 +10147,8 @@ msgstr "Pāreja eksistē!" msgid "Extra Cull Margin" msgstr "Ekstra Izsaukuma Argumenti:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9907,17 +10183,36 @@ msgstr "Navigācija" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Pievienot celiņu" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Atjaunināt" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Pievienot celiņu" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pako" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Pievienot celiņu" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10601,19 +10896,10 @@ msgstr "Daļiņas" msgid "Reverse Fill" msgstr "Atiestatīt Kopnes Skaļumu" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Krāsas" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11399,7 +11685,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centrēt mezglu" @@ -11517,7 +11803,7 @@ msgstr "Pārslēgt redzamību" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11530,11 +11816,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Iespējot" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Atkārtot" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11552,10 +11833,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11661,7 +11938,7 @@ msgstr "Navigācijas režīms" msgid "Multiplayer Poll" msgstr "Uzlikt vairākus:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11730,7 +12007,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12089,6 +12366,558 @@ msgstr "Fizikas kadrs %" msgid "3D Navigation" msgstr "Navigācija" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Tikai izvēlētais" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Ikonu Režīms" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Izdzēst Mezglu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopēt mezgla ceļu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Noklusējuma" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Noklusējuma" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Galvenais Skripts:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Izdzēst Mezglu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Izmainīt Animācijas Garumu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Šablons" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Šablons" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Virzieni" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Pievienot Ieejas Pieslēgvietu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Pa labi, Plašs" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Pa Labi, Lineārs" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Saturs:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Grāmatzīmes" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Grāmatzīmes" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Grāmatzīmes" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Grāmatzīmes" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Pa Kreisi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Saturs:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Izstrādātāji" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Režģis" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Krāsas" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Pa Labi, Lineārs" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Lietotāja interfeiss" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Avots" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Sadursme" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Dzēst izkārtojumu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Centrēt mezglu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Oklūzijas režīms" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fizikas kadrs %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Uzlikt vairākus:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Pārslēgt ainas cilni" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Pārslēgt ainas cilni" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Atskaņošanas Režīms:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Daudzstūri" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Izveidot sadursmes daudzstūri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Noņemt tekstūru" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Šķirot" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "FlīžuKomplekts..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Šablons" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Sadursme" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Pa labi, Plašs" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Noņemt tekstūru" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Dziļums" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Dziļums" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Redaktora motīvs" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Izmainīt Transformāciju" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Priekšskats" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Grāmatzīmes" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Testē" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Solis" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Izmainīt Animācijas Garumu" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Tikai izvēlētais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Tikai izvēlētais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Izgriezt mezglu(s)" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Pievienot Ieejas Pieslēgvietu" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Mezgla Vārds:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Krāsas" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Faila saglabāšana:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Uzlikt vairākus:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Apdzīvot" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupēts" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Grāmatzīmes" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Palaist" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Parādīt Visu" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Krāsas" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12307,15 +13136,6 @@ msgstr "Pārvietot Busa Efektu" msgid "Load Path" msgstr "Ielādēt Sagatavi" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Sadursme" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12349,20 +13169,10 @@ msgstr "Izgriezt mezglu(s)" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Uzlikt vairākus:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12585,10 +13395,6 @@ msgstr "Pa Labi, Lineārs" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12665,20 +13471,6 @@ msgstr "Atdalījums:" msgid "Color Correction" msgstr "Krāsas funkcija." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Pa labi, Plašs" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Noņemt tekstūru" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12756,20 +13548,6 @@ msgstr "Atskaņošanas Režīms:" msgid "To" msgstr "Virsotne" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Dziļums" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Dziļums" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13023,11 +13801,6 @@ msgstr "Daļiņas" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Šablons" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13060,24 +13833,6 @@ msgstr "Mēroga Režīms" msgid "Shadow Mesh" msgstr "Ēnotājs" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Redaktora motīvs" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Izmainīt Transformāciju" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Priekšskats" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13443,175 +14198,6 @@ msgstr "pārraksta %s:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Grāmatzīmes" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Testē" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Solis" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Izmainīt Animācijas Garumu" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Tikai izvēlētais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Tikai izvēlētais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Izgriezt mezglu(s)" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Tikai izvēlētais" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Ikonu Režīms" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Izdzēst Mezglu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopēt mezgla ceļu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Noklusējuma" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Noklusējuma" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Galvenais Skripts:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Izdzēst Mezglu" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Izmainīt Animācijas Garumu" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Šablons" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Šablons" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Virzieni" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Pievienot Ieejas Pieslēgvietu" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13627,20 +14213,6 @@ msgstr "Režģis" msgid "Bone Size" msgstr "Galvenais Skripts:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Pievienot Ieejas Pieslēgvietu" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Mezgla Vārds:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13655,79 +14227,6 @@ msgstr "Mēroga Režīms" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Krāsas" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Faila saglabāšana:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Apdzīvot" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupēts" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Grāmatzīmes" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Palaist" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Parādīt Visu" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Krāsas" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13829,220 +14328,6 @@ msgstr "Noklusējuma" msgid "Default Font Size" msgstr "Noklusējuma" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Pa labi, Plašs" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Pa Labi, Lineārs" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Saturs:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Grāmatzīmes" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Grāmatzīmes" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Grāmatzīmes" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Grāmatzīmes" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Pa Kreisi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Saturs:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Izstrādātāji" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Režģis" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Krāsas" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Pa Labi, Lineārs" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Lietotāja interfeiss" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Avots" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Sadursme" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Dzēst izkārtojumu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Centrēt mezglu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Oklūzijas režīms" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fizikas kadrs %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Uzlikt vairākus:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Pārslēgt ainas cilni" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Pārslēgt ainas cilni" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Atskaņošanas Režīms:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Daudzstūri" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Izveidot sadursmes daudzstūri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Noņemt tekstūru" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Šķirot" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "FlīžuKomplekts..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fails" @@ -14166,14 +14451,6 @@ msgstr "Virsmas Indekss" msgid "Degrees Mode" msgstr "Atlikts" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14647,6 +14924,11 @@ msgstr "Pārslēgt slēptos failus" msgid "Folder" msgstr "Atvērt mapi" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Izveidot mapi" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16573,11 +16855,27 @@ msgstr "Redaktora izkārtojums" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pako" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Izmērs: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Mēroga Režīms" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pako" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16595,11 +16893,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pako" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/lzh.po b/properties/lzh.po index c6b93c7..60f7b14 100644 --- a/properties/lzh.po +++ b/properties/lzh.po @@ -34,9 +34,9 @@ msgstr "配置" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "名称" @@ -126,9 +126,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -307,7 +307,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -384,7 +384,8 @@ msgid "Max Functions" msgstr "" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -428,7 +429,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -762,8 +763,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -794,8 +796,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -904,11 +906,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1044,7 +1046,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1069,7 +1072,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1090,7 +1093,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1144,7 +1147,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1434,6 +1437,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1454,6 +1461,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1542,8 +1553,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1625,7 +1636,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1645,8 +1657,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1793,9 +1805,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1812,7 +1824,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1822,7 +1834,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2044,16 +2056,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2282,6 +2294,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2322,6 +2338,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2365,7 +2385,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2621,6 +2641,78 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Connection Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scalar Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector2 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 3 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 4 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Boolean Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Transform Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Sampler Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Output Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Color Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Conditional Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Input Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Textures Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Utility Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Special Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Particle Color" +msgstr "" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2757,13 +2849,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2838,20 +2934,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -2961,10 +3059,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -2973,12 +3073,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -2998,26 +3100,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3068,8 +3173,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3123,6 +3228,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3266,7 +3375,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3375,7 +3484,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3481,8 +3590,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -3968,7 +4077,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4092,7 +4201,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4211,11 +4320,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4227,9 +4336,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4239,30 +4348,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4278,11 +4387,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4290,16 +4399,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4352,6 +4461,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4448,20 +4574,17 @@ msgstr "" msgid "Naming Version" msgstr "版本" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4508,13 +4631,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4522,14 +4646,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4713,6 +4837,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4883,8 +5012,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5151,8 +5280,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5226,7 +5355,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5242,7 +5372,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "" @@ -5355,6 +5486,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6317,64 +6452,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6555,43 +6642,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6673,9 +6723,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6698,12 +6748,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6754,11 +6818,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6786,7 +6854,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6901,7 +6969,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "" @@ -6909,67 +6977,6 @@ msgstr "" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7114,7 +7121,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7242,6 +7249,54 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +msgid "Scroll Scale" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Size" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Screen Offset" +msgstr "" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7267,7 +7322,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7276,8 +7331,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7305,182 +7361,405 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -7499,38 +7778,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7543,18 +7790,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7653,30 +7888,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7724,7 +7935,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7774,14 +7985,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7822,13 +8025,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7836,8 +8040,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7850,8 +8054,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7879,11 +8083,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -7896,7 +8095,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -7934,10 +8133,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -7946,121 +8141,8 @@ msgstr "" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8126,7 +8208,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8135,54 +8217,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8344,7 +8426,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8353,7 +8436,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8385,7 +8468,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "" @@ -8439,172 +8522,390 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8661,7 +8962,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8733,62 +9035,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8826,8 +9072,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8859,15 +9105,31 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Update" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9459,18 +9721,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10158,7 +10412,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10262,7 +10516,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10274,11 +10528,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10295,10 +10544,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10387,7 +10632,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10452,7 +10697,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10771,6 +11016,484 @@ msgstr "" msgid "3D Navigation" msgstr "" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -10958,14 +11681,6 @@ msgstr "" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -10994,19 +11709,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11211,10 +11917,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11279,18 +11981,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11357,18 +12047,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11589,10 +12267,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11621,22 +12295,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -11945,155 +12603,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12106,18 +12615,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12130,70 +12627,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12282,186 +12715,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12567,14 +12820,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -12975,6 +13220,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -14644,10 +14893,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14664,10 +14926,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/mk.po b/properties/mk.po index f722994..2af5ea3 100644 --- a/properties/mk.po +++ b/properties/mk.po @@ -33,9 +33,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -127,9 +127,9 @@ msgstr "Прозорец" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -318,7 +318,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -399,7 +399,8 @@ msgid "Max Functions" msgstr "Функција" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -445,7 +446,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -791,8 +792,9 @@ msgstr "GDNative(ГДДомороден)" msgid "Screen Relative" msgstr "GDNative(ГДДомороден)" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -825,8 +827,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -936,11 +938,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1082,7 +1084,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1107,7 +1110,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1129,7 +1132,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1188,7 +1191,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1487,6 +1490,10 @@ msgstr "Вредност:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1508,6 +1515,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1600,8 +1611,8 @@ msgstr "Прозорец" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1687,7 +1698,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Импортирај" @@ -1709,8 +1721,8 @@ msgstr "Избриши невалидни клучеви" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1861,9 +1873,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Својства на анимацијата." @@ -1881,7 +1893,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1891,7 +1903,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2118,16 +2130,16 @@ msgstr "" msgid "Instantiated" msgstr "Внеси клуч тука" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2361,6 +2373,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2402,6 +2418,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2446,7 +2466,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2708,6 +2728,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Својства на анимацијата." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Исчисти сите анимации" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2849,13 +2959,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2937,20 +3051,22 @@ msgstr "Јазол" msgid "Shape Type" msgstr "Својства на анимацијата." -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3066,10 +3182,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3078,12 +3196,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3103,26 +3223,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3175,8 +3298,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3241,6 +3364,10 @@ msgstr "Јазол" msgid "Root Scale" msgstr "Јазол" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3390,7 +3517,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3504,7 +3631,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3611,8 +3738,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4120,7 +4247,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4249,7 +4376,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4370,11 +4497,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4386,9 +4513,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4398,30 +4525,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4437,11 +4564,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4449,16 +4576,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4512,6 +4639,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Импортирај" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4616,20 +4761,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4677,13 +4819,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4691,14 +4834,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4892,6 +5035,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5065,8 +5213,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5347,8 +5495,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5425,7 +5573,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5442,7 +5591,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Внеси клуч тука" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Внеси клуч тука" @@ -5556,6 +5706,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6532,65 +6686,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Внеси клуч тука" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6778,44 +6883,6 @@ msgstr "Својства на анимацијата." msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Својства на анимацијата." - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6897,9 +6964,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6923,12 +6990,26 @@ msgstr "Исчисти сите анимации" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6979,11 +7060,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7011,7 +7096,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7134,7 +7219,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Фукнции:" @@ -7143,70 +7228,6 @@ msgstr "Фукнции:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Јазол" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Јазол" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Јазол" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7353,7 +7374,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7491,6 +7512,58 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Јазол" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Големина на Страница" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Време:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Својства на анимацијата." + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7516,7 +7589,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7526,8 +7599,9 @@ msgstr "" msgid "Mirroring" msgstr "Огледало" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7555,195 +7629,425 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Внеси клуч тука" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Својства на анимацијата." +msgid "Point Center" +msgstr "Внеси клуч тука" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Својства на анимацијата." - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Lock Rotation" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Слободно" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Својства на анимацијата." - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "Линеарна" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Импортирај" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Својства на анимацијата." -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Up Direction" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Својства на анимацијата." -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Вредност:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Вредност:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Вредност:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Својства на анимацијата." + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Јазол" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Јазол" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Јазол" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Внеси клуч тука" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Позиција" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Својства на анимацијата." + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Својства на анимацијата." + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Lock Rotation" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Слободно" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Својства на анимацијата." + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Линеарна" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Импортирај" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Резултат" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7760,39 +8064,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Позиција" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7806,19 +8077,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Резултат" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7921,33 +8179,6 @@ msgstr "" msgid "Node Path" msgstr "Јазол" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Прозорец" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Својства на анимацијата." - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Јазол" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7996,7 +8227,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8048,15 +8279,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Снимање" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8097,13 +8319,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8111,8 +8334,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8125,8 +8348,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8154,11 +8377,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -8171,7 +8389,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8210,10 +8428,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -8223,126 +8437,8 @@ msgstr "" msgid "Fade Mode" msgstr "Својства на анимацијата." -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Вредност:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Зачувување на сцената" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Линеарна" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Линеарна" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Огледало" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8408,7 +8504,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8417,54 +8513,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8635,7 +8731,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8644,7 +8741,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8678,7 +8775,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "Јазол" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Својства на анимацијата." @@ -8735,174 +8832,403 @@ msgstr "" msgid "Tilt Enabled" msgstr "Вертикална Синхронизација е вклучена" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Прозорец" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Својства на анимацијата." + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Јазол" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Снимање" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Зачувување на сцената" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Линеарна" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Линеарна" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Огледало" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Вредност:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Внеси клуч тука" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Својства на анимацијата." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Својства на анимацијата." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Огледало" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8964,7 +9290,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9039,64 +9366,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Својства на анимацијата." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Огледало" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9134,8 +9403,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9168,17 +9437,36 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Додади Лента" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Внеси клуч тука" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Додади Лента" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Додади Лента" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Додади Лента" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9800,18 +10088,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10520,7 +10800,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10626,7 +10906,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10640,11 +10920,6 @@ msgstr "GDNative(ГДДомороден)" msgid "Y Sort Enabled" msgstr "Вертикална Синхронизација е вклучена" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10661,10 +10936,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10756,7 +11027,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10821,7 +11092,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11151,6 +11422,510 @@ msgstr "" msgid "3D Navigation" msgstr "Дуплирај избран(и) клуч(еви)" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "Б" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Јазол" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Јазол" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Внеси клуч тука" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Внеси клуч тука" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Јазол" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Копирај Траки" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Големина на Страница" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Јазол" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Својства на анимацијата." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Својства на анимацијата." + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Големина на Страница" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Вредност:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Вредност:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Внеси клуч тука" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Внеси клуч тука" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Внеси клуч тука" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Својства на анимацијата." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Својства на анимацијата." + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Својства на анимацијата." + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Внеси клуч тука" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Јазол" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Својства на анимацијата." + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "МиБ" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Дуплирај избран(и) клуч(еви)" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11352,15 +12127,6 @@ msgstr "Позиција" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Дуплирај избран(и) клуч(еви)" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11389,19 +12155,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11611,10 +12368,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11680,18 +12433,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11762,18 +12503,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12001,10 +12730,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12035,23 +12760,6 @@ msgstr "Својства на анимацијата." msgid "Shadow Mesh" msgstr "Својства на анимацијата." -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Својства на анимацијата." - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12380,159 +13088,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "Б" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Јазол" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Јазол" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Внеси клуч тука" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Внеси клуч тука" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12546,20 +13101,6 @@ msgstr "" msgid "Bone Size" msgstr "Големина на Страница" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Внеси клуч тука" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Јазол" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -12573,73 +13114,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Својства на анимацијата." - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "МиБ" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Дуплирај избран(и) клуч(еви)" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12731,201 +13205,6 @@ msgstr "" msgid "Default Font Size" msgstr "Вредност:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Јазол" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Дуплирај избран(и) клуч(еви)" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Копирај Траки" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Големина на Страница" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Јазол" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Својства на анимацијата." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Својства на анимацијата." - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Големина на Страница" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Вредност:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Вредност:" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Внеси клуч тука" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Внеси клуч тука" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Внеси клуч тука" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Својства на анимацијата." - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Својства на анимацијата." - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13038,14 +13317,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Својства на анимацијата." -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13473,6 +13744,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15226,11 +15501,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Додади Лента" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Својства на анимацијата." +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Додади Лента" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15248,11 +15538,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Додади Лента" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ml.po b/properties/ml.po index 5198b0f..02d0683 100644 --- a/properties/ml.po +++ b/properties/ml.po @@ -37,9 +37,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "പേര്" @@ -131,9 +131,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -321,7 +321,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -403,7 +403,8 @@ msgid "Max Functions" msgstr "പ്രവൃത്തികൾ:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -450,7 +451,7 @@ msgstr "സന്ദേശം" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -797,8 +798,9 @@ msgstr "" msgid "Screen Relative" msgstr "പ്രവൃത്തികൾ:" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -831,8 +833,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -943,11 +945,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1090,7 +1092,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1115,7 +1118,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1137,7 +1140,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1195,7 +1198,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1491,6 +1494,10 @@ msgstr "വില:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1512,6 +1519,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "പ്രവൃത്തികൾ:" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1603,8 +1615,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1689,7 +1701,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1710,8 +1723,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1861,9 +1874,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "പ്രവൃത്തികൾ:" @@ -1881,7 +1894,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1891,7 +1904,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2118,16 +2131,16 @@ msgstr "" msgid "Instantiated" msgstr "സൂചിക ഇവിടെയിടുക" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2360,6 +2373,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2401,6 +2418,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2444,7 +2465,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2709,6 +2730,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "ചലനം ചുറ്റൽ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "ചലനം ചുറ്റൽ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "ചലനം ചുറ്റൽ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "ത്രിമാന പരിവർത്തനം നോക്കുക" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "പ്രവൃത്തികൾ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "ചലനാവർത്തനം മാറ്റുക" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2853,13 +2964,17 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2941,20 +3056,22 @@ msgstr "" msgid "Shape Type" msgstr "വിളി രീതി നോക്കുക" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3071,10 +3188,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3083,12 +3202,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3110,26 +3231,29 @@ msgid "Save to File" msgstr "പ്രവൃത്തികൾ:" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3182,8 +3306,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3241,6 +3365,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3390,7 +3518,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3506,7 +3634,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3613,8 +3741,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4124,7 +4252,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4255,7 +4383,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4377,11 +4505,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4393,9 +4521,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4405,30 +4533,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4444,11 +4572,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4456,16 +4584,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4518,6 +4646,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "ഗുണം നോക്കുക" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4623,20 +4769,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4683,13 +4826,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4697,14 +4841,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4900,6 +5044,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5072,8 +5221,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5349,8 +5498,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5426,7 +5575,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5444,7 +5594,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "സൂചിക ഇവിടെയിടുക" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "സൂചിക ഇവിടെയിടുക" @@ -5558,6 +5709,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "ചലനം ചുറ്റൽ" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6542,66 +6698,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "ശബ്ദരേഖകൾ:" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6796,45 +6902,6 @@ msgstr "വിളി രീതി നോക്കുക" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "പ്രവൃത്തികൾ:" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6916,9 +6983,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6942,12 +7009,26 @@ msgstr "ചലനാവർത്തനം മാറ്റുക" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6998,11 +7079,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7030,7 +7115,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7153,7 +7238,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "പ്രവൃത്തികൾ:" @@ -7162,67 +7247,6 @@ msgstr "പ്രവൃത്തികൾ:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7368,7 +7392,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7508,6 +7532,58 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "സമയം:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "അവസാനം" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "വിളി രീതി നോക്കുക" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7533,7 +7609,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7544,8 +7620,9 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Mirroring" msgstr "കണ്ണാടി" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7575,197 +7652,426 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "ചലനം ചുറ്റൽ" +msgid "Point Center" +msgstr "സൂചിക ഇവിടെയിടുക" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "ചലനം ചുറ്റൽ" +msgid "Audio Bus" +msgstr "ശബ്ദരേഖകൾ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "സൗജന്യം" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "പ്രവൃത്തികൾ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "ചലനം ചുറ്റൽ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "വിളി രീതി നോക്കുക" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "വില:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "വില:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "വില:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "സൗജന്യം" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "വില:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7782,39 +8088,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7828,19 +8101,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "വില:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7944,32 +8204,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "ഗുണം നോക്കുക" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -8020,7 +8254,7 @@ msgstr "" msgid "Tracking" msgstr "ഗുണം നോക്കുക" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8072,14 +8306,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8120,13 +8346,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8134,8 +8361,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8148,8 +8375,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8177,11 +8404,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8195,7 +8417,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8236,10 +8458,6 @@ msgstr "" msgid "Begin Margin" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "അവസാനം" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8250,130 +8468,8 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Fade Mode" msgstr "വിളി രീതി നോക്കുക" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "വില:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "ചലനം ചുറ്റൽ" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8440,7 +8536,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8450,54 +8546,54 @@ msgid "Outline Modulate" msgstr "പ്രവൃത്തികൾ:" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8669,7 +8765,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "പ്രവൃത്തികൾ:" @@ -8679,7 +8776,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8712,7 +8809,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "ചലനം ചുറ്റൽ" @@ -8770,189 +8867,421 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "ഗുണം നോക്കുക" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "വില:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "സൂചിക ഇവിടെയിടുക" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "പ്രവൃത്തികൾ:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "ചലനം ചുറ്റൽ" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "കണ്ണാടി" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9013,7 +9342,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9088,65 +9418,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "കണ്ണാടി" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9185,8 +9456,8 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9220,17 +9491,36 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "വഴി ചേർക്കുക" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "വഴി ചേർക്കുക" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "ഗുണം നോക്കുക" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "വഴി ചേർക്കുക" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9855,18 +10145,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10577,7 +10859,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10684,7 +10966,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10696,11 +10978,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10717,10 +10994,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10813,7 +11086,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10879,7 +11152,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11209,6 +11482,526 @@ msgstr "" msgid "3D Navigation" msgstr "സൂചികകൾ നീക്കം ചെയ്യുക" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "ബൈറ്റ്" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "വലത്" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "ഇടത്" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "ചലനം ചുറ്റൽ" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "വില:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "വില:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "വിളി രീതി നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "ത്രിമാന പരിവർത്തനം നോക്കുക" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "സൂചികകളുടെ പകർപ്പെടുക്കുക" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "പരിവർത്തനം ചലിപ്പിക്കുക" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "പരിവർത്തനം ചലിപ്പിക്കുക" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "സൂചിക ഇവിടെയിടുക" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "മെഗാബൈറ്റ്" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "പ്രവൃത്തികൾ:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11405,15 +12198,6 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "സൂചികകളുടെ പകർപ്പെടുക്കുക" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11442,19 +12226,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11667,10 +12442,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11738,18 +12509,6 @@ msgstr "ചലനം ചുറ്റൽ" msgid "Color Correction" msgstr "ചലനം ചുറ്റൽ" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11819,18 +12578,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12060,10 +12807,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12094,24 +12837,6 @@ msgstr "വിളി രീതി നോക്കുക" msgid "Shadow Mesh" msgstr "വിളി രീതി നോക്കുക" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "പരിവർത്തനം ചലിപ്പിക്കുക" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "പരിവർത്തനം ചലിപ്പിക്കുക" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12441,162 +13166,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "ബൈറ്റ്" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "ചലനത്തിൻറെ നേരം മാറ്റുക" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "സൂചിക ഇവിടെയിടുക" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12609,19 +13178,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -12635,76 +13191,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "മെഗാബൈറ്റ്" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -12802,211 +13288,6 @@ msgstr "" msgid "Default Font Size" msgstr "വില:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "വലത്" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "ഇടത്" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "ചലനം ചുറ്റൽ" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "പ്രവൃത്തികൾ:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "വില:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "വില:" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "സൂചിക ഇവിടെയിടുക" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "വിളി രീതി നോക്കുക" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "ത്രിമാന പരിവർത്തനം നോക്കുക" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13122,14 +13403,6 @@ msgstr "" msgid "Degrees Mode" msgstr "വിളി രീതി നോക്കുക" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13567,6 +13840,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15353,11 +15630,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "ഗുണം നോക്കുക" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "വിളി രീതി നോക്കുക" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "ഗുണം നോക്കുക" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15375,11 +15667,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "ഗുണം നോക്കുക" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/mr.po b/properties/mr.po index 810bc0a..371b5f9 100644 --- a/properties/mr.po +++ b/properties/mr.po @@ -34,9 +34,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -128,9 +128,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -318,7 +318,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -399,7 +399,8 @@ msgid "Max Functions" msgstr "संक्रमण: " #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -445,7 +446,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -793,8 +794,9 @@ msgstr "" msgid "Screen Relative" msgstr "संक्रमण: " -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -827,8 +829,8 @@ msgid "Action" msgstr "क्रिया" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -940,11 +942,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1089,7 +1091,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1114,7 +1117,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1135,7 +1138,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1194,7 +1197,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1492,6 +1495,10 @@ msgstr "ब्लेंड टाइम्स:" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1513,6 +1520,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1605,8 +1616,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1690,7 +1701,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1713,8 +1725,8 @@ msgstr "नोड काढला" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1861,9 +1873,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "प्ले मोड:" @@ -1881,7 +1893,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1891,7 +1903,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2119,16 +2131,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2361,6 +2373,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2404,6 +2420,10 @@ msgstr "" msgid "Lines Curvature" msgstr "स्केल:" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2447,7 +2467,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2711,6 +2731,95 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "अ‍ॅनिमेशन ट्री" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "अ‍ॅनिमेशन ट्री" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "अ‍ॅनिमेशन ट्री" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "संक्रमण: " + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "अ‍ॅनिमेशन नाव:" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "अ‍ॅनिमेशन नाव:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "प्ले मोड:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "ब्लेंड टाइम्स:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "नोड हलवा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2851,13 +2960,17 @@ msgstr "अ‍ॅनिमेशन ट्री" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -2941,20 +3054,22 @@ msgstr "नोड जोडा" msgid "Shape Type" msgstr "प्ले मोड:" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3072,10 +3187,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3084,12 +3201,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3110,26 +3229,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3181,8 +3303,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3245,6 +3367,10 @@ msgstr "स्केल:" msgid "Root Scale" msgstr "स्केल:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3395,7 +3521,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3510,7 +3636,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3618,8 +3744,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4128,7 +4254,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4258,7 +4384,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4382,11 +4508,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4398,9 +4524,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4410,30 +4536,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4449,11 +4575,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4461,16 +4587,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4524,6 +4650,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "प्ले मोड:" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4628,20 +4772,17 @@ msgstr "" msgid "Naming Version" msgstr "स्केल:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4689,13 +4830,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4703,14 +4845,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4905,6 +5047,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "प्ले मोड:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5084,8 +5232,8 @@ msgid "Center Z" msgstr "नोड हलवा" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5366,8 +5514,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5445,7 +5593,8 @@ msgstr "प्ले मोड:" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5463,7 +5612,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "नोड हलवा" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "नोड हलवा" @@ -5578,6 +5728,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "अ‍ॅनिमेशन ट्री" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6568,66 +6723,16 @@ msgstr "नोड हलवा" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "स्केल:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "नोड हलवा" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6820,45 +6925,6 @@ msgstr "नोड हलवा" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "नोड हलवा" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "प्ले मोड:" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6940,9 +7006,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6966,12 +7032,26 @@ msgstr "नवीन अ‍ॅनिमेशन तयार करा" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7028,11 +7108,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7063,7 +7147,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7197,7 +7281,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "अ‍ॅनिमेशन ट्री" @@ -7206,70 +7290,6 @@ msgstr "अ‍ॅनिमेशन ट्री" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "नोड जोडा" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "नोड जोडा" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "नोड हलवा" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7417,7 +7437,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7563,6 +7583,59 @@ msgstr "समुदाय" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "स्केल:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "संक्रमण: " + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "वेळ:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "स्केल:" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "एन्ड" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "नोड हलवा" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7590,7 +7663,7 @@ msgstr "शेवटी" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7600,8 +7673,9 @@ msgstr "अ‍ॅनिमेशन ट्री" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7631,198 +7705,430 @@ msgstr "अ‍ॅनिमेशन ट्री" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Mass Distribution" -msgstr "संक्रमण: " +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" +msgid "Point Unit Distance" +msgstr "स्केल:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" msgstr "नोड हलवा" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "संक्रमण: " - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "मोफत" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "प्ले मोड:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "समुदाय" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "ब्लेंड टाइम्स:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "मूल्य:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "(किंमत)" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "मूल्य:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "नोड हलवा" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "प्ले मोड:" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "नोड जोडा" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "नोड जोडा" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "नोड हलवा" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "संक्रमण: " + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "नोड हलवा" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "संक्रमण: " + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "मोफत" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "प्ले मोड:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "समुदाय" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "मूल्य:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7839,39 +8145,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -7885,19 +8158,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "मूल्य:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8001,32 +8261,6 @@ msgstr "स्केल:" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "नोड काढला" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -8075,7 +8309,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8127,14 +8361,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8176,13 +8402,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "स्केल:" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8190,8 +8417,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8204,8 +8431,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8233,12 +8460,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "स्केल:" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8252,7 +8473,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8293,10 +8514,6 @@ msgstr "" msgid "Begin Margin" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "एन्ड" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8307,130 +8524,8 @@ msgstr "अ‍ॅनिमेशन ट्री" msgid "Fade Mode" msgstr "प्ले मोड:" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "संक्रमण: " - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "मूल्य:" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "अ‍ॅनिमेशन ट्री" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8498,7 +8593,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8508,54 +8603,54 @@ msgid "Outline Modulate" msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8729,7 +8824,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8738,7 +8834,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8773,7 +8869,7 @@ msgstr "समक्रमित करा" msgid "Keep Y Velocity" msgstr "नोड हलवा" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "नोड हलवा" @@ -8832,190 +8928,423 @@ msgstr "" msgid "Tilt Enabled" msgstr "स्केल:" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "नोड काढला" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "संक्रमण: " + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "मूल्य:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "शेवटी" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "शेवटी" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "संक्रमण: " -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "संक्रमण: " -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "संक्रमण: " + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "संक्रमण: " + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "संक्रमण: " + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "प्रवास" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "त्रुटी!" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9077,7 +9406,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9151,66 +9481,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "संक्रमण: " - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "संक्रमण: " - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "संक्रमण: " - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "प्रवास" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "त्रुटी!" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9249,8 +9519,8 @@ msgstr "संक्रमण: " msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9284,15 +9554,33 @@ msgstr "संक्रमण: " msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "नोड जोडा" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "नोड हलवा" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9923,18 +10211,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10647,7 +10927,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "नोड हलवा" @@ -10755,7 +11035,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10768,11 +11048,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "स्केल:" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10790,10 +11065,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10885,7 +11156,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10951,7 +11222,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11283,6 +11554,518 @@ msgstr "" msgid "3D Navigation" msgstr "नोड हलवा" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "नोड हलवा" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "नोड हलवा" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "उजवे" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "डावे" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "(किंमत)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "(किंमत)" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "प्ले मोड:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "ब्लेंड टाइम्स:" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "नोड हलवा" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "नोड हलवा" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "2 पायऱ्या" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "नवीन अ‍ॅनिमेशन तयार करा" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "अ‍ॅनिमेशन ट्री" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "नोड हलवा" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "स्केल:" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11484,14 +12267,6 @@ msgstr "नोड हलवा" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11520,19 +12295,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11744,10 +12510,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11817,18 +12579,6 @@ msgstr "संक्रमण: " msgid "Color Correction" msgstr "अ‍ॅनिमेशन ट्री" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11901,18 +12651,6 @@ msgstr "प्ले मोड:" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12144,10 +12882,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12179,23 +12913,6 @@ msgstr "ब्लेंड टाइम्स:" msgid "Shadow Mesh" msgstr "प्ले मोड:" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "नोड हलवा" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12532,161 +13249,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "2 पायऱ्या" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "नवीन अ‍ॅनिमेशन तयार करा" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "नोड हलवा" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "नोड हलवा" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12700,19 +13262,6 @@ msgstr "" msgid "Bone Size" msgstr "नोड हलवा" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "नोड हलवा" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12725,73 +13274,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "व्हाइट मॉड्युलेटेड सक्ती करा" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "स्केल:" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -12886,209 +13368,6 @@ msgstr "" msgid "Default Font Size" msgstr "ब्लेंड टाइम्स:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "उजवे" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "डावे" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "अ‍ॅनिमेशन ट्री" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "(किंमत)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "(किंमत)" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "प्ले मोड:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "ब्लेंड टाइम्स:" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "नोड हलवा" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13203,14 +13482,6 @@ msgstr "" msgid "Degrees Mode" msgstr "ब्लेंड टाइम्स:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13636,6 +13907,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15410,11 +15685,24 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "ब्लेंड टाइम्स:" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15432,10 +15720,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ms.po b/properties/ms.po index 47fee38..6cebdc4 100644 --- a/properties/ms.po +++ b/properties/ms.po @@ -42,9 +42,9 @@ msgstr "Konfigurasi" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nama" @@ -138,9 +138,9 @@ msgstr "Tetingkap" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -340,7 +340,7 @@ msgstr "Aktifkan" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fizik" @@ -422,7 +422,8 @@ msgid "Max Functions" msgstr "Fungsi" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Mampatan" @@ -471,7 +472,7 @@ msgstr "Mesej" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Render" @@ -839,8 +840,9 @@ msgstr "Relatif" msgid "Screen Relative" msgstr "Relatif" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Kelajuan" @@ -872,8 +874,8 @@ msgid "Action" msgstr "Aksi" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Kekuatan" @@ -986,11 +988,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1143,7 +1145,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Tulis Ganti" @@ -1170,7 +1173,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1191,7 +1194,7 @@ msgstr "Args" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Jenis" @@ -1250,7 +1253,7 @@ msgid "Sync Breakpoints" msgstr "Cipta titik-titik." #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "SistemFail" @@ -1573,6 +1576,11 @@ msgstr "Muatkan Susun Atur Bas lalai." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Cari" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Pratetap" @@ -1596,6 +1604,11 @@ msgstr "Warna" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Potong Nod" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1694,8 +1707,8 @@ msgstr "Tetingkap" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktifkan" @@ -1792,7 +1805,8 @@ msgid "Thumbnail Size" msgstr "Gambar kecil..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Import" @@ -1815,8 +1829,8 @@ msgstr "Buang Titik" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1977,9 +1991,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Togol Automain" @@ -1999,7 +2013,7 @@ msgid "Draw Spaces" msgstr "Cabutan Panggilan:" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2009,7 +2023,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2245,17 +2259,17 @@ msgstr "Warna Emission" msgid "Instantiated" msgstr "Contoh" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Titik" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2510,6 +2524,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Pergi ke Langkah Sebelumnya" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Togol Automain" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2556,6 +2575,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Kedalaman" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Warna" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2606,7 +2630,7 @@ msgid "Output" msgstr "Keluaran" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2886,6 +2910,96 @@ msgstr "Cari Penggantian Untuk:" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Edit Sambungan:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Pilihan Sahaja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Pilihan Sahaja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Pilihan Sahaja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Keluarkan Item" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Trek Transformasi 3D" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Keluarkan Item" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Keluaran" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Fungsi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Warna" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Pilihan Sahaja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Pilihan Sahaja" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Tidak Aktif" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3042,13 +3156,17 @@ msgstr "Namakan Semula Animasi" msgid "Overwrite Axis" msgstr "Tulis Ganti" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3136,20 +3254,22 @@ msgstr "Tambah Segi Tiga" msgid "Shape Type" msgstr "Ubah Jenis %s" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Lapisan" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3272,10 +3392,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Tinggi" @@ -3284,12 +3406,14 @@ msgstr "Tinggi" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3311,26 +3435,29 @@ msgid "Save to File" msgstr "Simpan Fail" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3389,8 +3516,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3456,6 +3583,10 @@ msgstr "Kedalaman" msgid "Root Scale" msgstr "Kedalaman" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3618,7 +3749,7 @@ msgstr "Komponen" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3741,7 +3872,7 @@ msgstr "Isyarat" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3858,8 +3989,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4408,7 +4539,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4548,7 +4679,7 @@ msgstr "Aktifkan" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4678,11 +4809,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4696,9 +4827,9 @@ msgstr "Topeng Emission" msgid "Collision Layer" msgstr "Bentuk Perlanggaran Yang Boleh Dilihat" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4710,31 +4841,31 @@ msgstr "Topeng Emission" msgid "Collision Priority" msgstr "Topeng Emission" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Perubahan Bahan:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Amaran" @@ -4753,11 +4884,11 @@ msgstr "Tunjukkan Panduan" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4765,17 +4896,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Semua Pilihan" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Kedalaman" @@ -4833,6 +4964,24 @@ msgstr "Tampal Animasi" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Import" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4944,20 +5093,17 @@ msgstr "" msgid "Naming Version" msgstr "Versi" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Warna" @@ -5007,13 +5153,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5022,14 +5169,14 @@ msgstr "Linear" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5239,6 +5386,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nama Plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5430,8 +5583,8 @@ msgid "Center Z" msgstr "Tengah" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5730,8 +5883,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Lebar" @@ -5815,7 +5968,8 @@ msgstr "Paparkan Semua" msgid "Render Target Size Multiplier" msgstr "Tetapkan Pelbagai:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Dalam Pemegang" @@ -5835,7 +5989,8 @@ msgstr "Pilihan Rangka" msgid "Skeleton Rig" msgstr "Pilihan Rangka" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Kemas kini" @@ -5963,6 +6118,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Ciri-ciri Utama:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7046,70 +7206,16 @@ msgstr "Tengah" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Gantikan Semua" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Titik" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Contoh" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Tambah Port Input" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Arah" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linear" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Tambah Bas Audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7320,47 +7426,6 @@ msgstr "Kandungan:" msgid "Use Mipmaps" msgstr "Isyarat" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Tidak Aktif" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Mod Pembaris" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Tidak Aktif" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Lalai" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7448,9 +7513,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7475,12 +7540,27 @@ msgstr "Zarah" msgid "Align Y" msgstr "Menguntukkan..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Arah" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7538,11 +7618,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7573,7 +7657,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7710,7 +7794,7 @@ msgstr "" msgid "Trails" msgstr "Muatkan Lalai" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Arah" @@ -7719,72 +7803,6 @@ msgstr "Arah" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Tidak Aktif" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linear" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Grid Offset:" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7946,7 +7964,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8097,6 +8115,62 @@ msgstr "Pemalar" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Grid Offset:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Grid Offset:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Pilihan Sahaja" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Mula Semula Auto:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Permintaan gagal, tamat masa" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Mod Alih" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Akhir" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Tunjukkan Viewport" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Grid Offset:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8125,7 +8199,7 @@ msgstr "Pada Akhir" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8136,8 +8210,9 @@ msgstr "Aksi" msgid "Mirroring" msgstr "Cermin" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8170,209 +8245,448 @@ msgstr "Mod Putar" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Indeks Butang" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Konfigurasikan Snap" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Bingkai Fizik %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Pemalar Sahaja" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Pemalar Sahaja" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Bingkai Fizik %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Gantikan Semua" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Titik" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Contoh" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Tambah Port Input" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linear" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Tambah Bas Audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Mod Putar" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Arah" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Tidak Aktif" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Pemalar" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Nod Blend2" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Nilai:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Lalai" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Lapisan" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Lapisan" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Tidak Aktif" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Mod Pembaris" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Tidak Aktif" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Lalai" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Grid Offset:" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Tidak Aktif" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linear" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Indeks Butang" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Konfigurasikan Snap" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Bingkai Fizik %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Kedudukan Dok" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Versi:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Tengah Kiri" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Keterangan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Snap Pintar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Langkah Putaran:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Bebas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Mod Putar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Potong Nod" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Berterusan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linear" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Pilih Mod" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Pemalar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Mod Putar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Arah" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Tidak Aktif" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Pemalar" +msgid "Max Results" +msgstr "Hasil" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Nod Blend2" +msgid "Constant Linear Velocity" +msgstr "Pemalar Sahaja" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Nilai:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Lalai" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Lapisan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Lapisan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Pemalar Sahaja" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8391,39 +8705,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Kedudukan Dok" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8438,19 +8719,6 @@ msgstr "Pemalar" msgid "Update" msgstr "Kemas kini" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Hasil" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8565,34 +8833,6 @@ msgstr "Aktifkan" msgid "Node Path" msgstr "Muatkan Pratetap" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Tetingkap" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Cabutan Panggilan:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animasi" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Laluan Adegan:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8646,7 +8886,7 @@ msgstr "" msgid "Tracking" msgstr "Pembungkusan" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nama Nod:" @@ -8704,15 +8944,6 @@ msgstr "Terdekat" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Tangkap" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8761,13 +8992,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Mod Skala" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8775,8 +9007,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Topeng Emission" @@ -8792,8 +9024,8 @@ msgid "Emission Energy" msgstr "Warna Emission" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8825,12 +9057,6 @@ msgstr "Contoh" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Mod Alih" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8846,7 +9072,7 @@ msgstr "Cabutan Panggilan:" msgid "Passes" msgstr "Cabutan Panggilan:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8891,10 +9117,6 @@ msgstr "" msgid "Begin Margin" msgstr "Butang X 1" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Akhir" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8905,140 +9127,8 @@ msgstr "Kembangkan Semua" msgid "Fade Mode" msgstr "Mod Putar" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Mod Alih" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Semua Pilihan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parameter Berubah:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Versi:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Nilai:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Contoh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Contoh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Keterangan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animasi" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Ralat Sudut:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Menyimpan Adegan" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Cabutan Panggilan:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animasi" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animasi" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9108,7 +9198,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9118,31 +9208,31 @@ msgid "Outline Modulate" msgstr "Paksa Modulasi Putih" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fon" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Tapis isyarat" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Tapis isyarat" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Tampal Animasi" @@ -9150,27 +9240,27 @@ msgstr "Tampal Animasi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Arah" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9361,7 +9451,8 @@ msgstr "Saiz:" msgid "Custom Sky" msgstr "Potong Nod" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Potong Nod" @@ -9372,7 +9463,7 @@ msgid "Custom Energy" msgstr "Alih Kesan Bas" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Kesensitifan Huruf" @@ -9410,7 +9501,7 @@ msgstr "Lanjutan" msgid "Keep Y Velocity" msgstr "Kelajuan" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigasi Yang Boleh Dilihat" @@ -9471,204 +9562,451 @@ msgstr "" msgid "Tilt Enabled" msgstr "Tapis isyarat" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Tetingkap" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Cabutan Panggilan:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animasi" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Laluan Adegan:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Capture on Drag" +msgstr "Tangkap" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Menyimpan Adegan" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Versi:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Contoh" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Contoh" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Keterangan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Force Limit" +msgstr "Cabutan Panggilan:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animasi" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animasi" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parameter Berubah:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Nilai:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Mod Alih" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Semua Pilihan" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linear" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linear" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animasi" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Ralat Sudut:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Pemalar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Tapis isyarat" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Ralat Sudut:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animasi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animasi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animasi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animasi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Keterangan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Keterangan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animasi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Tapis isyarat" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Grid Offset:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Fungsi" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animasi" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Nyahpepijat" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumen Dalam Talian" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Versi:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Gunakan Skala Snap" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Fungsi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Perjalanan" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "%s Ralat" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9736,7 +10074,8 @@ msgstr "" msgid "Interpolation" msgstr "Mod Interpolasi" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9816,67 +10155,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumen Dalam Talian" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Versi:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Gunakan Skala Snap" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Fungsi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Perjalanan" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "%s Ralat" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9920,8 +10198,8 @@ msgstr "Peralihan: " msgid "Extra Cull Margin" msgstr "Hujah Panggilan Tambahan:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9955,17 +10233,36 @@ msgstr "Versi:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Tambah Trek" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Kemas kini" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Tambah Trek" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pembungkusan" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Tambah Trek" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Salin Pose" @@ -10661,20 +10958,10 @@ msgstr "Zarah" msgid "Reverse Fill" msgstr "Tetapkan Semula Kelantangan Bas" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Grid Offset:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Warna" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11471,7 +11758,7 @@ msgstr "Grid Offset:" msgid "Fill Degrees" msgstr "Langkah Putaran:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Tengah Kiri" @@ -11590,7 +11877,7 @@ msgstr "" msgid "Ordering" msgstr "Render" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11604,11 +11891,6 @@ msgstr "Snap Relatif" msgid "Y Sort Enabled" msgstr "Aktifkan" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11626,11 +11908,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Tunjukkan Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11735,7 +12012,7 @@ msgstr "Nod Animasi" msgid "Multiplayer Poll" msgstr "Tetapkan Pelbagai:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11804,7 +12081,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12165,6 +12442,564 @@ msgstr "Bingkai Fizik %" msgid "3D Navigation" msgstr "Navigasi Yang Boleh Dilihat" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Pilihan Sahaja" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Nod Animasi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Cipta Nod" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Muatkan Pratetap" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Lalai" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Lalai" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Indeks Butang" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nod Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Ubah Panjang Animasi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Contoh" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Contoh" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Arah" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Tambah Port Input" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Kanan Lebar" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Linear Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Bawah Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Bawah Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Bawah Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Warna" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Bawah Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Bawah Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Kandungan:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Atas Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Atas Kiri" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Langkah Grid:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Warna" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Atas Kanan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Atas Kanan" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Guna Dir Pengguna Tersuai" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Kod Sumber" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Mampatan" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Padam Susun Atur" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Grid Offset:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Bentuk Perlanggaran Yang Boleh Dilihat" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Bingkai Fizik %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Tetapkan Pelbagai:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Tukar Tab Adegan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Adegan Utama" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Mod Main:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Tambah Port Input" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Kandungan:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Kandungan:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Tunjukkan Asal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "SetJubin..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Contoh" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Topeng Emission" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Kanan Lebar" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Cipta Titik Emission Daripada Mesh" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Kedalaman" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Kedalaman" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Kosongkan Transformasi" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Kosongkan Transformasi" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Pratonton" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Tambah %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Atas Kanan" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Bawah Kanan" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Bawah Kiri" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Atas Kanan" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Menguji" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "langkah-langkah" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Ubah Panjang Animasi" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Pilihan Sahaja" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Pilihan Sahaja" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Potong Nod" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Tambah Port Input" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Nama Nod:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Warna" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Menyimpan Fail:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Tetapkan Pelbagai:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Pilih Mod" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Terkumpul" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Warna" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Paparkan Semua" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Warna" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12385,15 +13220,6 @@ msgstr "Alih Kesan Bas" msgid "Load Path" msgstr "Muatkan Pratetap" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Topeng Emission" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12427,20 +13253,10 @@ msgstr "Potong Nod" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Tetapkan Pelbagai:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12670,10 +13486,6 @@ msgstr "Warna Emission" msgid "Sun Scatter" msgstr "Scattering Subpermukaan" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12749,20 +13561,6 @@ msgstr "Versi:" msgid "Color Correction" msgstr "Warna seragam." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Kanan Lebar" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Cipta Titik Emission Daripada Mesh" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12842,20 +13640,6 @@ msgstr "Mod Main:" msgid "To" msgstr "Atas" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Kedalaman" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Kedalaman" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13106,11 +13890,6 @@ msgstr "Zarah" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Contoh" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13144,24 +13923,6 @@ msgstr "Nod Blend2" msgid "Shadow Mesh" msgstr "Togol Mod" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Kosongkan Transformasi" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Kosongkan Transformasi" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Pratonton" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13527,179 +14288,6 @@ msgstr "Gantikan Semua" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Tambah %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Atas Kanan" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Bawah Kanan" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Bawah Kiri" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Atas Kanan" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Menguji" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "langkah-langkah" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Ubah Panjang Animasi" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Pilihan Sahaja" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Pilihan Sahaja" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Potong Nod" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Pilihan Sahaja" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Nod Animasi" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Cipta Nod" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Muatkan Pratetap" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Lalai" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Lalai" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Indeks Butang" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nod Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Ubah Panjang Animasi" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Contoh" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Contoh" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Arah" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Tambah Port Input" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13715,20 +14303,6 @@ msgstr "Langkah Grid:" msgid "Bone Size" msgstr "Piksel Sempadan" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Tambah Port Input" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Nama Nod:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13743,78 +14317,6 @@ msgstr "Mod Alih" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Warna" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Menyimpan Fail:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Pilih Mod" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Terkumpul" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Warna" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Paparkan Semua" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Warna" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13916,223 +14418,6 @@ msgstr "Lalai" msgid "Default Font Size" msgstr "Lalai" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Kanan Lebar" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Linear Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Bawah Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Bawah Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Bawah Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Warna" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Bawah Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Bawah Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Kandungan:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Atas Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Atas Kiri" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Langkah Grid:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Warna" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Atas Kanan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Atas Kanan" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Guna Dir Pengguna Tersuai" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Kod Sumber" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Mampatan" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Padam Susun Atur" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Grid Offset:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Bentuk Perlanggaran Yang Boleh Dilihat" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Bingkai Fizik %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Tetapkan Pelbagai:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Tukar Tab Adegan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Adegan Utama" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Mod Main:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Tambah Port Input" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Kandungan:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Kandungan:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Tunjukkan Asal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "SetJubin..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14258,14 +14543,6 @@ msgstr "Perubahan Permukaan:" msgid "Degrees Mode" msgstr "Langkah Putaran:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14742,6 +15019,11 @@ msgstr "Togol Fail Tersembunyi" msgid "Folder" msgstr "Folder:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Cipta Folder" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16680,11 +16962,27 @@ msgstr "Editor Susun Atur" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pembungkusan" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Saiz: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nod Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pembungkusan" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16702,11 +17000,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pembungkusan" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/nb.po b/properties/nb.po index 329e517..10c52fc 100644 --- a/properties/nb.po +++ b/properties/nb.po @@ -56,9 +56,9 @@ msgstr "konfigurer" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Navn" @@ -149,9 +149,9 @@ msgstr "Vindu" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -340,7 +340,7 @@ msgstr "Aktiver Snap" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fysikk" @@ -422,7 +422,8 @@ msgid "Max Functions" msgstr "Funksjon" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Komprimering" @@ -471,7 +472,7 @@ msgstr "Melding" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Rendrer" @@ -850,8 +851,9 @@ msgstr "Relativ" msgid "Screen Relative" msgstr "Relativ" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Hastighet" @@ -887,8 +889,8 @@ msgid "Action" msgstr "Handling" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Styrke" @@ -1006,11 +1008,11 @@ msgstr "Region" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1165,7 +1167,8 @@ msgstr "Dobbelklikk" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Overskriv" @@ -1192,7 +1195,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1215,7 +1218,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Skriv" @@ -1278,7 +1281,7 @@ msgid "Sync Breakpoints" msgstr "Stoppunkter" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "FilSystem" @@ -1604,6 +1607,11 @@ msgstr "Last standard Bus oppsettet." msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Søk" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Forhåndsinnstilling" @@ -1628,6 +1636,11 @@ msgstr "Farger" msgid "Accent Color" msgstr "Velg farge" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Velg farge" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1727,8 +1740,8 @@ msgstr "Vindu" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktiver" @@ -1825,7 +1838,8 @@ msgid "Thumbnail Size" msgstr "Miniatyrbilde..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importer" @@ -1848,8 +1862,8 @@ msgstr "Fjern punkt" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2010,9 +2024,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Slå av/på Autoavspilling" @@ -2032,7 +2046,7 @@ msgid "Draw Spaces" msgstr "Ring" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2042,7 +2056,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigasjon" @@ -2281,17 +2295,17 @@ msgstr "Farger" msgid "Instantiated" msgstr "Instans" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punkt" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2549,6 +2563,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Forrige fane" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Slå av/på Autoavspilling" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2595,6 +2614,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Lukk Kurve" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Velg farge" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2643,7 +2667,7 @@ msgid "Output" msgstr "Utgang" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2934,6 +2958,96 @@ msgstr "Søkeresultater" msgid "Search Result Border Color" msgstr "Søkeresultater" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Tilkoblingsfeil" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Velg farge" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Bokmerker" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Lag Poly" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Farger" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Nøkkelord for farger" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Utgang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Bokmerker" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Neste Koordinat" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Velg farge" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Neste Koordinat" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Neste Koordinat" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Kun Valgte" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Deaktivert" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3089,13 +3203,17 @@ msgstr "Endre navn på Animasjon" msgid "Overwrite Axis" msgstr "Overskriv" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3183,20 +3301,22 @@ msgstr "Finn Node Type" msgid "Shape Type" msgstr "Endre %s type" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Lag" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3323,10 +3443,12 @@ msgstr "Prioritet Modus" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "Lys" @@ -3336,12 +3458,14 @@ msgstr "Lys" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Radius:" @@ -3365,26 +3489,29 @@ msgid "Save to File" msgstr "Lagre ei fil" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3444,8 +3571,8 @@ msgstr "Alle enheter" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3511,6 +3638,10 @@ msgstr "Skala" msgid "Root Scale" msgstr "Skala" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3673,7 +3804,7 @@ msgstr "Komponenter" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3797,7 +3928,7 @@ msgstr "Signaler" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3918,8 +4049,8 @@ msgstr "Region" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4467,7 +4598,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4607,7 +4738,7 @@ msgstr "Aktiver" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4738,11 +4869,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Animasjonsnode" @@ -4757,9 +4888,9 @@ msgstr "Animasjonsnode" msgid "Collision Layer" msgstr "Kollisjon Modus" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4771,31 +4902,31 @@ msgstr "Kollisjon Modus" msgid "Collision Priority" msgstr "Kollisjon Modus" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Forandre" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Advarsler" @@ -4814,12 +4945,12 @@ msgstr "Vis Veiledere" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Endre Anker og Marginer" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Radius:" @@ -4828,17 +4959,17 @@ msgstr "Radius:" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Rediger Poly" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Dybde" @@ -4897,6 +5028,24 @@ msgstr "Tilfeldig Rotasjon:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importer" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5009,20 +5158,17 @@ msgstr "" msgid "Naming Version" msgstr "Versjon" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Farger" @@ -5072,13 +5218,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5087,14 +5234,14 @@ msgstr "Store bokstaver" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5308,6 +5455,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Navn på tillegg:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5504,8 +5657,8 @@ msgid "Center Z" msgstr "I midten" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioritet" @@ -5808,8 +5961,8 @@ msgstr "Sett Handle" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5894,7 +6047,8 @@ msgstr "Vis alle" msgid "Render Target Size Multiplier" msgstr "Sett mange:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Sett Handle" @@ -5914,7 +6068,8 @@ msgstr "Skelett" msgid "Skeleton Rig" msgstr "Skelett" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Oppdater" @@ -6044,6 +6199,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Egenskaper" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7145,72 +7305,16 @@ msgstr "I midten" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Skjerm" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Skjerm" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Tyngdekraft" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Overskriv" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instans" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Legg til Input" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Retninger" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineær" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Legg til Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7423,51 +7527,6 @@ msgstr "Sett Handle" msgid "Use Mipmaps" msgstr "Signaler" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Deaktivert" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Lim inn Noder" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Linjal Modus" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Deaktivert" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Lag Poly" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Lag Poly" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Standard" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7557,9 +7616,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Poeng" @@ -7585,12 +7644,27 @@ msgstr "Partikler" msgid "Align Y" msgstr "Knytt" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Retninger" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Tyngdekraft" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7649,11 +7723,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7684,7 +7762,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7822,7 +7900,7 @@ msgstr "Prioritet Modus" msgid "Trails" msgstr "Last Standard" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Retninger" @@ -7831,74 +7909,6 @@ msgstr "Retninger" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Deaktivert" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Små bokstaver" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Store bokstaver" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Store bokstaver" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Store bokstaver" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8062,7 +8072,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8215,6 +8225,62 @@ msgstr "Konstanter" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Rutenett Offset:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Rutenett Offset:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Refleksjonsstørrelse" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Start Om Igjen Automatisk:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Forespørsel feilet, returneringskode:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Flytt Modus" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Vis hjelpere" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Rutenett Offset:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8242,7 +8308,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8253,8 +8319,9 @@ msgstr "Handling" msgid "Mirroring" msgstr "Speil" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Lukk Kurve" @@ -8288,215 +8355,463 @@ msgstr "Roter" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Kutt Noder" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Knappindeks" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Konfigurer Snap" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fysikk" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Store bokstaver" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Store bokstaver" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fysikk-Frame %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Skjerm" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Skjerm" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Overskriv" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instans" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Legg til Input" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineær" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Legg til Audio Bus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Roter Modus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Retninger" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Deaktivert" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Kutt Noder" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Verdi:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Standard" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Plattform" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Lag" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Lag" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Sett Handle" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Deaktivert" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Lim inn Noder" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Linjal Modus" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Deaktivert" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Lag Poly" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Lag Poly" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Standard" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Store bokstaver" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Deaktivert" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Små bokstaver" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Store bokstaver" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Store bokstaver" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Kutt Noder" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Knappindeks" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Konfigurer Snap" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fysikk" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Fjern Funksjon" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Tyngdekraftskala" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Rediger Variabel:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "I midten til venstre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Beskrivelse" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Smart snapping" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Hastighet (FPS):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Vis Informasjon" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Fri" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Prioritet Modus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Klipp ut Noder" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Kontinuerlig" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Velg farge" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineær" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Velg Modus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanter" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Roter Modus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Retninger" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Deaktivert" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Konstant" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Kutt Noder" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Verdi:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Standard" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Plattform" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Lag" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Lag" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Sett Handle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Søkeresultater" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Store bokstaver" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Store bokstaver" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8516,39 +8831,6 @@ msgstr "Rediger Poly" msgid "Internal Vertex Count" msgstr "Lag ny horisontal veileder" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Fjern Funksjon" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8563,20 +8845,6 @@ msgstr "Neste Koordinat" msgid "Update" msgstr "Oppdater" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Sett Handle" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Søkeresultater" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8694,35 +8962,6 @@ msgstr "Aktiver" msgid "Node Path" msgstr "Kopier Node-bane" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Vindu" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Ring" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animasjon" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Scene-Sti:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Forandre" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8776,7 +9015,7 @@ msgstr "Endre Anim Lengde" msgid "Tracking" msgstr "Pakking" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nodenavn:" @@ -8834,15 +9073,6 @@ msgstr "Nærmeste" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Fang" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8892,13 +9122,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Lukk Kurve" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Format" @@ -8907,8 +9138,8 @@ msgstr "Format" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Gjeldende Versjon:" @@ -8924,8 +9155,8 @@ msgid "Emission Energy" msgstr "Gjeldende Versjon:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8957,12 +9188,6 @@ msgstr "Små bokstaver" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Flytt Modus" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8978,7 +9203,7 @@ msgstr "Ring" msgid "Passes" msgstr "Ring" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9024,10 +9249,6 @@ msgstr "Prioritet Modus" msgid "Begin Margin" msgstr "Sett Handle" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9038,142 +9259,8 @@ msgstr "Utvid alle" msgid "Fade Mode" msgstr "Bitmaske Modus" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Rediger Filtre" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Kutt Noder" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Forandre" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Nummereringer:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Hastighet (FPS):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Beskrivelse" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Store bokstaver" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Store bokstaver" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Små bokstaver" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animasjon" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Vinklet Feilmelding:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Lagrer Scene" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Store bokstaver" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Ring" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineær" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animasjon" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animasjon" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9246,7 +9333,7 @@ msgstr "Rediger Filtre" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Tekst" @@ -9256,31 +9343,31 @@ msgid "Outline Modulate" msgstr "Tving Hvit-Modulat" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Skrifttyper" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Vend horisontalt" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrer Signaler" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Store bokstaver" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Tilfeldig Rotasjon:" @@ -9288,27 +9375,27 @@ msgstr "Tilfeldig Rotasjon:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Retninger" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9499,7 +9586,8 @@ msgstr "Størrelse:" msgid "Custom Sky" msgstr "Klipp ut Noder" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Klipp ut Noder" @@ -9510,7 +9598,7 @@ msgid "Custom Energy" msgstr "Flytt Bus Effekt" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Skilling mellom store/små bokstaver" @@ -9549,7 +9637,7 @@ msgstr "Avansert" msgid "Keep Y Velocity" msgstr "Hastighet" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigasjon Modus" @@ -9613,205 +9701,456 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrer Signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Akse" +msgid "Wind" +msgstr "Vindu" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineær" +msgid "Force Magnitude" +msgstr "Ring" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineær" +msgid "Attenuation Factor" +msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineær" +msgid "Source Path" +msgstr "Scene-Sti:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Forandre" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Fang" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Lagrer Scene" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Nummereringer:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineær" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Beskrivelse" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Store bokstaver" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Ring" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineær" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Store bokstaver" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Små bokstaver" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animasjon" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animasjon" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Forandre" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Hastighet (FPS):" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Rediger Filtre" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Kutt Noder" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Store bokstaver" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineær" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animasjon" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Vinklet Feilmelding:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstanter" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrer Signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Vinklet Feilmelding:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Beskrivelse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Beskrivelse" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animasjon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrer Signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Avstand:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funksjoner" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineær" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animasjon" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Akse" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineær" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Feilsøkingsprogram" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Dokumentasjon" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Nummereringer:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Bruk Snap" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funksjoner" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Gjeldende Versjon:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Reise" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Feil!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9880,7 +10219,8 @@ msgstr "Lag Ben" msgid "Interpolation" msgstr "Interpolasjonsmodus" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Mål" @@ -9961,68 +10301,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online Dokumentasjon" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Nummereringer:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Bruk Snap" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funksjoner" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Gjeldende Versjon:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Reise" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Feil!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10067,8 +10345,8 @@ msgstr "Transposer" msgid "Extra Cull Margin" msgstr "Ekstra Call Argumenter:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10103,17 +10381,36 @@ msgstr "Navigasjon" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Legg til Spor" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Oppdater" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Legg til Spor" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakking" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Legg til Spor" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Positur" @@ -10821,20 +11118,10 @@ msgstr "Partikler" msgid "Reverse Fill" msgstr "Nullstill Bus Volum" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Rutenett Offset:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Velg farge" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11641,7 +11928,7 @@ msgstr "Store bokstaver" msgid "Fill Degrees" msgstr "Roterer %s grader." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "I midten til venstre" @@ -11764,7 +12051,7 @@ msgstr "Juster synlighet" msgid "Ordering" msgstr "Rendrer" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp #, fuzzy msgid "Z Index" msgstr "Panorerings-Modus" @@ -11779,11 +12066,6 @@ msgstr "Snap Relativt" msgid "Y Sort Enabled" msgstr "Aktiver" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11801,11 +12083,6 @@ msgstr "Normalkart" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Vis hjelpere" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11911,7 +12188,7 @@ msgstr "Navigasjon Modus" msgid "Multiplayer Poll" msgstr "Sett mange:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11983,7 +12260,7 @@ msgid "Use TAA" msgstr "Bruk Snap" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12361,6 +12638,559 @@ msgstr "Fysikk" msgid "3D Navigation" msgstr "Navigasjon" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Kun Valgte" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Ikon Modus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Lag Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopier Node-bane" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Standard" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "Bruk tyngdekraft" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Knappindeks" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Blend2 Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Endre Animasjonslengde" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Retninger" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Legg til Input" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Høyrevisning" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Høyre knapp" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Nederst til høyre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Nederst til høyre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Nederst til venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Bokmerker" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Nederst til venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Nederst til venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "UI Venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Sett Handle" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Øverst til venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Øverst til venstre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Gruppestørrelse" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Neste Koordinat" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Øverst til høyre" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Øverst til høyre" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Egendefinerte data" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Kildekode" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Komprimering" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Slett Layout" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Rutenett Offset:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Okklusjon Modus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fysikk-Frame %" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "Terrengsett" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "Egendefinerte datalag" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Scener" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Scene" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Panorerings-Modus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Rediger Poly" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Lag Poly" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transposer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Sett Handle" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Vis Rutenett" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Terreng" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instans" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Animasjonsnode" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Lys" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Tekst" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Dybde" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Dybde" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Oppføring" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformer" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Nullstill Transformasjon" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Forhåndvisning" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Legg til %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Fyll" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Radius:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Nederst til høyre" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Nederst til venstre" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Øverst til høyre" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Roter til høyre" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Steg" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Endre Animasjonslengde" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Kun Valgte" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Kun Valgte" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Lukk Kurve" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Legg til Input" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Bein" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Neste Koordinat" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Lagrer Fil:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Sett mange:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Velg Modus" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupper" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Bokmerker" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Sol" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Vis alle" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Velg farge" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "Natthimmel" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Neste fane" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Bilder" @@ -12579,15 +13409,6 @@ msgstr "Flytt Bus Effekt" msgid "Load Path" msgstr "Åpne forhåndsinnstilling" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Animasjonsnode" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12618,20 +13439,10 @@ msgstr "Kurve Z" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Sett mange:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12861,10 +13672,6 @@ msgstr "Innrykk Høyre" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12941,20 +13748,6 @@ msgstr "Nummereringer:" msgid "Color Correction" msgstr "Fjern Funksjon" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Lys" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Tekst" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13032,20 +13825,6 @@ msgstr "Fra" msgid "To" msgstr "Til" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Dybde" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Dybde" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13297,11 +14076,6 @@ msgstr "Partikler" msgid "Proximity Fade" msgstr "Prioritet Modus" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instans" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13335,24 +14109,6 @@ msgstr "Blend2 Node" msgid "Shadow Mesh" msgstr "Veksle Modus" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Oppføring" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformer" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Nullstill Transformasjon" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Forhåndvisning" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13717,179 +14473,6 @@ msgstr "Overskriv størrelse" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Legg til %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Fyll" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Radius:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Nederst til høyre" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Nederst til venstre" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Øverst til høyre" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Roter til høyre" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Steg" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Endre Animasjonslengde" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Kun Valgte" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Kun Valgte" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Lukk Kurve" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Kun Valgte" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Ikon Modus" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Lag Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopier Node-bane" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Standard" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "Bruk tyngdekraft" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Knappindeks" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Blend2 Node" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Endre Animasjonslengde" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Retninger" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Legg til Input" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13903,19 +14486,6 @@ msgstr "Gruppestørrelse" msgid "Bone Size" msgstr "Beinstørrelse" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Legg til Input" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Bein" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13930,78 +14500,6 @@ msgstr "Flytt Modus" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Neste Koordinat" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Lagrer Fil:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Velg Modus" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupper" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Bokmerker" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Sol" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Vis alle" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Velg farge" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "Natthimmel" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14103,218 +14601,6 @@ msgstr "Standard" msgid "Default Font Size" msgstr "Standard" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Høyrevisning" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Høyre knapp" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Nederst til høyre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Nederst til høyre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Nederst til venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Bokmerker" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Nederst til venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Nederst til venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "UI Venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Sett Handle" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Øverst til venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Øverst til venstre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Gruppestørrelse" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Neste Koordinat" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Øverst til høyre" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Øverst til høyre" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Egendefinerte data" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Kildekode" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Komprimering" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Slett Layout" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Rutenett Offset:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Okklusjon Modus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fysikk-Frame %" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "Terrengsett" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "Egendefinerte datalag" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Scener" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Scene" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Panorerings-Modus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Rediger Poly" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Lag Poly" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transposer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Sett Handle" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Vis Rutenett" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Terreng" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fil" @@ -14437,15 +14723,6 @@ msgstr "Panorerings-Modus" msgid "Degrees Mode" msgstr "Roterer %s grader." -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Neste fane" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14927,6 +15204,11 @@ msgstr "Veksle Visning av Skjulte Filer" msgid "Folder" msgstr "Mappe:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Opprett mappe" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16850,11 +17132,27 @@ msgstr "Redigeringsverktøy Layout" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakking" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Størrelse: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Blend2 Node" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakking" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16872,11 +17170,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakking" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/nl.po b/properties/nl.po index c3f785b..4edefe0 100644 --- a/properties/nl.po +++ b/properties/nl.po @@ -73,8 +73,8 @@ msgstr "" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-02-23 09:02+0000\n" "Last-Translator: Tom Teck \n" -"Language-Team: Dutch \n" +"Language-Team: Dutch \n" "Language: nl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -96,9 +96,9 @@ msgstr "Configuratie" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Naam" @@ -190,9 +190,9 @@ msgstr "Venster" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -389,7 +389,7 @@ msgstr "Aan raster kleven" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -473,7 +473,8 @@ msgid "Max Functions" msgstr "Functie" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Stel expressie in" @@ -523,7 +524,7 @@ msgstr "Bericht" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderen" @@ -896,8 +897,9 @@ msgstr "Relatief" msgid "Screen Relative" msgstr "Relatief" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Versnelling" @@ -929,8 +931,8 @@ msgid "Action" msgstr "Actie" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1046,11 +1048,11 @@ msgstr "Gebied" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1203,7 +1205,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Overschrijvers" @@ -1233,7 +1236,7 @@ msgstr "Laden als" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1255,7 +1258,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Type" @@ -1319,7 +1322,7 @@ msgid "Sync Breakpoints" msgstr "Breekpunten" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Bestandssysteem" @@ -1646,6 +1649,11 @@ msgstr "Standaard audiobusindeling laden." msgid "Theme" msgstr "Thema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Zoeken" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Voorinstellingen" @@ -1670,6 +1678,11 @@ msgstr "Kleuren" msgid "Accent Color" msgstr "Kies Kleur" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Kies Kleur" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1770,8 +1783,8 @@ msgstr "Venster" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Inschakelen" @@ -1869,7 +1882,8 @@ msgid "Thumbnail Size" msgstr "Voorbeeld..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importeren" @@ -1892,8 +1906,8 @@ msgstr "Punt verwijderen" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2054,9 +2068,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Automatisch Laden" @@ -2076,7 +2090,7 @@ msgid "Draw Spaces" msgstr "Teken Aanroepingen" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2086,7 +2100,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigatie" @@ -2328,17 +2342,17 @@ msgstr "Emissiekleuren" msgid "Instantiated" msgstr "Instantie" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punt" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2606,6 +2620,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Vorig blad" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Schakel Automatisch Afspelen" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2652,6 +2671,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Sluit Curve" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "GridMap tekenen" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2702,7 +2726,7 @@ msgid "Output" msgstr "Uitvoer" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2994,6 +3018,96 @@ msgstr "Zoek Resultaten" msgid "Search Result Border Color" msgstr "Zoek Resultaten" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Verbinding bewerken:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Kies Kleur" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Favorieten" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformatie Afgebroken." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Sampler" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Class Items Verwijderen" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Uitvoer" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Favorieten" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Volgende verdieping" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Kies Kleur" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Volgende verdieping" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Volgende verdieping" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vertex" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Alleen selectie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Knop Uitschakelen" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3150,13 +3264,17 @@ msgstr "Animatie Hernoemen" msgid "Overwrite Axis" msgstr "Overschrijven" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3245,20 +3363,22 @@ msgstr "Type" msgid "Shape Type" msgstr "Type veranderen" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Laag" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3383,10 +3503,12 @@ msgstr "Prioriteitmodus" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Hoogte" @@ -3395,12 +3517,14 @@ msgstr "Hoogte" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "Radius:" @@ -3423,26 +3547,29 @@ msgid "Save to File" msgstr "Sla een Bestand Op" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Ingeschakeld" @@ -3500,8 +3627,8 @@ msgstr "Automatisch Snijden" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3567,6 +3694,10 @@ msgstr "Schaal:" msgid "Root Scale" msgstr "Schaal:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3731,7 +3862,7 @@ msgstr "Componenten" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3856,7 +3987,7 @@ msgstr "Signalen" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3977,8 +4108,8 @@ msgstr "Stel Tile Region in" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Bron Mesh:" @@ -4528,7 +4659,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4669,7 +4800,7 @@ msgstr "Inschakelen" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Bekijk Omgeving" @@ -4801,11 +4932,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Botsing" @@ -4819,9 +4950,9 @@ msgstr "Botsing" msgid "Collision Layer" msgstr "Botsingsmodus" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4833,7 +4964,7 @@ msgstr "Botsingsmodus" msgid "Collision Priority" msgstr "Botsingsmodus" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Horizontaal omdraaien" @@ -4841,25 +4972,25 @@ msgstr "Horizontaal omdraaien" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Materiaal Wijzigingen" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Startscène argumenten:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Waarschuwingen" @@ -4878,12 +5009,12 @@ msgstr "Toon gidsen" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Wijzig Torus Binnenste Straal" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Wijzig Torus Buitenste Straal" @@ -4892,17 +5023,17 @@ msgstr "Wijzig Torus Buitenste Straal" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Polygonen" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Diepte" @@ -4962,6 +5093,24 @@ msgstr "Willekeurige Rotatie:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importeren" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5074,20 +5223,17 @@ msgstr "" msgid "Naming Version" msgstr "Versie" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Kleuren" @@ -5138,13 +5284,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5153,14 +5300,14 @@ msgstr "Initialiseren" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5376,6 +5523,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Pluginnaam:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5572,8 +5725,8 @@ msgid "Center Z" msgstr "Center" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioriteit" @@ -5873,8 +6026,8 @@ msgstr "Stel Marge In" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5959,7 +6112,8 @@ msgstr "Weergave Wireframe" msgid "Render Target Size Multiplier" msgstr "Zet Meerdere:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Stel Handgreep In" @@ -5979,7 +6133,8 @@ msgstr "Skelet" msgid "Skeleton Rig" msgstr "Skelet" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Update" @@ -6108,6 +6263,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Voornaamste Functionaliteiten:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7208,71 +7368,16 @@ msgstr "Center" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Overschrijvers" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Selecteerafstand:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Voeg invoerpoort toe" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Richting" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineair" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Audiobus Toevoegen" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7484,50 +7589,6 @@ msgstr "Stel Marge In" msgid "Use Mipmaps" msgstr "Signalen" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Item Uitschakelen" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Invoer" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Kies Tegel" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Meetlatmodus" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Item Uitschakelen" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Botsingsvorm aanmaken" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Botsingsvorm aanmaken" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Standaard" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7617,9 +7678,9 @@ msgid "Rect Extents" msgstr "Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punten" @@ -7645,12 +7706,26 @@ msgstr "Partikels" msgid "Align Y" msgstr "Toewijzen" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Richting" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7709,11 +7784,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7744,7 +7823,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7883,7 +7962,7 @@ msgstr "Prioriteitmodus" msgid "Trails" msgstr "Laad standaard" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Richtingen" @@ -7892,74 +7971,6 @@ msgstr "Richtingen" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Knop Uitschakelen" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Kleine letters" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Hoofdletters" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Initialiseren" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Initialiseren" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8128,7 +8139,7 @@ msgstr "Selecteerafstand:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8281,6 +8292,62 @@ msgstr "Constanten" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Raster Verplaatsing:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Raster Verplaatsing:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Selecteer Eigenschap" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automatische herstart:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Aanvraag mislukt, tijdslimiet" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Verplaatsingsmodus" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Einde" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Toon beeldvenster" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Raster Verplaatsing:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8309,7 +8376,7 @@ msgstr "Aan het einde" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8320,8 +8387,9 @@ msgstr "Actie" msgid "Mirroring" msgstr "Spiegel" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Split Curve" @@ -8355,217 +8423,464 @@ msgstr "Rotatiemodus" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Verbind Knoop gegevens" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Knop Index" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Kleven instellen" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Physics Frame %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Initialiseren" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Initialiseren" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Physics Frame %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Overschrijvers" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Selecteerafstand:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Voeg invoerpoort toe" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineair" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Audiobus Toevoegen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Rotatiemodus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Richtingen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Knop Uitschakelen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Verdieping:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Knoop ontgrendelen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Waarde" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Kleefinstellingen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Output verplaatsen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Laag" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Laag" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Stel Marge In" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Item Uitschakelen" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Invoer" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Kies Tegel" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Meetlatmodus" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Item Uitschakelen" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Botsingsvorm aanmaken" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Botsingsvorm aanmaken" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Standaard" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Initialiseren" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Knop Uitschakelen" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Kleine letters" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Hoofdletters" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Initialiseren" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Verbind Knoop gegevens" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Knop Index" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Kleven instellen" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Physics Frame %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Zet Curve In Positie" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Zet variabele type" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Center links" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Verticaal:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Beschrijving" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Slim Kleven" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Snelheid:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Beeldrotatie vergrendelen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Vrij" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Prioriteitmodus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Knopen knippen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Doorlopend" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Kies Kleur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineair" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Kleefmodus:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constanten" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Rotatiemodus" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Richtingen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Knop Uitschakelen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Verdieping:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Knoop ontgrendelen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Waarde" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Kleefinstellingen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Output verplaatsen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Laag" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Laag" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Stel Marge In" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Zoek Resultaten" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Initialiseren" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Initialiseren" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8584,39 +8899,6 @@ msgstr "Polygonen" msgid "Internal Vertex Count" msgstr "Creëren Internal Vertex" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Zet Curve In Positie" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8631,20 +8913,6 @@ msgstr "Volgend Coördinaat" msgid "Update" msgstr "Update" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Stel Marge In" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Zoek Resultaten" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8761,35 +9029,6 @@ msgstr "Inschakelen" msgid "Node Path" msgstr "Knooppad kopiëren" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Venster" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Teken Aanroepingen" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animatie" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Bronpad" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Uniforme naam instellen" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8844,7 +9083,7 @@ msgstr "Activeer Doppler" msgid "Tracking" msgstr "Inpakken" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Knoopnaam:" @@ -8902,15 +9141,6 @@ msgstr "Dichtstbijzijnde" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Vastleggen" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8960,13 +9190,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Sluit Curve" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Formaat" @@ -8975,8 +9206,8 @@ msgstr "Formaat" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emissiemasker" @@ -8992,8 +9223,8 @@ msgid "Emission Energy" msgstr "Emissiekleuren" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Bevolken" @@ -9026,12 +9257,6 @@ msgstr "Kleine letters" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Verplaatsingsmodus" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -9047,7 +9272,7 @@ msgstr "Teken Aanroepingen" msgid "Passes" msgstr "Teken Aanroepingen" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9093,10 +9318,6 @@ msgstr "Prioriteitmodus" msgid "Begin Margin" msgstr "Stel Marge In" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Einde" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9107,142 +9328,8 @@ msgstr "Alles uitklappen" msgid "Fade Mode" msgstr "Bitmaskermodus" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Prioriteit Inschakelen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "VisualShader-knoop/knopen verwijderen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parameter veranderd:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Afzondering:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Snelheid:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineair" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Selecteerafstand:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Selecteerafstand:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Beschrijving" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Initialiseren" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Orthogonaal" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Hoofdletters" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Kleine letters" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animatie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Fout in hoek:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Scène aan het opslaan" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Initialiseren" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Teken Aanroepingen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineair" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animatie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animatie" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Aan pixels kleven" @@ -9315,7 +9402,7 @@ msgstr "Prioriteit Inschakelen" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Tekst" @@ -9325,31 +9412,31 @@ msgid "Outline Modulate" msgstr "Forceer Witte Modulatie" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Lettertypes" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Horizontaal:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Signalen filteren" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Hoofdletters" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Willekeurige Rotatie:" @@ -9357,27 +9444,27 @@ msgstr "Willekeurige Rotatie:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Richtingen" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9567,7 +9654,8 @@ msgstr "Vanuit scène samenvoegen" msgid "Custom Sky" msgstr "Knopen knippen" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Knopen knippen" @@ -9578,7 +9666,7 @@ msgid "Custom Energy" msgstr "Verplaats audiobuseffect" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Hoofdlettergevoelig" @@ -9617,7 +9705,7 @@ msgstr "Geavanceerd" msgid "Keep Y Velocity" msgstr "Versnelling" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Navigatiemodus" @@ -9681,206 +9769,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "Signalen filteren" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "As" +msgid "Wind" +msgstr "Venster" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineair" +msgid "Force Magnitude" +msgstr "Teken Aanroepingen" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineair" +msgid "Attenuation Factor" +msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineair" +msgid "Source Path" +msgstr "Bronpad" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Uniforme naam instellen" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Vastleggen" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Scène aan het opslaan" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Afzondering:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineair" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Selecteerafstand:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Selecteerafstand:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Beschrijving" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Initialiseren" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Teken Aanroepingen" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineair" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Hoofdletters" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Kleine letters" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animatie" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animatie" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parameter veranderd:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Snelheid:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Prioriteit Inschakelen" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "VisualShader-knoop/knopen verwijderen" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Initialiseren" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Orthogonaal" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animatie" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Fout in hoek:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constanten" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Signalen filteren" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Fout in hoek:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Beschrijving" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Beschrijving" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animatie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Signalen filteren" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Afstand:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Functies" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineair" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animatie" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "As" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineair" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineair" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineair" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Stack Frames" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debugger" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Muiswiel Omlaag Knop" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Documentatie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Afzondering:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "In stappen verschalen" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Scrollwiel Omhoog." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Functies" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Stel expressie in" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Verplaats" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Fout" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9949,7 +10290,8 @@ msgstr "Botten" msgid "Interpolation" msgstr "Interpolatiemodus" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Doel" @@ -10031,70 +10373,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Muiswiel Omlaag Knop" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online Documentatie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Afzondering:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "In stappen verschalen" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Scrollwiel Omhoog." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Functies" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Stel expressie in" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Verplaats" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Fout" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10138,8 +10416,8 @@ msgstr "Transparantie" msgid "Extra Cull Margin" msgstr "Aanroepparameters:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10175,17 +10453,36 @@ msgstr "Navigatie" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Track Toevoegen" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Update" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Track Toevoegen" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Inpakken" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Track Toevoegen" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Kopieer Houding" @@ -10897,20 +11194,10 @@ msgstr "XForm Dialoog" msgid "Reverse Fill" msgstr "Reset Audiobus Volume" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Raster Verplaatsing:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "GridMap tekenen" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11721,7 +12008,7 @@ msgstr "Initialiseren" msgid "Fill Degrees" msgstr "Roteren %s graden." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Center links" @@ -11844,7 +12131,7 @@ msgstr "Toggle Zichtbaarheid" msgid "Ordering" msgstr "Renderer:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z Index" @@ -11858,11 +12145,6 @@ msgstr "Relatief kleven" msgid "Y Sort Enabled" msgstr "Inschakelen" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11880,11 +12162,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Toon beeldvenster" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11990,7 +12267,7 @@ msgstr "Navigatiemodus" msgid "Multiplayer Poll" msgstr "Zet Meerdere:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12062,7 +12339,7 @@ msgid "Use TAA" msgstr "Kleven gebruiken" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12440,6 +12717,572 @@ msgstr "Physics Frame %" msgid "3D Navigation" msgstr "Navigatie" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Startscène argumenten:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Selecteer Eigenschap" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Icoonmodus" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Knoopouder wijzigen" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Knooppad kopiëren" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Standaard" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Voorbeeld bijwerken" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Knop Index" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "2-Overgangsknoop" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Verander Animatielengte" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Selecteerafstand:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Selecteerafstand:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Richtingen" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Voeg invoerpoort toe" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Rechterbreedte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Rechts Knop" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Rechtsonder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Rechtsonder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Linksonder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Favorieten" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Linksonder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Linksonder" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Links" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Stel Marge In" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Linksboven" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Linksboven" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Raster Stap:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Volgende verdieping" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Rechtsboves" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Rechtsboves" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Gebruikersomgeving" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Bron" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Stel expressie in" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Indeling verwijderen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Raster Verplaatsing:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Occlusiemodus" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Physics Frame %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Zet Meerdere:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Scènetab wisselen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Startscène" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Laden als" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polygonen" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Botsingsvorm aanmaken" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transponeer" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Stel Marge In" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Toon Oorsprongspunt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Selecteerafstand:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Botsing" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Licht" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Emissiepunten:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Diepte" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Diepte" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Item" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformatie" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Transform wissen" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Voorbeeld" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Voeg %s Toe" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Vulling" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Radius:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Rechtsonder" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Clip Boven" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Linksonder" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Rechtsboves" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Startscène argumenten:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Startscène argumenten:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Verander Animatielengte" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Alleen selectie" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Startscène argumenten:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Split Curve" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Voeg invoerpoort toe" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Binding" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Botten" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Volgende verdieping" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Bestand Opslaan:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Zet Meerdere:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Bevolken" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Groepen" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Favorieten" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Uitvoeren" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Alles tonen" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Kies Kleur" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Licht" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Bekijk Omgeving" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Blad:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12660,16 +13503,6 @@ msgstr "Verplaats audiobuseffect" msgid "Load Path" msgstr "Laad voorinstelling" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Startscène argumenten:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Botsing" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12703,20 +13536,10 @@ msgstr "Split Curve" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Zet Meerdere:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12946,10 +13769,6 @@ msgstr "Emissiekleuren" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -13027,20 +13846,6 @@ msgstr "Afzondering:" msgid "Color Correction" msgstr "Kleur functie." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Licht" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Emissiepunten:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13120,20 +13925,6 @@ msgstr "Afspeelmodus:" msgid "To" msgstr "Boven" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Diepte" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Diepte" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13393,11 +14184,6 @@ msgstr "Partikels" msgid "Proximity Fade" msgstr "Prioriteitmodus" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Selecteerafstand:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13432,24 +14218,6 @@ msgstr "2-Overgangsknoop" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Item" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformatie" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Transform wissen" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Voorbeeld" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13820,181 +14588,6 @@ msgstr "Overschrijvers" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Voeg %s Toe" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Vulling" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Radius:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Rechtsonder" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Clip Boven" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Linksonder" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Rechtsboves" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Startscène argumenten:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Startscène argumenten:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Verander Animatielengte" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Alleen selectie" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Startscène argumenten:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Split Curve" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Selecteer Eigenschap" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Icoonmodus" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Knoopouder wijzigen" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Knooppad kopiëren" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Standaard" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Voorbeeld bijwerken" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Knop Index" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "2-Overgangsknoop" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Verander Animatielengte" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Selecteerafstand:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Selecteerafstand:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Richtingen" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Voeg invoerpoort toe" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -14010,21 +14603,6 @@ msgstr "Raster Stap:" msgid "Bone Size" msgstr "Randpixels" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Voeg invoerpoort toe" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Binding" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Botten" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -14040,80 +14618,6 @@ msgstr "Verplaatsingsmodus" msgid "Radiance Size" msgstr "Omlijningsgrootte:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Volgende verdieping" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Bestand Opslaan:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Bevolken" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Groepen" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Favorieten" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Uitvoeren" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Alles tonen" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Kies Kleur" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Licht" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14216,223 +14720,6 @@ msgstr "Standaard" msgid "Default Font Size" msgstr "Standaard" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Rechterbreedte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Rechts Knop" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Rechtsonder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Rechtsonder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Linksonder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Favorieten" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Linksonder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Linksonder" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Links" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Stel Marge In" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Linksboven" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Linksboven" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Raster Stap:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Volgende verdieping" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Rechtsboves" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Rechtsboves" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Gebruikersomgeving" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Bron" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Stel expressie in" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Indeling verwijderen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Raster Verplaatsing:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Occlusiemodus" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Physics Frame %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Zet Meerdere:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Scènetab wisselen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Startscène" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Laden als" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polygonen" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Botsingsvorm aanmaken" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transponeer" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Stel Marge In" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Toon Oorsprongspunt" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Bestand" @@ -14557,16 +14844,6 @@ msgstr "Z Index" msgid "Degrees Mode" msgstr "Roteren %s graden." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Bekijk Omgeving" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Blad:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -15048,6 +15325,11 @@ msgstr "Verborgen Bestanden Omschakelen" msgid "Folder" msgstr "Map:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Map maken" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -17013,11 +17295,27 @@ msgstr "Editorindeling" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Inpakken" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Grootte: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "2-Overgangsknoop" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Inpakken" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -17035,11 +17333,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Inpakken" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/pl.po b/properties/pl.po index 38e0f61..9123378 100644 --- a/properties/pl.po +++ b/properties/pl.po @@ -116,9 +116,9 @@ msgstr "Konfiguracja" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nazwa" @@ -208,9 +208,9 @@ msgstr "Okno" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -389,7 +389,7 @@ msgstr "Osadź okna podrzędne" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fizyka" @@ -466,7 +466,8 @@ msgid "Max Functions" msgstr "Maksymalna liczba funkcji" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompresja" @@ -510,7 +511,7 @@ msgstr "Wiadomość" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderowanie" @@ -844,8 +845,9 @@ msgstr "Względny" msgid "Screen Relative" msgstr "Względem ekranu" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Prędkość" @@ -876,8 +878,8 @@ msgid "Action" msgstr "Akcja" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Siła" @@ -986,11 +988,11 @@ msgstr "Obszar" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Przesunięcie" @@ -1135,7 +1137,8 @@ msgstr "Podwójne kliknięcie" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Nadpisuje" @@ -1163,7 +1166,7 @@ msgstr "Wczytaj jako zastępczy" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1184,7 +1187,7 @@ msgstr "Argumenty" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Typ" @@ -1242,7 +1245,7 @@ msgid "Sync Breakpoints" msgstr "Punkty wstrzymania" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "System plików" @@ -1552,6 +1555,11 @@ msgstr "Domyślny kształt próbnika kolorów" msgid "Theme" msgstr "Motyw" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Szukaj" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Ustawienia wstępne" @@ -1574,6 +1582,11 @@ msgstr "Kolor podstawowy" msgid "Accent Color" msgstr "Kolor akcentu" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Kolor akcentu" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Kontrast" @@ -1671,8 +1684,8 @@ msgstr "Okno" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Włącz" @@ -1761,7 +1774,8 @@ msgid "Thumbnail Size" msgstr "Rozmiar miniaturki" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Zaimportuj" @@ -1784,9 +1798,10 @@ msgstr "Port" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Ścieżka do FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1937,9 +1952,9 @@ msgstr "Zwijanie kodu" msgid "Word Wrap" msgstr "Zawijanie tekstu" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Autoładowanie" @@ -1957,7 +1972,7 @@ msgid "Draw Spaces" msgstr "Rysuj spacje" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Odstępy między liniami" @@ -1967,7 +1982,7 @@ msgid "Behavior" msgstr "Zachowanie" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Nawigacja" @@ -2200,16 +2215,16 @@ msgstr "Kolory uchwytów" msgid "Instantiated" msgstr "Instancjonowany" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Złącze" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Kształt" @@ -2444,6 +2459,11 @@ msgstr "Promień chwytania punktów" msgid "Show Previous Outline" msgstr "Pokaż poprzedni obrys" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Ustaw automatycznie" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Automatycznie przemianuj ścieżki animacji" @@ -2487,6 +2507,11 @@ msgstr "Przezroczystość minimapy" msgid "Lines Curvature" msgstr "Zamknij krzywą" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Płaszczyzna siatki XZ" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2533,7 +2558,7 @@ msgid "Output" msgstr "Konsola" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Rozmiar czcionki" @@ -2800,6 +2825,96 @@ msgstr "Kolor wyniku wyszukiwania" msgid "Search Result Border Color" msgstr "Kolor obramowania wyniku wyszukiwania" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Edytuj połączenie:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Kolor oznaczenia" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Wierzchołki" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Wierzchołki" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Wierzchołki" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Kolor zakładki" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Format transformacji" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Kolor numeru" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Kolor kursora" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Konsola" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Kolor kursora" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Kolor kursora" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Wybierz Kolor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Kolor tekstu" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Kolor kursora" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Wierzchołki" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Kolor zaznaczenia" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Wyłączony przycisk" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2948,13 +3063,17 @@ msgstr "Automatycznie przemianuj ścieżki animacji" msgid "Overwrite Axis" msgstr "Nadpisz" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtr" @@ -3038,20 +3157,22 @@ msgstr "Dodaj typ" msgid "Shape Type" msgstr "Zmień typ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Warstwa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Maska" @@ -3177,10 +3298,12 @@ msgstr "Tryb priorytetów" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Wysokość" @@ -3189,12 +3312,14 @@ msgstr "Wysokość" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Promień" @@ -3215,26 +3340,29 @@ msgid "Save to File" msgstr "Zapisz do pliku" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Włączony" @@ -3288,8 +3416,8 @@ msgstr "Kawałki" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3344,6 +3472,10 @@ msgstr "Skala korzenia" msgid "Root Scale" msgstr "Skala korzenia" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Siatki" @@ -3500,7 +3632,7 @@ msgstr "Skompresuj" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Język" @@ -3618,7 +3750,7 @@ msgstr "Mipmapy" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limit" @@ -3730,8 +3862,8 @@ msgstr "Przytnij do regionu" msgid "Trim Alpha Border From Region" msgstr "Przytnij obramowanie alfy z regionu" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Siła" @@ -4261,7 +4393,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4402,7 +4534,7 @@ msgstr "Włącz" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Wyświetlaj środowisko" @@ -4528,11 +4660,11 @@ msgid "Calculate Tangents" msgstr "Oblicz styczne" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Kolizja" @@ -4544,9 +4676,9 @@ msgstr "Użyj kolizji" msgid "Collision Layer" msgstr "Warstwa kolizji" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4557,7 +4689,7 @@ msgstr "Maska kolizji" msgid "Collision Priority" msgstr "Tryb kolizji" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Odbij portale" @@ -4565,23 +4697,23 @@ msgstr "Odbij portale" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Materiał" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmenty promieniowe" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Pierścienie" @@ -4597,11 +4729,11 @@ msgstr "Boki" msgid "Cone" msgstr "Stożek" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Promień wewnętrzny" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "promień zewnętrzny" @@ -4609,16 +4741,16 @@ msgstr "promień zewnętrzny" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Wielokąt" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Głębia" @@ -4673,6 +4805,24 @@ msgstr "Ścieżka dołączona" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Zaimportuj" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4782,20 +4932,17 @@ msgstr "" msgid "Naming Version" msgstr "Wersja" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Kolory" @@ -4844,13 +4991,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4859,14 +5007,14 @@ msgstr "Inicjuj" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5076,6 +5224,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nazwa wtyczki" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5264,8 +5418,8 @@ msgid "Center Z" msgstr "Wyśrodkowanie Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Priorytet" @@ -5563,8 +5717,8 @@ msgstr "Ustaw margines" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Szerokość" @@ -5647,7 +5801,8 @@ msgstr "Widok siatki" msgid "Render Target Size Multiplier" msgstr "Multiplier rozmiaru obiektu renderowania" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Uchwyt wejściowy" @@ -5667,7 +5822,8 @@ msgstr "Szkielet" msgid "Skeleton Rig" msgstr "Szkielet" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Odśwież" @@ -5791,6 +5947,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funkcje opcjonalne" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -6872,72 +7033,16 @@ msgstr "Wyśrodkowana" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Monitor" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Nadpisuje" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punkt" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Wybierz odległość:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Dodaj port wejściowy" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Kierunki" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Liniowy" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Dodaj magistralę audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7150,49 +7255,6 @@ msgstr "Ustaw margines" msgid "Use Mipmaps" msgstr "Sygnały" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Wyłączony element" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Wejście" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Wybierz kafelek" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Tryb linijki" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Wyłączony" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Utwórz wielokąt kolizji" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Utwórz wielokąt kolizji" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Domyślny" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7279,9 +7341,9 @@ msgid "Rect Extents" msgstr "Uchwyty" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Punkty" @@ -7307,12 +7369,27 @@ msgstr "Cząsteczki" msgid "Align Y" msgstr "Przypisz" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Kierunki" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7370,11 +7447,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7405,7 +7486,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7543,7 +7624,7 @@ msgstr "Prostokąt widoczności" msgid "Trails" msgstr "Pokaż domyślne" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Kierunki" @@ -7552,74 +7633,6 @@ msgstr "Kierunki" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Węzeł" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Węzeł" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Wyłączony przycisk" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Małe litery" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Wielkie litery" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Orbituj widok w prawo" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicjuj" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7786,7 +7799,7 @@ msgstr "Wybierz odległość:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7938,6 +7951,62 @@ msgstr "Ogranicz widok edytora" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Offset siatki:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Offset siatki:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Powtórz" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Powtórz" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automatyczny Restart:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Żądanie nie powiodło się, przekroczono czas" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Początek pętli" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Koniec" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Pokaż widok" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Offset siatki:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7966,7 +8035,7 @@ msgstr "Na końcu" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7977,8 +8046,9 @@ msgstr "Akcja" msgid "Mirroring" msgstr "Odbij" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Podziel krzywą" @@ -8012,216 +8082,462 @@ msgstr "Obróć" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Szerokość kości" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Indeks przycisków" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Konfiguruj przyciąganie" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fizyka" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Inicjuj" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Inicjuj" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Synchronizuj z fizyką" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Monitor" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Nadpisuje" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punkt" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Wybierz odległość:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Dodaj port wejściowy" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Liniowy" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Dodaj magistralę audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Tryb obrotu" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Kierunki" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Wyłączony przycisk" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Poziom:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Stała" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Odblokuj węzeł" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Maksymalny kąt" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Ustawienia przyciągania" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Przesuwam wyjście" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Warstwa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Warstwa" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Ustaw margines" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Wyłączony element" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Wejście" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Wybierz kafelek" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Tryb linijki" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Wyłączony" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Utwórz wielokąt kolizji" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Utwórz wielokąt kolizji" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Domyślny" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicjuj" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Węzeł" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Węzeł" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Wyłączony przycisk" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Małe litery" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Wielkie litery" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Orbituj widok w prawo" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Szerokość kości" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Indeks przycisków" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Konfiguruj przyciąganie" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fizyka" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Ustaw punkt kontrolny wchodzący z krzywej" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Ustaw typ zmiennej" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Wyśrodkowane po lewej" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Pionowo:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Opis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Inteligentne przyciąganie" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Szybkość:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Zablokuj obrót widoku" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Wolne" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Tryb priorytetów" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "NiestandardowyWęzeł" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Ciągłe" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Wybierz Kolor" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Liniowy" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Tryb przyciągania:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Stałe" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Tryb obrotu" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Kierunki" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Wyłączony przycisk" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Poziom:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Stała" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Odblokuj węzeł" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Maksymalny kąt" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Ustawienia przyciągania" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Przesuwam wyjście" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Warstwa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Warstwa" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Ustaw margines" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Wyniki wyszukiwania" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Inicjuj" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Inicjuj" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8240,39 +8556,6 @@ msgstr "Wielokąt" msgid "Internal Vertex Count" msgstr "Utwórz wewnętrzny wierzchołek" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Ustaw punkt kontrolny wchodzący z krzywej" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8287,20 +8570,6 @@ msgstr "Następny koordynat" msgid "Update" msgstr "Odśwież" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Ustaw margines" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Wyniki wyszukiwania" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8415,35 +8684,6 @@ msgstr "Włącz" msgid "Node Path" msgstr "Skopiuj ścieżkę węzła" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Okno" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Wywołania rysowania:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacja" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Ścieżka zasobu" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Ustaw nazwę uniformu" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8497,7 +8737,7 @@ msgstr "Włącz Dopplera" msgid "Tracking" msgstr "Pakowanie" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nazwa węzła:" @@ -8555,15 +8795,6 @@ msgstr "Najbliższy" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Przechwyć" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8613,13 +8844,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Zamknij krzywą" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Format" @@ -8628,8 +8860,8 @@ msgstr "Format" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Maska emisji" @@ -8645,8 +8877,8 @@ msgid "Emission Energy" msgstr "Kolory emisji" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Moduluj" @@ -8678,12 +8910,6 @@ msgstr "Małe litery" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Początek pętli" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8699,7 +8925,7 @@ msgstr "Wywołania rysowania:" msgid "Passes" msgstr "Wywołania rysowania:" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8745,10 +8971,6 @@ msgstr "Prostokąt widoczności" msgid "Begin Margin" msgstr "Ustaw margines" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Koniec" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8759,142 +8981,8 @@ msgstr "Rozwiń wszystko" msgid "Fade Mode" msgstr "Tryb maski bitowej" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Włącz priorytety" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Usuń węzły" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parametr zmieniony:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Separacja:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Szybkość:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Liniowy" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Wybierz odległość:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Wybierz odległość:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Opis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicjuj" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Tył ortogonalnie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Wielkie litery" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Małe litery" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacja" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Maks. błąd kątowy:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Zapisywanie sceny" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicjuj" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Wywołania rysowania:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Liniowy" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacja" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacja" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Przyciągaj do pikseli" @@ -8967,7 +9055,7 @@ msgstr "Włącz priorytety" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Tekst" @@ -8977,31 +9065,31 @@ msgid "Outline Modulate" msgstr "Wymuś białe cieniowanie" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Fonty" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Poziomo:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtruj sygnały" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Wielkie litery" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Obrót losowy:" @@ -9009,27 +9097,27 @@ msgstr "Obrót losowy:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Kierunki" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9219,7 +9307,8 @@ msgstr "Maksymalny rozmiar tekstury" msgid "Custom Sky" msgstr "NiestandardowyWęzeł" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "NiestandardowyWęzeł" @@ -9230,7 +9319,7 @@ msgid "Custom Energy" msgstr "Przemieść efekt magistrali" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Z uwzględnieniem wielkości liter" @@ -9269,7 +9358,7 @@ msgstr "Zaawansowane" msgid "Keep Y Velocity" msgstr "Prędkość" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Tryb nawigacji" @@ -9333,206 +9422,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtruj sygnały" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Oś" +msgid "Wind" +msgstr "Okno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Liniowy" +msgid "Force Magnitude" +msgstr "Wywołania rysowania:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Liniowy" +msgid "Attenuation Factor" +msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Liniowy" +msgid "Source Path" +msgstr "Ścieżka zasobu" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Ustaw nazwę uniformu" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Przechwyć" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Zapisywanie sceny" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Separacja:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Liniowy" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Wybierz odległość:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Wybierz odległość:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Opis" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicjuj" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Wywołania rysowania:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Liniowy" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Wielkie litery" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Małe litery" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacja" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacja" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parametr zmieniony:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Szybkość:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Włącz priorytety" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Usuń węzły" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicjuj" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Tył ortogonalnie" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacja" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Maks. błąd kątowy:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Stałe" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtruj sygnały" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Maks. błąd kątowy:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Opis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Opis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacja" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtruj sygnały" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Przesunięcie:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcja" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Odbijanie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Liniowy" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacja" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Oś" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Liniowy" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Liniowy" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Liniowy" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Ramki stosu" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debugger" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Kółko myszy w dół" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumentacja online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Separacja:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Użyj przetwarzania wsadowego" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Koło" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcja" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Wyrażenie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Przejdź" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Błąd" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9602,7 +9943,8 @@ msgstr "Kości" msgid "Interpolation" msgstr "Sposób interpolacji" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Cel" @@ -9683,69 +10025,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Kółko myszy w dół" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumentacja online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Separacja:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Użyj przetwarzania wsadowego" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Koło" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcja" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Wyrażenie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Przejdź" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Błąd" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9790,8 +10069,8 @@ msgstr "Transpozycja" msgid "Extra Cull Margin" msgstr "Dodatkowe argumenty wywołania:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9826,17 +10105,36 @@ msgstr "Nawigacja" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Dodaj ścieżkę" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Odśwież" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Dodaj ścieżkę" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakowanie" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Dodaj ścieżkę" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Poza" @@ -10541,20 +10839,10 @@ msgstr "Dialog plików" msgid "Reverse Fill" msgstr "Zresetuj głośność magistrali" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Offset siatki:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Płaszczyzna siatki XZ" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11363,7 +11651,7 @@ msgstr "Inicjuj" msgid "Fill Degrees" msgstr "Stopnie wypełnienia" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Wyśrodkowane po lewej" @@ -11485,7 +11773,7 @@ msgstr "Przełącz widoczność" msgid "Ordering" msgstr "Renderowanie" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Indeks Z" @@ -11499,11 +11787,6 @@ msgstr "Przyciągaj względnie" msgid "Y Sort Enabled" msgstr "Włącz" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Powtórz" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11521,11 +11804,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Pokaż widok" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11630,7 +11908,7 @@ msgstr "Tryb nawigacji" msgid "Multiplayer Poll" msgstr "Pomnóż %s" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11702,7 +11980,7 @@ msgid "Use TAA" msgstr "Użyj przyciągania" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12079,6 +12357,567 @@ msgstr "Fizyka 3D" msgid "3D Navigation" msgstr "Nawigacja" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Argumenty głównej sceny:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Wybierz właściwość" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Tryb ikon" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Zmień nadrzędny węzeł" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Skopiuj ścieżkę węzła" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Domyślny krok zmiennoprzecinkowy" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Domyślny podgląd" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Indeks przycisków" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Węzeł Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Zmień długość animacji" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Wybierz odległość:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Wybierz odległość:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Kierunki" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Dodaj port wejściowy" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Rozciągnij po prawej" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Prawy przycisk" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Prawy dolny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Prawy dolny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Lewy dolny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Zakładki" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Lewy dolny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Lewy dolny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Lewo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Ustaw margines" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Lewy górny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Lewy górny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Rozmiar siatki" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Następny poziom" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Prawy górny róg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Prawy górny róg" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Tereny" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Własne dane" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Kod źródłowy" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Kompresja" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Usuń układ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Offset siatki:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Tryb okluzji" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Klatka fizyki %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Ustaw wiele:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Zakładki scen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Scena główna" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Wczytaj jako zastępczy" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Wielokąt" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Utwórz wielokąt kolizji" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transpozycja" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Początek tekstury" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Początek sortowania Y" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Różne" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Prawdopodobieństwo" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Wybierz odległość:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Użyj kolizji" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Światło" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "Tekstura gęstości" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Głębia" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Głębia" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Element" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Przekształcanie" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Wyczyść przekształcenie" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Podgląd" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Dodaj %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Wyrównanie" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Promień:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Prawy dolny róg" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Przytnij powyżej" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Lewy dolny róg" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Prawy górny róg" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Argumenty głównej sceny:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Argumenty głównej sceny:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Zmień długość animacji" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Tylko zaznaczenie" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Argumenty głównej sceny:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Podziel krzywą" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Dodaj port wejściowy" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Wiązanie" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Kości" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Niebo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Następny poziom" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Zapisywanie pliku:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Ustaw wiele:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Zapełnij" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Zgrupowany" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Zakładki" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Uruchom" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Rozmiar wyświetlania" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Kolor podłoża" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Światło" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Wyświetlaj środowisko" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Płaszczyzna:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12298,16 +13137,6 @@ msgstr "Przemieść efekt magistrali" msgid "Load Path" msgstr "Wczytaj profil" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Argumenty głównej sceny:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Użyj kolizji" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12341,20 +13170,10 @@ msgstr "Podziel krzywą" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Ustaw wiele:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Niebo" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12587,10 +13406,6 @@ msgstr "Kolory emisji" msgid "Sun Scatter" msgstr "Rozpraszanie podpowierzchniowe" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12667,19 +13482,6 @@ msgstr "Separacja:" msgid "Color Correction" msgstr "Korekcja koloru" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Światło" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "Tekstura gęstości" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12758,20 +13560,6 @@ msgstr "Tryb odtwarzania:" msgid "To" msgstr "Do" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Głębia" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Głębia" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13025,11 +13813,6 @@ msgstr "Cząsteczki" msgid "Proximity Fade" msgstr "Tryb priorytetów" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Wybierz odległość:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -13064,24 +13847,6 @@ msgstr "Węzeł Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Element" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Przekształcanie" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Wyczyść przekształcenie" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Podgląd" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Bazowa tekstura" @@ -13448,181 +14213,6 @@ msgstr "Nadpisuje" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Dodaj %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Wyrównanie" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Promień:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Prawy dolny róg" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Przytnij powyżej" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Lewy dolny róg" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Prawy górny róg" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Argumenty głównej sceny:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Argumenty głównej sceny:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Zmień długość animacji" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Tylko zaznaczenie" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Argumenty głównej sceny:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Podziel krzywą" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Wybierz właściwość" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Tryb ikon" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Zmień nadrzędny węzeł" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Skopiuj ścieżkę węzła" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Domyślny krok zmiennoprzecinkowy" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Domyślny podgląd" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Indeks przycisków" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Węzeł Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Zmień długość animacji" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Wybierz odległość:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Wybierz odległość:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Kierunki" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Dodaj port wejściowy" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13638,21 +14228,6 @@ msgstr "Rozmiar siatki" msgid "Bone Size" msgstr "Rozmiar obwódki" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Dodaj port wejściowy" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Wiązanie" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Kości" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13668,79 +14243,6 @@ msgstr "Tryb przesuwania" msgid "Radiance Size" msgstr "Rozmiar zarysu:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Następny poziom" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Zapisywanie pliku:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Zapełnij" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Zgrupowany" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Zakładki" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Uruchom" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Rozmiar wyświetlania" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Kolor podłoża" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Światło" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13842,220 +14344,6 @@ msgstr "Domyślny" msgid "Default Font Size" msgstr "Domyślny" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Rozciągnij po prawej" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Prawy przycisk" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Prawy dolny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Prawy dolny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Lewy dolny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Zakładki" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Lewy dolny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Lewy dolny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Lewo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Ustaw margines" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Lewy górny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Lewy górny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Rozmiar siatki" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Następny poziom" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Prawy górny róg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Prawy górny róg" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Tereny" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Własne dane" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Kod źródłowy" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Kompresja" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Usuń układ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Offset siatki:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Tryb okluzji" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Klatka fizyki %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Ustaw wiele:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Zakładki scen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Scena główna" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Wczytaj jako zastępczy" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Wielokąt" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Utwórz wielokąt kolizji" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transpozycja" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Początek tekstury" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Początek sortowania Y" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Różne" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Prawdopodobieństwo" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Plik" @@ -14174,16 +14462,6 @@ msgstr "Indeks powierzchni" msgid "Degrees Mode" msgstr "Tryb stopni" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Wyświetlaj środowisko" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Płaszczyzna:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panel" @@ -14666,6 +14944,11 @@ msgstr "Przełącz ukryte pliki" msgid "Folder" msgstr "Folder:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Utwórz katalog" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16624,11 +16907,27 @@ msgstr "Język edytora" msgid "Treat Warnings as Errors" msgstr "Traktuj ostrzeżenia jako błędy" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakowanie" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Flagi" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Węzeł Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakowanie" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16646,11 +16945,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakowanie" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/properties.pot b/properties/properties.pot index 946c397..c404503 100644 --- a/properties/properties.pot +++ b/properties/properties.pot @@ -8,7 +8,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine properties\n" +"Project-Id-Version: Godot Engine editor properties\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" @@ -27,9 +27,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -117,9 +117,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -294,7 +294,7 @@ msgstr "" #: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp #: main/main.cpp scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -369,7 +369,7 @@ msgid "Max Functions" msgstr "" #: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: scene/3d/vehicle_body_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -413,7 +413,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -747,8 +747,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -779,8 +780,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -889,11 +890,12 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp scene/3d/sprite_3d.cpp -#: scene/3d/visual_instance_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/main/canvas_layer.cpp scene/resources/font.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp +#: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp #: scene/resources/label_settings.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/style_box_flat.cpp +#: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1028,7 +1030,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1053,7 +1056,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp scene/3d/node_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/remote_transform_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/remote_transform_3d.cpp #: scene/3d/skeleton_3d.cpp scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp msgid "Rotation" @@ -1073,7 +1076,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1127,7 +1130,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1417,6 +1420,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1437,6 +1444,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1525,8 +1536,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1608,7 +1619,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1628,8 +1640,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1776,9 +1788,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1795,7 +1807,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1805,7 +1817,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2027,16 +2039,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2265,6 +2277,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2305,6 +2321,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2348,7 +2368,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2604,6 +2624,78 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Connection Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scalar Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector2 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 3 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 4 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Boolean Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Transform Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Sampler Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Output Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Color Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Conditional Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Input Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Textures Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Utility Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Special Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Particle Color" +msgstr "" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp @@ -2738,13 +2830,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2819,20 +2915,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -2942,10 +3040,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -2954,12 +3054,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -2979,25 +3081,28 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3048,8 +3153,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3103,6 +3208,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3246,7 +3355,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3355,7 +3464,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3461,8 +3570,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -3947,7 +4056,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4071,7 +4180,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4190,11 +4299,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4206,10 +4315,11 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp -#: scene/3d/spring_arm_3d.cpp scene/resources/navigation_mesh.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Mask" msgstr "" @@ -4217,30 +4327,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4256,11 +4366,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4268,16 +4378,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4330,6 +4440,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4425,20 +4552,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4485,13 +4609,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4499,14 +4624,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4690,6 +4815,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4860,8 +4990,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5128,8 +5258,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5203,7 +5333,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5219,7 +5350,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "" @@ -5332,6 +5464,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6281,64 +6417,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp #: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp -#: scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp #: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp -#: scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6519,43 +6607,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6637,9 +6688,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6662,12 +6713,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6718,11 +6783,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6750,7 +6819,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6865,7 +6934,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "" @@ -6873,67 +6942,6 @@ msgstr "" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7078,7 +7086,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7206,6 +7214,54 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +msgid "Scroll Scale" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Size" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Screen Offset" +msgstr "" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7231,7 +7287,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7240,8 +7296,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7269,182 +7326,390 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -7463,38 +7728,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7507,18 +7740,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7617,30 +7838,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7688,7 +7885,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7738,14 +7935,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7786,13 +7975,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7800,8 +7990,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7814,8 +8004,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7843,11 +8033,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -7860,7 +8045,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -7898,10 +8083,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -7910,121 +8091,8 @@ msgstr "" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8090,7 +8158,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8099,54 +8167,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8308,7 +8376,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8317,7 +8386,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp scene/3d/world_environment.cpp -#: scene/resources/world_3d.cpp +#: scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8349,7 +8418,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "" @@ -8403,172 +8472,390 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8625,7 +8912,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8697,62 +8985,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8790,8 +9022,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8823,15 +9055,31 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Update" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9423,18 +9671,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10118,7 +10358,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10222,7 +10462,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10234,11 +10474,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10255,10 +10490,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10347,7 +10578,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10412,7 +10643,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10731,6 +10962,484 @@ msgstr "" msgid "3D Navigation" msgstr "" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -10918,14 +11627,6 @@ msgstr "" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -10954,19 +11655,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11167,10 +11859,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11235,18 +11923,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11313,18 +11989,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11545,10 +12209,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11577,22 +12237,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -11901,155 +12545,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12062,18 +12557,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12086,70 +12569,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12238,186 +12657,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12523,14 +12762,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -12931,6 +13162,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -14600,10 +14835,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14620,10 +14868,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/pt.po b/properties/pt.po index 76feca1..a55ca07 100644 --- a/properties/pt.po +++ b/properties/pt.po @@ -69,9 +69,9 @@ msgstr "Configurações" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nome" @@ -162,9 +162,9 @@ msgstr "Janela" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -344,7 +344,7 @@ msgstr "Incorporar subjanelas" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Física" @@ -424,7 +424,8 @@ msgid "Max Functions" msgstr "Função" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compressão" @@ -471,7 +472,7 @@ msgstr "Mensagem" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderizando" @@ -839,8 +840,9 @@ msgstr "Relativo" msgid "Screen Relative" msgstr "Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Velocidade" @@ -872,8 +874,8 @@ msgid "Action" msgstr "Ação" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Força" @@ -987,11 +989,11 @@ msgstr "Região" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Deslocamento" @@ -1143,7 +1145,8 @@ msgstr "Vogais duplas" msgid "Fake BiDi" msgstr "Falso BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Sobrescrever" @@ -1170,7 +1173,7 @@ msgstr "Carregar como marcador de posição" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1191,7 +1194,7 @@ msgstr "Argumentos" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1249,7 +1252,7 @@ msgid "Sync Breakpoints" msgstr "Pontos de paragem" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistema de Ficheiros" @@ -1558,6 +1561,11 @@ msgstr "Modo Seletor de Cores Padrão" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Forçar Usuário do Sistema" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Predefinições" @@ -1580,6 +1588,11 @@ msgstr "Cor Base" msgid "Accent Color" msgstr "Cor de Destaque" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Cor de Destaque" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Contraste" @@ -1675,8 +1688,8 @@ msgstr "Janela Múltipla" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Ativar" @@ -1765,7 +1778,8 @@ msgid "Thumbnail Size" msgstr "Tamanho da Miniatura" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importar" @@ -1788,9 +1802,10 @@ msgstr "Porta HTTP" msgid "RPC Server Uptime" msgstr "Servidor RPC Uptime" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Caminho para FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1943,9 +1958,9 @@ msgstr "Agrupamento de Código" msgid "Word Wrap" msgstr "Quebra de Palavras" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Carregamento automático" @@ -1964,7 +1979,7 @@ msgid "Draw Spaces" msgstr "Desenhar Espaços" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Espaçamento de Linha" @@ -1974,7 +1989,7 @@ msgid "Behavior" msgstr "Comportamento" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navegação" @@ -2207,16 +2222,16 @@ msgstr "Cores das Bugigangas" msgid "Instantiated" msgstr "Instânciado" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Conjunto" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Forma" @@ -2450,6 +2465,11 @@ msgstr "Raio do Ponto de Captura" msgid "Show Previous Outline" msgstr "Exibir Prévia Anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Reproduzir automaticamente" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Renomear Automaticamente Faixa de Animação" @@ -2493,6 +2513,11 @@ msgstr "Opacidade do Minimapa" msgid "Lines Curvature" msgstr "Curva do Ângulo" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Grade do Plano XZ" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2539,7 +2564,7 @@ msgid "Output" msgstr "Saída" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Tamanho da Fonte" @@ -2808,6 +2833,96 @@ msgstr "Color dos Resultados da Pesquisa" msgid "Search Result Border Color" msgstr "Cor da Borda dos Resultados da Pesquisa" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Margem de Ligação da Borda" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Cor da Marca" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Cor dos Favoritos" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Formato de Transformação" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Cor da Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Saída" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Escolher cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Cor do Texto" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Cor da Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Desativar Colisão" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2958,13 +3073,17 @@ msgstr "Renomear Automaticamente Faixa de Animação" msgid "Overwrite Axis" msgstr "Sobrescrever" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Consertar Silhueta" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtro" @@ -3048,20 +3167,22 @@ msgstr "Adicionar Tipo" msgid "Shape Type" msgstr "Mudar tipo" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Substituição de Material de Física" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Camada" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Máscara" @@ -3187,10 +3308,12 @@ msgstr "Modo Prioridade" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Altura" @@ -3199,12 +3322,14 @@ msgstr "Altura" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Raio" @@ -3226,26 +3351,29 @@ msgid "Save to File" msgstr "Guardar um Ficheiro" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Ativado" @@ -3302,8 +3430,8 @@ msgstr "Fatias" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3362,6 +3490,10 @@ msgstr "Escala da Raiz" msgid "Root Scale" msgstr "Escala da Raiz" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Malhas" @@ -3522,7 +3654,7 @@ msgstr "Comprimir" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Idioma/Dialeto" @@ -3642,7 +3774,7 @@ msgstr "Mipmaps" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limite" @@ -3755,8 +3887,8 @@ msgstr "Cortar Para Região" msgid "Trim Alpha Border From Region" msgstr "Aparar Borda Alfa da Região" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Força" @@ -4290,7 +4422,7 @@ msgid "Handheld" msgstr "Portátil" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientação" @@ -4428,7 +4560,7 @@ msgstr "Ativar" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Ambiente" @@ -4551,11 +4683,11 @@ msgid "Calculate Tangents" msgstr "Calcular Tangentes" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Colisão" @@ -4567,9 +4699,9 @@ msgstr "Usar Colisão" msgid "Collision Layer" msgstr "Camada de Colisão" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4580,7 +4712,7 @@ msgstr "Máscara de Colisão" msgid "Collision Priority" msgstr "Modo Colisão" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Inverter Portais" @@ -4588,23 +4720,23 @@ msgstr "Inverter Portais" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Malha" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Material" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmentos Radiais" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Anéis" @@ -4620,11 +4752,11 @@ msgstr "Lados" msgid "Cone" msgstr "Cone" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Raio Interno" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Raio Externo" @@ -4632,16 +4764,16 @@ msgstr "Raio Externo" msgid "Ring Sides" msgstr "Lados do Anel" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Polígono" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundidade" @@ -4694,6 +4826,24 @@ msgstr "Caminho Unido" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Manuseio de imagens embutido" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4802,20 +4952,17 @@ msgstr "'glTF'" msgid "Naming Version" msgstr "Versão Minoritária" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Manuseio de imagens embutido" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Cor" @@ -4863,13 +5010,14 @@ msgid "Spec Gloss Img" msgstr "Imagem Brilhante Especular" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Massa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4878,14 +5026,14 @@ msgstr "Inicializar" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Velocidade Angular" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5081,6 +5229,12 @@ msgstr "Visualização de Buffer de Valores Esparsos" msgid "Sparse Values Byte Offset" msgstr "Deslocamento de Bytes de Valores Esparsos" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nome do Plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5257,8 +5411,8 @@ msgid "Center Z" msgstr "Centro Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioridade" @@ -5561,8 +5715,8 @@ msgstr "Margem do Portal" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Largura" @@ -5646,7 +5800,8 @@ msgstr "Vista Wireframe" msgid "Render Target Size Multiplier" msgstr "Definir Múltiplo:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Portátil" @@ -5666,7 +5821,8 @@ msgstr "Esqueleto" msgid "Skeleton Rig" msgstr "Esqueleto" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Atualizar" @@ -5786,6 +5942,11 @@ msgstr "Tipos de Espaço de Referência Solicitados" msgid "Reference Space Type" msgstr "Tipo de Espaço de Referência" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funcionalidades Opcionais" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Estado de Visibilidade" @@ -6814,68 +6975,16 @@ msgstr "Centralizado" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Virar Horizontal" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Virar Vertical" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Monitorando" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Monitorável" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Gravidade" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Sobrepõe" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Ponto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Distância do Caminho U" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Adicionar Porta de Entrada" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Direção" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linear" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Amortecimento Angular" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Canal de Áudio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -7074,48 +7183,6 @@ msgstr "Definir Margem" msgid "Use Mipmaps" msgstr "Sinais" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Desativado" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrada" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Pegável" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Modo Régua" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Desativado" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Criar Polígono de Colisão" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Criar Polígono de Colisão" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Cor Padrão" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7198,9 +7265,9 @@ msgid "Rect Extents" msgstr "Bugigangas" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Pontos" @@ -7225,12 +7292,26 @@ msgstr "Partículas" msgid "Align Y" msgstr "Atribuir" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Direção" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Espalhar" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Gravidade" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Velocidade Inicial" @@ -7285,11 +7366,15 @@ msgstr "Aceleração Radial" msgid "Tangential Accel" msgstr "Aceleração Tangencial" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Amortecimento" @@ -7320,7 +7405,7 @@ msgid "Angle Min" msgstr "Mínimo Ângulo" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Ângulo Mínimo" @@ -7455,7 +7540,7 @@ msgstr "Modo Prioridade" msgid "Trails" msgstr "Mostrar Predefinição" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direções" @@ -7464,71 +7549,6 @@ msgstr "Direções" msgid "Section Subdivisions" msgstr "Subdivisões de Secção" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Nó A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Nó B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "'Bias'" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Desativar Colisão" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Maciêz" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Limite Angular" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minúsculas" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Maiúsculas" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "'Motor'" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Vista Órbita Direita" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Comprimento" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializar" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Comprimento de Repouso" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Rigidez" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Somente Editor" @@ -7687,7 +7707,7 @@ msgstr "Distância Máxima do Caminho" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7838,6 +7858,62 @@ msgstr "Restringir a Visualização do Editor" msgid "Skew" msgstr "Inclinação" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Rolagem" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Deslocamento da Rolagem" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Início Automático" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Falha na solicitação, tempo expirado" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Inicio do Loop" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fim" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Mostrar Viewport" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Ignorar Zoom da Câmara" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Deslocamento da Rolagem" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7864,7 +7940,7 @@ msgstr "Fim do limite" msgid "Ignore Camera Zoom" msgstr "Ignorar Zoom da Câmara" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7875,8 +7951,9 @@ msgstr "Ação" msgid "Mirroring" msgstr "Espelho" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Curva" @@ -7907,209 +7984,447 @@ msgstr "Rodar" msgid "Cubic Interp" msgstr "Interpolação Cúbica" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Largura do Osso" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Índice do Botão" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurar Ajuste" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Física do Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Siga o osso ao simular" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Velocidade Linear Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Velocidade Angular Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Sincronizar com Física" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Monitorando" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Monitorável" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Sobrepõe" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Ponto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Distância do Caminho U" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Adicionar Porta de Entrada" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linear" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Amortecimento Angular" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Canal de Áudio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Modo de Rotação" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direção" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Desativar Botão" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Ângulo mínimo de deslizamento da parede" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Piso:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Parar na ladeira" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Desbloquear Nó" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Ângulo Máximo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Comprimento" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Plataforma Móvel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Ao sair" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Camadas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Camada" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Definir Margem" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Desativado" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Pegável" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Modo Régua" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Desativado" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Criar Polígono de Colisão" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Criar Polígono de Colisão" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Cor Padrão" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Comprimento" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Comprimento de Repouso" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Rigidez" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializar" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Nó A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Nó B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "'Bias'" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Desativar Colisão" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Maciêz" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Limite Angular" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minúsculas" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Maiúsculas" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "'Motor'" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Vista Órbita Direita" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Largura do Osso" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Índice do Botão" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurar Ajuste" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Física do Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Siga o osso ao simular" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Excluir Pai" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Definir curva na posição" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Atingido por dentro" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Colidir com" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Áreas" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Corpos" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Escala da Gravidade" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Definir tipo de variável" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centro Esquerda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Inércia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descrição" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Ajuste Inteligente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Pode Dormir" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Bloquear Rotação da Vista" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Livre" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Congelar Corpos" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Integrador Customizado" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Contínuo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Máximo de contatos relatados" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Escolher cor" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linear" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Modo Ajuste:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Úmido" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Angular" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Torque" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Margem" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Modo de Rotação" +msgid "Max Results" +msgstr "Resultados da Pesquisa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direção" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Velocidade Linear Constante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Desativar Botão" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Ângulo mínimo de deslizamento da parede" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Piso:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Parar na ladeira" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Desbloquear Nó" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Ângulo Máximo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Comprimento" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Plataforma Móvel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Ao sair" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Camadas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Camada" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" -msgstr "Definir Margem" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Velocidade Angular Constante" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8129,39 +8444,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "Criar vértice interno" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Excluir Pai" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Definir curva na posição" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Atingido por dentro" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Colidir com" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Áreas" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Corpos" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Remover Caminho" @@ -8174,19 +8456,6 @@ msgstr "Usar Coordenadas Globais" msgid "Update" msgstr "Atualizar" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Margem" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resultados da Pesquisa" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Calcular comprimento e ângulo automaticamente" @@ -8298,35 +8567,6 @@ msgstr "Ativar" msgid "Node Path" msgstr "Caminho do Nó" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Janela" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Limite de Força" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Filtro de Atenuação" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Caminho do Recurso" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Barramento de reverberação" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Definir Nome do Uniform" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8377,7 +8617,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Empacotamento" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Nome do Osso" @@ -8432,15 +8672,6 @@ msgstr "Mais próximo" msgid "Far" msgstr "Longe" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Raio selecionável" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Capturar" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Visibilidade AABB" @@ -8487,13 +8718,14 @@ msgstr "Planicidade" msgid "Scale Curve Z" msgstr "Fechar curva" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -8501,8 +8733,8 @@ msgstr "Normal" msgid "Orm" msgstr "'Orm'" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Emissão" @@ -8516,8 +8748,8 @@ msgid "Emission Energy" msgstr "Ângulo de Emissão" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Modular" @@ -8550,12 +8782,6 @@ msgstr "Minúsculas" msgid "Distance Fade" msgstr "Distância de Esmaecimento" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Inicio do Loop" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8569,7 +8795,7 @@ msgstr "Passos de Desenho" msgid "Passes" msgstr "Passos" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Espessura" @@ -8615,10 +8841,6 @@ msgstr "Modo Prioridade" msgid "Begin Margin" msgstr "Definir Margem" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fim" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8629,134 +8851,8 @@ msgstr "Expandir Tudo" msgid "Fade Mode" msgstr "Modo Bitmask" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Ativar Prioridade" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Excluir Nós" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Parâmetros" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Braçadeira de Impulso" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Relaxamento" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Impulso Máximo" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Limite Linear" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Distância mais Alta" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Distância mais Baixa" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descrição" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonal Traseira" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Maiúsculas" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minúsculas" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animação" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Orto Angular" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "A guardar Cena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Período de Torção" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Limite de Força" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Ponto de Equilíbrio" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animação" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animação" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Tamanho de Pixel" @@ -8829,7 +8925,7 @@ msgstr "Ativar Prioridade" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texto" @@ -8839,28 +8935,28 @@ msgid "Outline Modulate" msgstr "Forçar modulação branca" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Fonte" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Alinhamento Horizontal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Alinhamento Vertical" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Maiúsculas" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Notificações Push" @@ -8868,27 +8964,27 @@ msgstr "Notificações Push" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "'BiDi'" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direção" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Substituição texto Estruturado de BiDi" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Opções de Substituição BiDi de Texto Estruturado" @@ -9070,7 +9166,8 @@ msgstr "Mesclar a partir da Cena" msgid "Custom Sky" msgstr "Céu Personalizado" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Cor Personalizada" @@ -9079,7 +9176,7 @@ msgid "Custom Energy" msgstr "Energia Personalizada" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Sensível a maiúsculas" @@ -9118,7 +9215,7 @@ msgstr "Avançado" msgid "Keep Y Velocity" msgstr "Velocidade" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Modo Navegação" @@ -9179,198 +9276,440 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Eixo" +msgid "Wind" +msgstr "Janela" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "X Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Limite de Força" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Y Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Filtro de Atenuação" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Z Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Caminho do Recurso" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "X Angular" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Barramento de reverberação" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Y Angular" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Definir Nome do Uniform" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Z Angular" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Raio selecionável" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Capturar" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "A guardar Cena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Período de Torção" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Relaxamento" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Limite Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Distância mais Alta" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Distância mais Baixa" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descrição" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Limite de Força" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Ponto de Equilíbrio" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Maiúsculas" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minúsculas" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animação" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animação" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Parâmetros" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Impulso Máximo" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Ativar Prioridade" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Excluir Nós" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Braçadeira de Impulso" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializar" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonal Traseira" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animação" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Orto Angular" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Limite Angular Ativado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Máximo de Erros Angulares:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Limite Linear Ativado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Ponto de Equilíbrio Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descrição" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descrição" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Rigidez Angular da Mola" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Amortecimento angular da mola" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Ponto de Equilíbrio Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Deslocamento do Corpo" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Fricção" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Quicar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animação" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Eixo" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "X Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Y Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Z Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "X Angular" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Y Angular" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Z Angular" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Empilhar Frames" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Depurador" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Comprimento da Mola" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Botão roda para baixo" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Força do Motor" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Freio" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Volante" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "Movimento de VehicleBody3D" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Usar Como Tração" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Usar Skins com Nome" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Roda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Influência do Rolamento" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Função" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensão" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viagem" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Erro" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Deslocamento da Origem" @@ -9437,7 +9776,8 @@ msgstr "Ossos" msgid "Interpolation" msgstr "Interpolação" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Alvo" @@ -9516,67 +9856,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Comprimento da Mola" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Botão roda para baixo" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Força do Motor" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Freio" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Volante" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "Movimento de VehicleBody3D" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Usar Como Tração" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Usar Skins com Nome" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Roda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Influência do Rolamento" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Função" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensão" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viagem" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Erro" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9619,8 +9898,8 @@ msgstr "Transparente" msgid "Extra Cull Margin" msgstr "Margem de Descarte Extra" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "AABB Personalizado" @@ -9655,17 +9934,36 @@ msgstr "Navegação" msgid "Use Two Bounces" msgstr "Usar dois saltos" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Adicionar Pista" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Atualizar" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Adicionar Pista" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Empacotamento" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Adicionar Pista" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Postura" @@ -10362,19 +10660,10 @@ msgstr "Arquivo de Diálogo" msgid "Reverse Fill" msgstr "Repor Volume do Barramento" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Deslocamento da Rolagem" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "Mostrar Grade" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Grade do Plano XZ" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11179,7 +11468,7 @@ msgstr "Inicializar" msgid "Fill Degrees" msgstr "Graus de Preenchimento" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centro Esquerda" @@ -11298,7 +11587,7 @@ msgstr "Estado de Visibilidade" msgid "Ordering" msgstr "Renderizar" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Índice Z" @@ -11312,11 +11601,6 @@ msgstr "Ajuste Relativo" msgid "Y Sort Enabled" msgstr "Ativar" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Repetir" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Usar Material do Pai" @@ -11335,11 +11619,6 @@ msgstr "'NormalMap'" msgid "Shininess" msgstr "Espessura" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Mostrar Viewport" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11443,7 +11722,7 @@ msgstr "Modo Navegação" msgid "Multiplayer Poll" msgstr "Multiplicar %s" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Formas" @@ -11516,7 +11795,7 @@ msgid "Use TAA" msgstr "Usar FXAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Usar Debanding" @@ -11890,6 +12169,565 @@ msgstr "Física 3D" msgid "3D Navigation" msgstr "Navegação" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segmentos" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Selecionar Propriedade" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Bias do 'Solver' Personalizado" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Modo Ícone" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Reassociar Nó" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copiar Caminho do Nó" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados CCDIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados FABRIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Comprimento da Cadeia de Dados Jiggle" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "FloatStep Padrão" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Gravidade" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Índice do Botão" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nó Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Mudar Duração da Animação" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Distância Mínima" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Distância Máxima do Caminho" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direção" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Adicionar Porta de Entrada" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Lados do Anel" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Botão direito" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Fundo Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Fundo Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Fundo Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Marcadores" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Fundo Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Fundo Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Definir Margem" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Topo Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Topo Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Girar Lados" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Próximo Piso" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Topo Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Topo Direita" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Terrenos" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Dados Personalizados" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Código Fonte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compressão" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Nível Alternativo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Apagar Modelo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Compensação da grelha:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "Corte UV" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Modo Oclusão" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Material de Física" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Multijogador Personalizado" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Abas da Cena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Cena Principal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Carregar como marcador de posição" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polígonos" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "De uma forma" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Criar Polígono de Colisão" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transpor" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Origem da Textura" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Terreno" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Micelânea" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Probabilidade" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Distância" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Usar Colisão" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Intensidade" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Luz" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Esmaecer de Borda" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Textura de Ponto" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Largura do Mapa" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profundidade" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profundidade" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Item" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformar" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Limpar Transformação" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Pré-visualização" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Adicionar %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Preenchimento" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Largura de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Altura de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Profundidade de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Raio do Topo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Fundo Direita" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Recorte ativado" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Embaixo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Topo Direita" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "É hemisfério" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Segmentos Radiais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Segmentos Radiais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Mudar Duração da Animação" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Apenas seleção" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Segmentos" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Dividir Curva" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Adicionar Porta de Entrada" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Ligação" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ossos" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Céu" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Próximo Piso" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Cor do Horizonte" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Definir Múltiplo:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Capa" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Auto Modular" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Agrupado" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Marcadores" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Executar" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "'Panorama'" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Efeito Rayleigh" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "Coeficiente de Pressão" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Excentricidade" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Turbidez" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Escala do Editor" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Cor da Chão" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Máscara de Luz" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Ver ambiente" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Plano" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Quadros" @@ -12108,15 +12946,6 @@ msgstr "Mover Efeito de Barramento" msgid "Load Path" msgstr "Carregar Predefinição" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segmentos" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Usar Colisão" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12150,20 +12979,10 @@ msgstr "Curva" msgid "Background" msgstr "Plano de Fundo" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Definir Múltiplo:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Camada Máx. da Tela" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Céu" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12393,11 +13212,6 @@ msgstr "Energia Ambiente" msgid "Sun Scatter" msgstr "Dispersão de Subsuperfície" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Intensidade" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12473,20 +13287,6 @@ msgstr "Separação" msgid "Color Correction" msgstr "Correção de Cor" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Luz" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Esmaecer de Borda" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Textura de Ponto" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12562,20 +13362,6 @@ msgstr "À Partir de" msgid "To" msgstr "Para" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Largura do Mapa" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profundidade" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profundidade" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12833,10 +13619,6 @@ msgstr "Pausar Partículas" msgid "Proximity Fade" msgstr "Modo Prioridade" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Distância" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -12871,24 +13653,6 @@ msgstr "Nó Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Item" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformar" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Limpar Transformação" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Pré-visualização" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13253,180 +14017,6 @@ msgstr "Sobrepõe" msgid "Keep Compressed Buffer" msgstr "Manter Buffer Comprimido" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Adicionar %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Preenchimento" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Largura de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Altura de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Profundidade de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Raio do Topo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Fundo Direita" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Recorte ativado" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Embaixo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Topo Direita" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "É hemisfério" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Segmentos Radiais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Segmentos Radiais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Mudar Duração da Animação" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Apenas seleção" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Segmentos" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Dividir Curva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Selecionar Propriedade" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Bias do 'Solver' Personalizado" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Modo Ícone" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Reassociar Nó" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copiar Caminho do Nó" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados CCDIK" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados FABRIK" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Comprimento da Cadeia de Dados Jiggle" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "FloatStep Padrão" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Gravidade" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Índice do Botão" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nó Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Mudar Duração da Animação" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Distância Mínima" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Distância Máxima do Caminho" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direção" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Adicionar Porta de Entrada" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13442,21 +14032,6 @@ msgstr "Tamanho da Grelha" msgid "Bone Size" msgstr "Tamanho da Borda" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Adicionar Porta de Entrada" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Ligação" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ossos" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13471,79 +14046,6 @@ msgstr "Modo Mover" msgid "Radiance Size" msgstr "Tamanho da Radiância" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Próximo Piso" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Cor do Horizonte" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Capa" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Auto Modular" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Agrupado" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Marcadores" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Executar" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "'Panorama'" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Efeito Rayleigh" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "Coeficiente de Pressão" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Excentricidade" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Turbidez" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Escala do Editor" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Cor da Chão" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Máscara de Luz" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13646,220 +14148,6 @@ msgstr "Predefinição" msgid "Default Font Size" msgstr "Predefinição" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Lados do Anel" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Botão direito" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Fundo Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Fundo Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Fundo Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Marcadores" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Fundo Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Fundo Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Definir Margem" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Topo Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Topo Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Girar Lados" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Próximo Piso" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Topo Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Topo Direita" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Terrenos" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Dados Personalizados" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Código Fonte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compressão" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Nível Alternativo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Apagar Modelo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Compensação da grelha:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "Corte UV" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Modo Oclusão" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Material de Física" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Multijogador Personalizado" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Abas da Cena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Cena Principal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Carregar como marcador de posição" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polígonos" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "De uma forma" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Criar Polígono de Colisão" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transpor" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Origem da Textura" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Terreno" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Micelânea" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Probabilidade" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Ficheiro" @@ -13983,15 +14271,6 @@ msgstr "Índice de Superfície" msgid "Degrees Mode" msgstr "Graus" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Ver ambiente" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Plano" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Painel" @@ -14470,6 +14749,11 @@ msgstr "Alternar Ficheiros Escondidos" msgid "Folder" msgstr "Pasta" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Criar Pasta" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16429,11 +16713,27 @@ msgstr "Linguagem do Editor" msgid "Treat Warnings as Errors" msgstr "Tratar Avisos como Erros" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Rastreamento das Mãos" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Flags" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nó Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Empacotamento" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "É Principal" @@ -16451,11 +16751,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Rastreamento das Mãos" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/pt_BR.po b/properties/pt_BR.po index 4ebd646..f773195 100644 --- a/properties/pt_BR.po +++ b/properties/pt_BR.po @@ -194,9 +194,9 @@ msgstr "Configuração" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nome" @@ -287,9 +287,9 @@ msgstr "Janela" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -469,7 +469,7 @@ msgstr "Subjanelas embutidas" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Física" @@ -547,7 +547,8 @@ msgid "Max Functions" msgstr "Máximo de Funções" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compressão" @@ -591,7 +592,7 @@ msgstr "Mensagem" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Renderizando" @@ -932,8 +933,9 @@ msgstr "Relativo" msgid "Screen Relative" msgstr "Relativo" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Velocidade" @@ -965,8 +967,8 @@ msgid "Action" msgstr "Ação" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Força" @@ -1075,11 +1077,11 @@ msgstr "Região" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Deslocamento" @@ -1217,7 +1219,8 @@ msgstr "Vogais duplas" msgid "Fake BiDi" msgstr "Falso BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Sobrescrever" @@ -1242,7 +1245,7 @@ msgstr "Escapar espaços reservados" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1263,7 +1266,7 @@ msgstr "Argumentos" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tipo" @@ -1317,7 +1320,7 @@ msgid "Sync Breakpoints" msgstr "Pontos de Quebra de Sincronismo" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Arquivos" @@ -1611,6 +1614,11 @@ msgstr "Formato Padrão do Seletor de Cores" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Forçar Usuário do Sistema" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Predefinição" @@ -1633,6 +1641,11 @@ msgstr "Cor Base" msgid "Accent Color" msgstr "Cor de Destaque" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Cor de Destaque" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Contraste" @@ -1724,8 +1737,8 @@ msgstr "Janela" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Habilitar" @@ -1811,7 +1824,8 @@ msgid "Thumbnail Size" msgstr "Tamanho da Miniatura" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importar" @@ -1832,9 +1846,10 @@ msgstr "Porta RPC" msgid "RPC Server Uptime" msgstr "Servidor RPC Uptime" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "Caminho para FBX2glTF" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1985,9 +2000,9 @@ msgstr "Dobramento de Código (Folding)" msgid "Word Wrap" msgstr "Quebra de Linhas" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "AutoLoad" @@ -2006,7 +2021,7 @@ msgid "Draw Spaces" msgstr "Desenhar Espaços" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Espaçamento de Linha" @@ -2016,7 +2031,7 @@ msgid "Behavior" msgstr "Comportamento" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navegação" @@ -2247,16 +2262,16 @@ msgstr "Cores do Gismo" msgid "Instantiated" msgstr "Instanciado" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Junção" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Forma" @@ -2488,6 +2503,11 @@ msgstr "Raio de Agarro ao Ponto" msgid "Show Previous Outline" msgstr "Exibir Prévia Anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Rodar automaticamente" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Renomear Automaticamente Faixa de Animação" @@ -2530,6 +2550,11 @@ msgstr "Opacidade do Mini-Mapa" msgid "Lines Curvature" msgstr "Curvatura das Linhas" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Grade do Plano XZ" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2576,7 +2601,7 @@ msgid "Output" msgstr "Saída" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Tamanho da Fonte" @@ -2842,6 +2867,96 @@ msgstr "Cor do Resultado de Pesquisa" msgid "Search Result Border Color" msgstr "Cor da Borda do Resultado de Pesquisa" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Margem de Ligação da Borda" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Cor de Marcação" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Cor do vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Cor do vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Cor do vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Cor de Bookmark" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Formato de Transformação" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Cor da Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Saída" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Escolher Cor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Cor do Texto" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Cor do Cursor" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Cor do vértice" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Cor da Forma" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Colisão de Partículas" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2981,13 +3096,17 @@ msgstr "Normalizar faixas de posição" msgid "Overwrite Axis" msgstr "Sobrescrever Eixos" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Consertar Silhueta" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtro" @@ -3065,20 +3184,22 @@ msgstr "Tipo de corpo" msgid "Shape Type" msgstr "Tipo de forma" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Substituição de Material de Física" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Camada" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Máscara" @@ -3196,10 +3317,12 @@ msgstr "Primitivo" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Altura" @@ -3208,12 +3331,14 @@ msgstr "Altura" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Raio" @@ -3234,26 +3359,29 @@ msgid "Save to File" msgstr "Salvar um Arquivo" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Habilitado" @@ -3305,8 +3433,8 @@ msgstr "Fatias" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3360,6 +3488,10 @@ msgstr "Aplicar Escala da Raiz" msgid "Root Scale" msgstr "Escala da Raiz" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Malhas" @@ -3506,7 +3638,7 @@ msgstr "Comprimir" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Idioma/Dialeto" @@ -3617,7 +3749,7 @@ msgstr "Mipmaps" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Limite" @@ -3724,8 +3856,8 @@ msgstr "Cortar para Região" msgid "Trim Alpha Border From Region" msgstr "Aparar Borda Alfa da Região" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Forçar" @@ -4226,7 +4358,7 @@ msgid "Handheld" msgstr "Portátil (Handheld)" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Orientação" @@ -4358,7 +4490,7 @@ msgstr "Tablet de Caneta Gráfica" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Ambiente" @@ -4478,11 +4610,11 @@ msgid "Calculate Tangents" msgstr "Calcular Tangentes" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Colisão" @@ -4494,9 +4626,9 @@ msgstr "Usar Colisão" msgid "Collision Layer" msgstr "Camada de Colisão" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4506,30 +4638,30 @@ msgstr "Máscara de Colisão" msgid "Collision Priority" msgstr "Prioridade de Colisão" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Inverter Faces" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Malha" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Material" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Segmentos Radiais" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Anéis" @@ -4545,11 +4677,11 @@ msgstr "Lados" msgid "Cone" msgstr "Cone" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Raio Interno" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Raio Externo" @@ -4557,16 +4689,16 @@ msgstr "Raio Externo" msgid "Ring Sides" msgstr "Lados de Anel" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Polígono" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Profundidade" @@ -4619,6 +4751,24 @@ msgstr "Caminho Unido" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Manuseio de imagens embutido" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4724,20 +4874,17 @@ msgstr "'glTF'" msgid "Naming Version" msgstr "Versão Minoritária" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Manuseio de imagens embutido" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Cor" @@ -4784,13 +4931,14 @@ msgid "Spec Gloss Img" msgstr "Imagem Especular Lustrosa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Massa" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4799,14 +4947,14 @@ msgstr "Inicializar" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Velocidade Angular" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4999,6 +5147,12 @@ msgstr "Visualização de Buffer dos Valores Esparsos" msgid "Sparse Values Byte Offset" msgstr "Deslocação de Byte dos Valores Esparsos" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nome do Plugin" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5172,8 +5326,8 @@ msgid "Center Z" msgstr "Centro Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Prioridade" @@ -5447,8 +5601,8 @@ msgstr "Ganho Fractal" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Largura" @@ -5524,7 +5678,8 @@ msgstr "Mostrar Taxa de Atualização" msgid "Render Target Size Multiplier" msgstr "Multiplicador de Energia" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Portátil (Handheld)" @@ -5542,7 +5697,8 @@ msgstr "Esqueleto da Mão" msgid "Skeleton Rig" msgstr "Esqueleto" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Atualizar" @@ -5659,6 +5815,11 @@ msgstr "Tipos de Espaço de Referência Solicitados" msgid "Reference Space Type" msgstr "Tipo de Espaço de Referência" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Funcionalidades Opcionais" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Estado de Visibilidade" @@ -6665,68 +6826,16 @@ msgstr "Centralizado" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Virar Horizontal" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Virar Vertical" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Monitorando" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Monitorável" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Gravidade" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Sobrescreve" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Ponto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Distância do Caminho U" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Adicionar porta de entrada" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Direção" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linear" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Amortecimento Angular" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Canal de Áudio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6924,47 +7033,6 @@ msgstr "Definir Margem" msgid "Use Mipmaps" msgstr "Sinais" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "Desativar Modo" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Entrada" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Pegável" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Modo de Régua" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Desativado" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Criar polígono de colisão" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Criar polígono de colisão" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Cor Padrão" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7047,9 +7115,9 @@ msgid "Rect Extents" msgstr "Gizmos" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Pontos" @@ -7074,12 +7142,26 @@ msgstr "Partículas" msgid "Align Y" msgstr "Atribuir" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Direção" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Espalhar" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Gravidade" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Velocidade Inicial" @@ -7134,11 +7216,15 @@ msgstr "Aceleração Radial" msgid "Tangential Accel" msgstr "Aceleração Tangencial" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Amortecimento" @@ -7169,7 +7255,7 @@ msgid "Angle Min" msgstr "Mínimo Ângulo" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Ângulo Mínimo" @@ -7303,7 +7389,7 @@ msgstr "Visibility Rect (Retângulo de Visibilidade)" msgid "Trails" msgstr "Detalhe" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direções" @@ -7312,71 +7398,6 @@ msgstr "Direções" msgid "Section Subdivisions" msgstr "Subdivisões de Secção" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Nó A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Nó B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "'Bias'" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Desativar Colisão" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Maciêz" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Limite Angular" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Minúscula" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Maiúscula" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "'Motor'" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Orbitar Visão para a Direita" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Comprimento" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Inicializar" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Comprimento de Repouso" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Rigidez" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Somente Editor" @@ -7532,7 +7553,7 @@ msgstr "Distância Máxima do Caminho" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7683,6 +7704,62 @@ msgstr "Restringir Visão do Editor" msgid "Skew" msgstr "Inclinação" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Rolagem" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Deslocamento da Rolagem" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Repetir" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Início Automático" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Tempo Limite de Solicitação" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Inicio do Loop" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Fim" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Mostrar Viewport" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Ignorar Zoom da Câmera" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Deslocamento da Rolagem" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7709,7 +7786,7 @@ msgstr "Fim do limite" msgid "Ignore Camera Zoom" msgstr "Ignorar Zoom da Câmera" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7720,8 +7797,9 @@ msgstr "Ação" msgid "Mirroring" msgstr "Espelhar" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Curva" @@ -7752,207 +7830,444 @@ msgstr "Rotacionar" msgid "Cubic Interp" msgstr "Interpolação Cúbica" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Largura do Osso" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Índice do Botão" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurar o Snap" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Física Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Siga o osso ao simular" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Velocidade Linear Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Velocidade Angular Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Sincronizar com a Física" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Monitorando" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Monitorável" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Sobrescreve" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Ponto" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Distância do Caminho U" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Adicionar porta de entrada" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linear" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Amortecimento Angular" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Canal de Áudio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Modo de Rotação" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direção" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Botão Desativado" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Ângulo mínimo de deslizamento da parede" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "Chão" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Parar na ladeira" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Constante" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Desbloquear Nó" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Ângulo Máximo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Comprimento" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Plataforma Móvel" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Ao sair" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Camadas" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Camada" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Definir Margem" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "Desativar Modo" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Entrada" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Pegável" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Modo de Régua" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Desativado" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Criar polígono de colisão" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Criar polígono de colisão" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Cor Padrão" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Comprimento" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Comprimento de Repouso" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Rigidez" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Inicializar" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Nó A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Nó B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "'Bias'" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Desativar Colisão" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Maciêz" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Limite Angular" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Minúscula" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Maiúscula" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "'Motor'" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Orbitar Visão para a Direita" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Largura do Osso" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Índice do Botão" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurar o Snap" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Física Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Siga o osso ao simular" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Excluir Pai" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Colocar a Curva na Posição" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Atingido por dentro" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Colidir com" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Áreas" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Corpos" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Escala da Gravidade" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Definir o Tipo da Variável" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centro Esquerda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Inércia" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descrição" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Encaixe inteligente" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Pode Dormir" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Bloquear Rotação da Visão" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Gratuito" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Congelar Corpos" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Integrador Customizado" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Contínuo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Máximo de contatos relatados" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Escolher Cor" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linear" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "Modo Desanimado" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Úmido" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Angular" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constantes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Torque" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Margem" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Modo de Rotação" +msgid "Max Results" +msgstr "Resultados de Pesquisa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direção" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Velocidade Linear Constante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Botão Desativado" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Ângulo mínimo de deslizamento da parede" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "Chão" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Parar na ladeira" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Desbloquear Nó" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Ângulo Máximo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Comprimento" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Plataforma Móvel" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Ao sair" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Camadas" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Camada" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" -msgstr "Definir Margem" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Velocidade Angular Constante" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7972,39 +8287,6 @@ msgstr "Polígonos" msgid "Internal Vertex Count" msgstr "Criar Vertex Interno" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Excluir Pai" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Colocar a Curva na Posição" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Atingido por dentro" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Colidir com" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Áreas" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Corpos" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Remover Caminho" @@ -8017,19 +8299,6 @@ msgstr "Usar Coordenadas Globais" msgid "Update" msgstr "Atualizar" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Margem" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Resultados de Pesquisa" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Calcular comprimento e ângulo automaticamente" @@ -8141,35 +8410,6 @@ msgstr "Habilitar" msgid "Node Path" msgstr "Caminho do Nó" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Janela" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Limite de Força" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Filtro de Atenuação" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Caminho do Recurso" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Barramento de reverberação" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Definir Nome Uniforme" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8220,7 +8460,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "Empacotando" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Nome do Osso" @@ -8275,15 +8515,6 @@ msgstr "Mais próximo" msgid "Far" msgstr "Longe" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Raio selecionável" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Capturar" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Visibilidade AABB" @@ -8330,13 +8561,14 @@ msgstr "Planicidade" msgid "Scale Curve Z" msgstr "Fechar Curva" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -8344,8 +8576,8 @@ msgstr "Normal" msgid "Orm" msgstr "'Orm'" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Emissão" @@ -8359,8 +8591,8 @@ msgid "Emission Energy" msgstr "Ângulo de Emissão" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Modular" @@ -8393,12 +8625,6 @@ msgstr "Minúscula" msgid "Distance Fade" msgstr "Distância de Esmaecimento" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Inicio do Loop" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8412,7 +8638,7 @@ msgstr "Passos de Desenho" msgid "Passes" msgstr "Passos" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Espessura" @@ -8458,10 +8684,6 @@ msgstr "Modo Prioridade" msgid "Begin Margin" msgstr "Definir Margem" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Fim" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8472,134 +8694,8 @@ msgstr "Expandir Tudo" msgid "Fade Mode" msgstr "Modo Bitmask" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Ativar Prioridade" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Excluir Nós" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Parâmetros" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Braçadeira de Impulso" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Relaxamento" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Impulso Máximo" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Limite Linear" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Distância mais Alta" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Distância mais Baixa" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descrição" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ortogonal Traseira" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Maiúscula" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Minúscula" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animação" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Orto Angular" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Salvando Cena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Período de Torção" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Inicializar" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Limite de Força" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Ponto de Equilíbrio" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animação" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animação" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Tamanho de Pixel" @@ -8674,7 +8770,7 @@ msgstr "Ativar Prioridade" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Texto" @@ -8683,28 +8779,28 @@ msgid "Outline Modulate" msgstr "Contorno Modular" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Fonte" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Alinhamento Horizontal" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Alinhamento Vertical" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Maiúscula" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Notificações Push" @@ -8712,27 +8808,27 @@ msgstr "Notificações Push" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "'BiDi'" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direção" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Substituição texto Estruturado de BiDi" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Opções de Substituição BiDi de Texto Estruturado" @@ -8913,7 +9009,8 @@ msgstr "Fundir a partir de Cena" msgid "Custom Sky" msgstr "Céu Personalizado" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Cor Personalizada" @@ -8922,7 +9019,7 @@ msgid "Custom Energy" msgstr "Energia Personalizada" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Diferenciar Caixa" @@ -8961,7 +9058,7 @@ msgstr "Avançado" msgid "Keep Y Velocity" msgstr "Velocidade" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Modo Navegação" @@ -9020,198 +9117,440 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Eixo" +msgid "Wind" +msgstr "Janela" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "X Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Limite de Força" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Y Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Filtro de Atenuação" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Z Linear" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Caminho do Recurso" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "X Angular" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Barramento de reverberação" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Y Angular" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Definir Nome Uniforme" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Z Angular" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Raio selecionável" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Capturar" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Salvando Cena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Período de Torção" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Relaxamento" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Limite Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Distância mais Alta" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Distância mais Baixa" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descrição" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Inicializar" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Limite de Força" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Linear" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Ponto de Equilíbrio" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Maiúscula" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Minúscula" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animação" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animação" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Parâmetros" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Impulso Máximo" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Ativar Prioridade" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Excluir Nós" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Braçadeira de Impulso" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Inicializar" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ortogonal Traseira" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animação" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Orto Angular" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constantes" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Limite Angular Habilitado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Orto Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Limite Linear Habilitado" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Ponto de Equilíbrio Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descrição" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descrição" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animação" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrar sinais" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Rigidez Angular da Mola" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Amortecimento angular da mola" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Ponto de Equilíbrio Angular" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Deslocamento do Corpo" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Fricção" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Quicar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animação" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Eixo" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "X Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Y Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Z Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "X Angular" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Y Angular" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Z Angular" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Pilha de Quadros" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Depurador" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Comprimento da Mola" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Roda para Baixo" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Força do Motor" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Freio" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Volante" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "Movimento de VehicleBody3D" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Usar Como Tração" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Utilizar Peles com Nome" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Roda" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Influência do Rolamento" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funções" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensão" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Viagem" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Erro" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Deslocamento da Origem" @@ -9278,7 +9617,8 @@ msgstr "Ossos" msgid "Interpolation" msgstr "Interpolação" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Alvo" @@ -9357,67 +9697,6 @@ msgstr "Coeficiente de Amortecimento" msgid "Drag Coefficient" msgstr "Coeficiente de arrasto" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Comprimento da Mola" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Roda para Baixo" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Força do Motor" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Freio" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Volante" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "Movimento de VehicleBody3D" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Usar Como Tração" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Utilizar Peles com Nome" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Roda" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Influência do Rolamento" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funções" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensão" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Viagem" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Erro" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9460,8 +9739,8 @@ msgstr "Transparente" msgid "Extra Cull Margin" msgstr "Margem de Descarte Extra" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "AABB Personalizado" @@ -9496,17 +9775,36 @@ msgstr "Navegação" msgid "Use Two Bounces" msgstr "Usar dois saltos" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Adicionar Faixa" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Atualizar" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Adicionar Faixa" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Empacotando" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Adicionar Faixa" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Postura" @@ -10172,19 +10470,10 @@ msgstr "Janela de Arquivo" msgid "Reverse Fill" msgstr "Redefinir Volume do Canal" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Deslocamento da Rolagem" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Grade do Plano XZ" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10968,7 +11257,7 @@ msgstr "Inicializar" msgid "Fill Degrees" msgstr "Graus de Preenchimento" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Deslocamento Central" @@ -11080,7 +11369,7 @@ msgstr "Camada Visível" msgid "Ordering" msgstr "Ordenação" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Índice Z" @@ -11092,11 +11381,6 @@ msgstr "Z Relativo" msgid "Y Sort Enabled" msgstr "Ordenação Y" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Repetir" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Usar Material do Pai" @@ -11114,11 +11398,6 @@ msgstr "'NormalMap'" msgid "Shininess" msgstr "Espessura" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Mostrar Viewport" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Arquivo do Download" @@ -11211,7 +11490,7 @@ msgstr "Modo Navegação" msgid "Multiplayer Poll" msgstr "Registrador Multiplayer" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Formas" @@ -11283,7 +11562,7 @@ msgid "Use TAA" msgstr "Usar FXAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Usar Debanding" @@ -11635,6 +11914,562 @@ msgstr "Física 3D" msgid "3D Navigation" msgstr "Navegação" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Segmentos" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Selecionar Propriedade" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Bias do 'Solver' Personalizado" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Modo Ícone" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Reparentar Nó" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Copiar Caminho do Nó" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados CCDIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "Comprimento da Cadeia de Dados FABRIK" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Comprimento da Cadeia de Dados Jiggle" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Passo de Float padrão" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Gravidade" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Índice do Botão" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nó Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Alterar Duração da Animação" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Distância Mínima" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Distância Máxima do Caminho" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direção" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Adicionar porta de entrada" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Lados de Anel" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Botão Direito" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Inferior Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Inferior Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Inferior Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Marcadores" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Inferior Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Inferior Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Definir Margem" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Superior Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Superior Esquerda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Lados de Rotação" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Próximo Chão" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Superior Direita" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Superior Direita" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Terrenos" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Dados Personalizados" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Código fonte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compressão" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Nível Alternativo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "Layout do Tile" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Deslocamento do Byte" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "Corte UV" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Modo Oclusão" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Material de Física" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Multijogador Personalizado" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Abas de Cena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Cena Principal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Carregar como Substituto" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Polígonos" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "De uma forma" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Criar polígono de colisão" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Transpor" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Origem da Textura" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Ordenar Origem Y" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Tile Set" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Terreno" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Micelânea" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Probabilidade" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Distância" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Usar Colisão" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Intensidade" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Luz" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Esmaecer de Borda" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Textura de Ponto" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Largura do Mapa" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Profundidade" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Profundidade" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Item" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformação" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Limpar Transformação" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Visualização" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Adicionar %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Preenchimento" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Largura de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Altura de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Profundidade de Subdivisão" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Raio do Topo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Inferior direita" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Cortar Acima" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Embaixo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Superior Direita" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "É hemisfério" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Segmentos Radiais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Segmentos Radiais" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Alterar Duração da Animação" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Selecionar Apenas" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Segmentos" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Dvidir Curva" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Adicionar porta de entrada" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "VInculamento" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ossos" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Céu" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Próximo Chão" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Cor do Horizonte" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "Multiplicador de Energia" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Capa" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "Modular Capa" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Agrupado" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Marcadores" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Rodar" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "'Panorama'" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Efeito Rayleigh" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "Coeficiente de Pressão" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Excentricidade" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Turbidez" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Exibir Escala" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Cor da Chão" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Máscara de Luz" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Visualizar Ambiente" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Plano" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Quadros" @@ -11841,15 +12676,6 @@ msgstr "Mover Efeito de Canal" msgid "Load Path" msgstr "Carregar Predefinição" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Segmentos" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Usar Colisão" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -11883,19 +12709,10 @@ msgstr "Curva" msgid "Background" msgstr "Plano de Fundo" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "Multiplicador de Energia" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Camada Máx. da Tela" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Céu" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12124,11 +12941,6 @@ msgstr "Energia Ambiente" msgid "Sun Scatter" msgstr "Dispersão Subsuperficial" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Intensidade" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12204,20 +13016,6 @@ msgstr "Separação" msgid "Color Correction" msgstr "Correção de Cor" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Luz" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Esmaecer de Borda" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Textura de Ponto" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12293,20 +13091,6 @@ msgstr "À Partir de" msgid "To" msgstr "Para" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Largura do Mapa" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Profundidade" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Profundidade" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Próximo passo" @@ -12552,10 +13336,6 @@ msgstr "Pausar Partículas" msgid "Proximity Fade" msgstr "Modo Prioridade" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Distância" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -12590,24 +13370,6 @@ msgstr "Nó Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Item" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformação" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Limpar Transformação" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Visualização" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -12972,180 +13734,6 @@ msgstr "Sobrescreve" msgid "Keep Compressed Buffer" msgstr "Manter Buffer Comprimido" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Adicionar %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Preenchimento" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Largura de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Altura de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Profundidade de Subdivisão" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Raio do Topo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Inferior direita" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Cortar Acima" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Embaixo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Superior Direita" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "É hemisfério" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Segmentos Radiais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Segmentos Radiais" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Alterar Duração da Animação" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Selecionar Apenas" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Segmentos" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Dvidir Curva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Selecionar Propriedade" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Bias do 'Solver' Personalizado" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Modo Ícone" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Reparentar Nó" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Copiar Caminho do Nó" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados CCDIK" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "Comprimento da Cadeia de Dados FABRIK" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Comprimento da Cadeia de Dados Jiggle" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Passo de Float padrão" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Gravidade" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Índice do Botão" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nó Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Alterar Duração da Animação" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Distância Mínima" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Distância Máxima do Caminho" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direção" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Adicionar porta de entrada" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13161,21 +13749,6 @@ msgstr "Tamanho da Grade" msgid "Bone Size" msgstr "Tamanho da Borda" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Adicionar porta de entrada" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "VInculamento" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ossos" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13190,78 +13763,6 @@ msgstr "Modo de Movimentação" msgid "Radiance Size" msgstr "Tamanho da Radiância" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Próximo Chão" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Cor do Horizonte" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Capa" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "Modular Capa" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Agrupado" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Marcadores" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Rodar" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "'Panorama'" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Efeito Rayleigh" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "Coeficiente de Pressão" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Excentricidade" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Turbidez" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Exibir Escala" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Cor da Chão" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Máscara de Luz" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13364,219 +13865,6 @@ msgstr "Padrão" msgid "Default Font Size" msgstr "Padrão" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Lados de Anel" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Botão Direito" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Inferior Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Inferior Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Inferior Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Marcadores" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Inferior Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Inferior Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Definir Margem" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Superior Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Superior Esquerda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Lados de Rotação" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Próximo Chão" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Superior Direita" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Superior Direita" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Terrenos" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Dados Personalizados" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Código fonte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compressão" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Nível Alternativo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "Layout do Tile" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Deslocamento do Byte" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "Corte UV" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Modo Oclusão" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Material de Física" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Multijogador Personalizado" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Abas de Cena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Cena Principal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Carregar como Substituto" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Polígonos" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "De uma forma" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Criar polígono de colisão" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Transpor" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Origem da Textura" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Ordenar Origem Y" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Tile Set" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Terreno" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Micelânea" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Probabilidade" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Arquivo" @@ -13696,15 +13984,6 @@ msgstr "Índice de Superfície" msgid "Degrees Mode" msgstr "Graus" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Visualizar Ambiente" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Plano" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Painel" @@ -14153,6 +14432,11 @@ msgstr "Alternar Arquivos Ocultos" msgid "Folder" msgstr "Pasta" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Criar Pasta" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16094,11 +16378,27 @@ msgstr "Linguagem Shader" msgid "Treat Warnings as Errors" msgstr "Trate Alertas como Erros" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Detecção de Mãos" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Sinalizadores" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nó Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Empacotando" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "É Principal" @@ -16115,11 +16415,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Detecção de Mãos" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ro.po b/properties/ro.po index 65ae091..5288f81 100644 --- a/properties/ro.po +++ b/properties/ro.po @@ -56,9 +56,9 @@ msgstr "Configurare" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Nume" @@ -149,9 +149,9 @@ msgstr "Fereastră" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -335,7 +335,7 @@ msgstr "Activează aliniere" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Cadru Fizic" @@ -415,7 +415,8 @@ msgid "Max Functions" msgstr "Funcție" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Compresie" @@ -463,7 +464,7 @@ msgstr "Mesaj" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Randare" @@ -833,8 +834,9 @@ msgstr "Relativ" msgid "Screen Relative" msgstr "Relativ" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Viteză (velocity)" @@ -866,8 +868,8 @@ msgid "Action" msgstr "Acțiune" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Putere" @@ -981,11 +983,11 @@ msgstr "Regiunea" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1139,7 +1141,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "extindere:" @@ -1166,7 +1169,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1188,7 +1191,7 @@ msgstr "Argumente" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tip" @@ -1249,7 +1252,7 @@ msgid "Sync Breakpoints" msgstr "Șterge puncte" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Sistemul De Fișiere" @@ -1571,6 +1574,11 @@ msgstr "Încarcă Schema de Pistă Audio implicită." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Căutare" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Presetare" @@ -1593,6 +1601,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Creează Nod" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1691,8 +1704,8 @@ msgstr "Fereastră" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Activați" @@ -1788,7 +1801,8 @@ msgid "Thumbnail Size" msgstr "Miniatură..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importare" @@ -1811,8 +1825,8 @@ msgstr "Elimină punct" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1972,9 +1986,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Comutează Auto-Execuție" @@ -1994,7 +2008,7 @@ msgid "Draw Spaces" msgstr "Apeluri" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2004,7 +2018,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2242,17 +2256,17 @@ msgstr "Culori de Emisie" msgid "Instantiated" msgstr "Instanță" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Deplasare punct" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2504,6 +2518,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Mergeți la Pasul Anterior" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Comutează Auto-Execuție" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2550,6 +2569,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Închidere curbă" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Snap Grilă" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2599,7 +2623,7 @@ msgid "Output" msgstr "Ieșire" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2881,6 +2905,96 @@ msgstr "Căutați în Ajutor" msgid "Search Result Border Color" msgstr "Căutați în Ajutor" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Modifică Conexiunea:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funcții" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Numai Selecția" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Numai Selecția" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Numai Selecția" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Redenumiţi Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformare uniformă." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funcții" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Redenumiţi Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Ieșire" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Redenumiţi Autoload" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funcții" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funcții" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Elimină Șablon" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funcții" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Numai Selecția" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Numai Selecția" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Dezactivat" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3038,13 +3152,17 @@ msgstr "Redenumește Animația" msgid "Overwrite Axis" msgstr "extindere:" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtru:" @@ -3131,20 +3249,22 @@ msgstr "Adaugă Obiect" msgid "Shape Type" msgstr "Tip de bază" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3269,10 +3389,12 @@ msgstr "Exportă Proiectul" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Înălțime" @@ -3281,12 +3403,14 @@ msgstr "Înălțime" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3309,26 +3433,29 @@ msgid "Save to File" msgstr "Salvați un Fișier" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3387,8 +3514,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3452,6 +3579,10 @@ msgstr "Dimensiune Radacina" msgid "Root Scale" msgstr "Dimensiune Radacina" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3616,7 +3747,7 @@ msgstr "Componente" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3741,7 +3872,7 @@ msgstr "Semnale" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3859,8 +3990,8 @@ msgstr "Regiunea" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Forță" @@ -4406,7 +4537,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4546,7 +4677,7 @@ msgstr "Activați" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Pregătim mediul de lucru" @@ -4677,11 +4808,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Nod de Animație" @@ -4696,9 +4827,9 @@ msgstr "Nod de Animație" msgid "Collision Layer" msgstr "Nod de Animație" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4710,31 +4841,31 @@ msgstr "Nod de Animație" msgid "Collision Priority" msgstr "Nod de Animație" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Modificări ale Actualizării" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Avertismente" @@ -4753,12 +4884,12 @@ msgstr "Afișare ghiduri" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Modifică Ancorele și Limitele" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4766,17 +4897,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Poligon->UV" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Adâncime" @@ -4835,6 +4966,24 @@ msgstr "Rotație aleatorie:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importare" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4945,20 +5094,17 @@ msgstr "" msgid "Naming Version" msgstr "Versiune:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -5008,13 +5154,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5023,14 +5170,14 @@ msgstr "Linear" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5242,6 +5389,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Nume plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5434,8 +5587,8 @@ msgid "Center Z" msgstr "Centrează Selecția" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5739,8 +5892,8 @@ msgstr "Setează Mâner" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Lățime" @@ -5824,7 +5977,8 @@ msgstr "Afișează Tot" msgid "Render Target Size Multiplier" msgstr "Seteaza Multiple:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Setează Mâner" @@ -5844,7 +5998,8 @@ msgstr "Singleton (Unicat)" msgid "Skeleton Rig" msgstr "Singleton (Unicat)" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Actualizare" @@ -5971,6 +6126,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Caracteristici active:" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7064,71 +7224,16 @@ msgstr "Centrează Selecția" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "extindere:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point" -msgstr "Deplasare punct" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instanță" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Adaugă Intrare(Input)" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Direcții" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linear" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Adaugă Pistă Audio" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7340,48 +7445,6 @@ msgstr "Setează Mâner" msgid "Use Mipmaps" msgstr "Semnale" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Dezactivat" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Intrare (Input)" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Mod riglă" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Dezactivat" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Creare Poligon de Navigare" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Creare Poligon de Navigare" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Implicit" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7469,9 +7532,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Deplasare punct" @@ -7497,12 +7560,27 @@ msgstr "Particule" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Direcții" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7560,11 +7638,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7595,7 +7677,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7734,7 +7816,7 @@ msgstr "Exportă Proiectul" msgid "Trails" msgstr "Încărcați Implicit" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Direcții" @@ -7743,72 +7825,6 @@ msgstr "Direcții" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Dezactivat" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Motor" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linear" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Compensare Grilă:" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7969,7 +7985,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8120,6 +8136,62 @@ msgstr "Constante" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Compensare Grilă:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Compensare Grilă:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Numai Selecția" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Restartare Automată:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Solicitare nereușită, expirare" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Mod Mutare" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Sfârșit" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Arată Fereastra de Lucru" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Compensare Grilă:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8147,7 +8219,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8158,8 +8230,9 @@ msgstr "Acțiune" msgid "Mirroring" msgstr "Oglinda" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Închidere curbă" @@ -8193,211 +8266,453 @@ msgstr "Mod Rotație" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Conectare date nod" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Indice Buton" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Configurare Snap" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Cadru Fizic %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Doar Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Doar Constante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Cadru Fizic %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "extindere:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point" +msgstr "Deplasare punct" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instanță" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Adaugă Intrare(Input)" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linear" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Adaugă Pistă Audio" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Mod Rotație" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Direcții" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Dezactivat" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Permanent" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Nod OneShot" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "Unghiul maxim" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Setări Snap" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Nod de Animație" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Valoare:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Setează Mâner" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Dezactivat" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Intrare (Input)" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Mod riglă" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Dezactivat" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Creare Poligon de Navigare" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Creare Poligon de Navigare" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Implicit" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Compensare Grilă:" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Dezactivat" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Motor" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linear" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Conectare date nod" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Indice Buton" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Configurare Snap" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Cadru Fizic %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Setare Curbă În Poziție" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Modificare tip bază:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centrează Selecția" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Descriere" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Snapping inteligent" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Curăță Rotația Cursorului" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Gratis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Exportă Proiectul" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Creează Nod" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Continuu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linear" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Mod Snap:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Constante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Mod Rotație" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Direcții" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Dezactivat" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Permanent" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Nod OneShot" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "Unghiul maxim" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Setări Snap" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Nod de Animație" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Valoare:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Setează Mâner" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Căutați în Ajutor" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Doar Constante" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Doar Constante" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8417,39 +8732,6 @@ msgstr "Poligon->UV" msgid "Internal Vertex Count" msgstr "Creează un nou ghid orizontal" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Setare Curbă În Poziție" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8464,20 +8746,6 @@ msgstr "Permanent" msgid "Update" msgstr "Actualizare" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Setează Mâner" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Căutați în Ajutor" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8595,35 +8863,6 @@ msgstr "Activați" msgid "Node Path" msgstr "Încarcă presetare" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Fereastră" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Apeluri" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animație" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Calea Scenei:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Modificări ale Actualizării" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8677,7 +8916,7 @@ msgstr "Schimbați Lung Anim" msgid "Tracking" msgstr "Ambalare" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Nume Nod:" @@ -8736,15 +8975,6 @@ msgstr "Cel mai apropiat" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Capturează" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8794,13 +9024,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Închidere curbă" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8808,8 +9039,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Mască de Emisie" @@ -8825,8 +9056,8 @@ msgid "Emission Energy" msgstr "Culori de Emisie" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Populare" @@ -8859,12 +9090,6 @@ msgstr "Instanță" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Mod Mutare" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8880,7 +9105,7 @@ msgstr "Apeluri" msgid "Passes" msgstr "Apeluri" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8926,10 +9151,6 @@ msgstr "Exportă Proiectul" msgid "Begin Margin" msgstr "Setează Mâner" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Sfârșit" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8940,140 +9161,8 @@ msgstr "Extinde Toate" msgid "Fade Mode" msgstr "Mod Rotație" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Editează Filtrele" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Creează Nod" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Modificări ale Actualizării" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Enumerări:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Valoare:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instanță" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instanță" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Descriere" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animație" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Eroare Angulară Max:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Salvând Scena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Apeluri" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linear" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animație" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animație" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Conectare prin pixeli" @@ -9146,7 +9235,7 @@ msgstr "Editează Filtrele" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Text" @@ -9156,30 +9245,30 @@ msgid "Outline Modulate" msgstr "Forțează Modulare Albă" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtrare semne" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrare semne" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Rotație aleatorie:" @@ -9187,27 +9276,27 @@ msgstr "Rotație aleatorie:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Direcții" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9398,7 +9487,8 @@ msgstr "Dimensiunea Conturului:" msgid "Custom Sky" msgstr "Creează Nod" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Creează Nod" @@ -9409,7 +9499,7 @@ msgid "Custom Energy" msgstr "Mutați Pista Efect" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Sensibil la Majuscule" @@ -9447,7 +9537,7 @@ msgstr "Avansate" msgid "Keep Y Velocity" msgstr "Viteză (velocity)" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Creează un Mesh de Navigare" @@ -9510,204 +9600,452 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrare semne" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Fereastră" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Apeluri" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animație" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Calea Scenei:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Uniformity" +msgstr "Modificări ale Actualizării" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Capturează" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Salvând Scena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Enumerări:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Instanță" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instanță" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Descriere" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Force Limit" +msgstr "Apeluri" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animație" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animație" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Modificări ale Actualizării" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Valoare:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Editează Filtrele" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Creează Nod" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linear" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linear" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animație" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Eroare Angulară Max:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Constante" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrare semne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Eroare Angulară Max:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animație" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animație" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animație" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animație" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Descriere" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Descriere" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animație" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrare semne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Compensare Grilă:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funcții" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linear" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animație" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linear" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Depanare" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Documentație Online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Enumerări:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Utilizează Snap" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Roată" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funcții" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Suspensie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Eroare!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9777,7 +10115,8 @@ msgstr "Creează Oase" msgid "Interpolation" msgstr "Mod Intercalare" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9858,67 +10197,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Documentație Online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Enumerări:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Utilizează Snap" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Roată" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funcții" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Suspensie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Eroare!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9961,8 +10239,8 @@ msgstr "Tradu Snap:" msgid "Extra Cull Margin" msgstr "Extra Argumente de Chemare:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9997,17 +10275,36 @@ msgstr "Creează un Mesh de Navigare" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Adăugați Pistă" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Actualizare" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Adăugați Pistă" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Ambalare" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Adăugați Pistă" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Copiază Postura" @@ -10717,20 +11014,10 @@ msgstr "Particule" msgid "Reverse Fill" msgstr "Resetați Volumul Pistei Audio" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Compensare Grilă:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Snap Grilă" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11530,7 +11817,7 @@ msgstr "Compensare Grilă:" msgid "Fill Degrees" msgstr "Pas Rotație:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centrează Selecția" @@ -11651,7 +11938,7 @@ msgstr "Generare Dreptunghi de Vizibilitate" msgid "Ordering" msgstr "Randare" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp #, fuzzy msgid "Z Index" msgstr "Mod În Jur" @@ -11666,11 +11953,6 @@ msgstr "Snap Relativ" msgid "Y Sort Enabled" msgstr "Activați" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11688,11 +11970,6 @@ msgstr "NormalMap" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Arată Fereastra de Lucru" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11798,7 +12075,7 @@ msgstr "Creează un Mesh de Navigare" msgid "Multiplayer Poll" msgstr "Seteaza Multiple:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11869,7 +12146,7 @@ msgid "Use TAA" msgstr "Utilizează Snap" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12245,6 +12522,566 @@ msgstr "Cadru Fizic %" msgid "3D Navigation" msgstr "Creează un Mesh de Navigare" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Numai Selecția" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Mod În Jur" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Creează Nod" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Încarcă presetare" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Implicit" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Previzualizare" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Indice Buton" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nod Amestec2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Schimbă Durata Animației" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instanță" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instanță" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Direcții" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Adaugă Intrare(Input)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Dreapta liniară" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Dreapta liniară" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Rotație poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Rotație poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Mod Rotație" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Redenumiţi Autoload" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Mod Rotație" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Mod Rotație" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Stânga" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Setează Mâner" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Mod Rotație" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Mod Rotație" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Dimensiunea grilei" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Redenumiţi Autoload" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Rotație poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Rotație poligon" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Utilizează Director de Utilizator Personalizat" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Resursă" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Compresie" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Șterge Schema" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Compensare Grilă:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Editează Poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Cadru Fizic %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Seteaza Multiple:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Comutați între Scene" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Scena Principală" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Modul de afișare" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Poligon->UV" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Creare Poligon de Navigare" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Setează Mâner" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Arată Originea" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Set de dale" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instanță" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Nod de Animație" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Dreapta liniară" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Puncte de Emisie:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Adâncime" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Adâncime" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim Schimbare transformare" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Schimbare transformare" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Previzualizare" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Adaugă %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Rotație poligon" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Rotație poligon" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Mod Rotație" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Rotație poligon" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Rotație poligon" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Pas" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Schimbă Durata Animației" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Numai Selecția" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Numai Selecția" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Închidere curbă" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Adaugă Intrare(Input)" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Creează Oase" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Redenumiţi Autoload" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Fişierul se Stochează:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Seteaza Multiple:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Populare" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupuri" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Redenumiţi Autoload" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Execută" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Afișează Tot" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Nume nevalid." + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Planul următor" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12465,15 +13302,6 @@ msgstr "Mutați Pista Efect" msgid "Load Path" msgstr "Încarcă presetare" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Nod de Animație" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12507,20 +13335,10 @@ msgstr "Închidere curbă" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Seteaza Multiple:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12750,10 +13568,6 @@ msgstr "Culori de Emisie" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12831,20 +13645,6 @@ msgstr "Enumerări:" msgid "Color Correction" msgstr "Funcția de culoare." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Dreapta liniară" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Puncte de Emisie:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12924,20 +13724,6 @@ msgstr "Mod redare:" msgid "To" msgstr "Sus" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Adâncime" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Adâncime" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13189,11 +13975,6 @@ msgstr "Particule" msgid "Proximity Fade" msgstr "Exportă Proiectul" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instanță" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13228,24 +14009,6 @@ msgstr "Nod Amestec2" msgid "Shadow Mesh" msgstr "Comutare mod" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim Schimbare transformare" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Schimbare transformare" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Previzualizare" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13613,179 +14376,6 @@ msgstr "extindere:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Adaugă %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Rotație poligon" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Rotație poligon" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Mod Rotație" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Rotație poligon" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Rotație poligon" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Pas" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Schimbă Durata Animației" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Numai Selecția" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Numai Selecția" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Închidere curbă" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Numai Selecția" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Mod În Jur" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Creează Nod" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Încarcă presetare" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Implicit" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Previzualizare" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Indice Buton" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nod Amestec2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Schimbă Durata Animației" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instanță" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instanță" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Direcții" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Adaugă Intrare(Input)" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13801,20 +14391,6 @@ msgstr "Dimensiunea grilei" msgid "Bone Size" msgstr "Dimensiunea Conturului:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Adaugă Intrare(Input)" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Creează Oase" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13830,79 +14406,6 @@ msgstr "Mod Mutare" msgid "Radiance Size" msgstr "Dimensiunea Conturului:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Redenumiţi Autoload" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Fişierul se Stochează:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Populare" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupuri" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Redenumiţi Autoload" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Execută" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Afișează Tot" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Nume nevalid." - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14007,223 +14510,6 @@ msgstr "Implicit" msgid "Default Font Size" msgstr "Implicit" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Dreapta liniară" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Dreapta liniară" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Rotație poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Rotație poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Mod Rotație" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Redenumiţi Autoload" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Mod Rotație" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Mod Rotație" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Stânga" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Setează Mâner" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Mod Rotație" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Mod Rotație" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Dimensiunea grilei" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Redenumiţi Autoload" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Rotație poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Rotație poligon" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Utilizează Director de Utilizator Personalizat" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Resursă" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Compresie" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Șterge Schema" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Compensare Grilă:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Editează Poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Cadru Fizic %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Seteaza Multiple:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Comutați între Scene" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Scena Principală" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Modul de afișare" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Poligon->UV" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Creare Poligon de Navigare" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Setează Mâner" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Arată Originea" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Set de dale" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fișier" @@ -14349,15 +14635,6 @@ msgstr "Mod În Jur" msgid "Degrees Mode" msgstr "Pas Rotație:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Planul următor" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14836,6 +15113,11 @@ msgstr "Comutați Fișiere Ascunse" msgid "Folder" msgstr "Folderul:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Creare folder" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16784,11 +17066,26 @@ msgstr "Schema Editor" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Ambalare" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nod Amestec2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Ambalare" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16806,11 +17103,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Ambalare" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ru.po b/properties/ru.po index c4a196b..e2c8d69 100644 --- a/properties/ru.po +++ b/properties/ru.po @@ -197,9 +197,9 @@ msgstr "Конфигурация" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Название" @@ -289,9 +289,9 @@ msgstr "Окно" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -472,7 +472,7 @@ msgstr "Встроенные подокна" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Физика" @@ -549,7 +549,8 @@ msgid "Max Functions" msgstr "Лимит функций" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Сжатие" @@ -593,7 +594,7 @@ msgstr "Сообщение" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "*Рендеринг*" @@ -933,8 +934,9 @@ msgstr "Относительный" msgid "Screen Relative" msgstr "Относительный" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Скорость" @@ -966,8 +968,8 @@ msgid "Action" msgstr "Действие" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Сила" @@ -1076,11 +1078,11 @@ msgstr "Регион" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Отступ" @@ -1217,7 +1219,8 @@ msgstr "Удвоенные гласные" msgid "Fake BiDi" msgstr "Ложный BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Переопределить" @@ -1242,7 +1245,7 @@ msgstr "Пропустить заполнитель" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1263,7 +1266,7 @@ msgstr "Аргументы" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Тип" @@ -1317,7 +1320,7 @@ msgid "Sync Breakpoints" msgstr "Синхронизация точек остановки" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Файловая система" @@ -1611,6 +1614,11 @@ msgstr "Режим выбора цвета по умолчанию" msgid "Theme" msgstr "Тема" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Разрешить поиск" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Набор" @@ -1632,6 +1640,11 @@ msgstr "Базовый цвет" msgid "Accent Color" msgstr "Акцентный цвет" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Акцентный цвет" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Контраст" @@ -1723,8 +1736,8 @@ msgstr "Мультиоконный режим" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Включить" @@ -1810,7 +1823,8 @@ msgid "Thumbnail Size" msgstr "Размер миниатюр" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Импорт" @@ -1831,9 +1845,10 @@ msgstr "RPC-порт" msgid "RPC Server Uptime" msgstr "Время работы сервера RPC" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF Путь" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1982,9 +1997,9 @@ msgstr "Сворачивание кода" msgid "Word Wrap" msgstr "Перенос по словам" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Автоперенос" @@ -2002,7 +2017,7 @@ msgid "Draw Spaces" msgstr "Рисовать пробелы" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Межстрочный интервал" @@ -2012,7 +2027,7 @@ msgid "Behavior" msgstr "Поведение" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Навигация" @@ -2244,16 +2259,16 @@ msgstr "Цвета гизмо" msgid "Instantiated" msgstr "Инстанцирован" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Сустав" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Форма" @@ -2487,6 +2502,11 @@ msgstr "Радиус захвата точки" msgid "Show Previous Outline" msgstr "Показывать предыдущий контур" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Автовоспроизведение" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Автопереименование дорожек анимации" @@ -2530,6 +2550,11 @@ msgstr "Непрозрачность миникарты" msgid "Lines Curvature" msgstr "Кривая угла" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Плоскость XZ сетки" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2576,7 +2601,7 @@ msgid "Output" msgstr "Вывод" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Размер шрифта" @@ -2845,6 +2870,96 @@ msgstr "Цвет результата поиска" msgid "Search Result Border Color" msgstr "Цвет границ результата поиска" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Пограничное соединение" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Цвет отметки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Цвет вершин" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Цвет вершин" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Цвет вершин" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Цвет закладки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Формат преобразования" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Цвет числа" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Цвет каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Вывод" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Цвет каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Цвет каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Цвет шрифта" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Цвет текста" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Цвет каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Цвет вершин" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Цвет выделения" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Коллизия частиц" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2996,13 +3111,17 @@ msgstr "Автопереименование дорожек анимации" msgid "Overwrite Axis" msgstr "Перезаписать" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Исправить силуэт" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Фильтр" @@ -3087,20 +3206,22 @@ msgstr "Добавить тип" msgid "Shape Type" msgstr "Изменить тип" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Переопределение физического материала" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Слой" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Маска" @@ -3224,10 +3345,12 @@ msgstr "Режим приоритета" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Высота" @@ -3236,12 +3359,14 @@ msgstr "Высота" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Радиус" @@ -3263,26 +3388,29 @@ msgid "Save to File" msgstr "Сохранить файл" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Включено" @@ -3340,8 +3468,8 @@ msgstr "Нарезчик" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3400,6 +3528,10 @@ msgstr "Расширение ветки" msgid "Root Scale" msgstr "Расширение ветки" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Меши" @@ -3561,7 +3693,7 @@ msgstr "Сжатие" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Язык" @@ -3681,7 +3813,7 @@ msgstr "Мип-карты" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Лимит" @@ -3794,8 +3926,8 @@ msgstr "Обрезать края" msgid "Trim Alpha Border From Region" msgstr "Обрезать альфа-границу из области" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Сила" @@ -4305,7 +4437,7 @@ msgid "Handheld" msgstr "Портативный" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Ориентация" @@ -4443,7 +4575,7 @@ msgstr "Включить" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Окружение" @@ -4566,11 +4698,11 @@ msgid "Calculate Tangents" msgstr "Вычислить касательные" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Столкновение" @@ -4582,9 +4714,9 @@ msgstr "Использовать столкновение" msgid "Collision Layer" msgstr "Слой столкновения" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4595,7 +4727,7 @@ msgstr "Маска столкновения" msgid "Collision Priority" msgstr "Точка столкновения" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Перевернуть порталы" @@ -4603,23 +4735,23 @@ msgstr "Перевернуть порталы" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Сетка" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Материал" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Радиальные сегменты" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Кольца" @@ -4635,11 +4767,11 @@ msgstr "Стороны" msgid "Cone" msgstr "Конус" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Внутренний радиус" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Внешний радиус" @@ -4647,16 +4779,16 @@ msgstr "Внешний радиус" msgid "Ring Sides" msgstr "Стороны кольца" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Полигон" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Глубина" @@ -4709,6 +4841,24 @@ msgstr "Путь присоединен" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Импорт" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Обработка встроенных изображений" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4817,20 +4967,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Младшая версия" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Обработка встроенных изображений" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Цвет" @@ -4879,13 +5026,14 @@ msgid "Spec Gloss Img" msgstr "Зеркальное Глянцевое Изображение" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Масса" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4893,14 +5041,14 @@ msgstr "Линейная скорость" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Угловая скорость" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5100,6 +5248,12 @@ msgstr "Просмотр буфера разреженных значений" msgid "Sparse Values Byte Offset" msgstr "Смещение байтов разреженных значений" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Имя дополнения" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5280,8 +5434,8 @@ msgid "Center Z" msgstr "По центру Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Приоритет" @@ -5586,8 +5740,8 @@ msgstr "Отступ портала" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Ширина" @@ -5671,7 +5825,8 @@ msgstr "Режим сетки" msgid "Render Target Size Multiplier" msgstr "Задать несколько:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Портативный" @@ -5691,7 +5846,8 @@ msgstr "Скелет" msgid "Skeleton Rig" msgstr "Скелет" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Обновить" @@ -5815,6 +5971,11 @@ msgstr "Запрошенные Типы Опорного Пространств msgid "Reference Space Type" msgstr "Тип Опорного Пространства" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Дополнительные Компоненты" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Видимость" @@ -6857,67 +7018,16 @@ msgstr "По центру" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Повернуть по горизонтали" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Повернуть по вертикали" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Наблюдение" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Наблюдаемый" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Гравитация" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Переопределение пространства" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Точка" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Расстояние пути U" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Количество Точек" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Направление" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Линейный" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Аудио шина" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -7120,45 +7230,6 @@ msgstr "Задать отступ" msgid "Use Mipmaps" msgstr "Сигналы" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Отключённый" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Вход" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Выбираемый" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Режим сборки" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Отключённый" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Одностороннее столкновение" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Отступ одностороннего полигона столкновений" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Цвет по умолчанию" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7241,9 +7312,9 @@ msgid "Rect Extents" msgstr "Гизмо" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Точки" @@ -7267,12 +7338,26 @@ msgstr "Частицы" msgid "Align Y" msgstr "Выравнивать по Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Направление" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Разброс" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Гравитация" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Начальная скорость" @@ -7327,11 +7412,15 @@ msgstr "Радиальное ускорение" msgid "Tangential Accel" msgstr "Тангенциальное ускорение" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7361,7 +7450,7 @@ msgid "Angle Min" msgstr "Мин угол" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Макс угол" @@ -7493,7 +7582,7 @@ msgstr "Видимый прямоугольник" msgid "Trails" msgstr "След" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Направления" @@ -7502,68 +7591,6 @@ msgstr "Направления" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Узел А" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Узел B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Смещение" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Отключить столкновения" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Мягкость" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Угловой Предел" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Нижний" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Верхний" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Мотор" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Орбитальная скорость" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Длина" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Начальное смещение" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Длина остатка" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Жесткость" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7720,7 +7747,7 @@ msgstr "Максимальное расстояние пути" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7869,6 +7896,62 @@ msgstr "Ограничить вид редактора" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Прокручиваемый" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Смещение прокрутки" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Повторить" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Повторить" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Автозапуск" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Время ожидания запроса" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Начало цикла" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Конец" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Показать окно просмотра" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Игнорировать зум камеры" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Смещение прокрутки" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7895,7 +7978,7 @@ msgstr "В конце" msgid "Ignore Camera Zoom" msgstr "Игнорировать зум камеры" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Движение" @@ -7904,8 +7987,9 @@ msgstr "Движение" msgid "Mirroring" msgstr "Отражение" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Кривая" @@ -7935,210 +8019,441 @@ msgstr "Повернуть" msgid "Cubic Interp" msgstr "Кубическая интерполяция" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Ширина кости" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Индекс кнопки" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Настроить привязку" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Физика Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Следование кости при симуляции" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Постоянная линейная скорость" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Постоянная угловая скорость" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Синхронизировать с физикой" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "Масштаб гравитации" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Наблюдение" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Наблюдаемый" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Переопределение пространства" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Точка" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Задать базовый тип вариации" +msgid "Point Unit Distance" +msgstr "Расстояние пути U" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Центр масс" +msgid "Point Center" +msgstr "Количество Точек" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "Инерция" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "Описание" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "Спящий" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "Может спать" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "Блокировать вращение камеры" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Освободить" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Заморозить тела" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "Вычислитель" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "Пользовательский узел" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "Непрерывная" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "Макс сообщаемых контактов" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Contact Monitor" -msgstr "Выбрать цвет" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +msgid "Linear Damp" msgstr "Линейный" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Режим привязки:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "Угловой" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Аудио шина" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Константы" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "Крутящий момент" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Режим вращения" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Направление" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr "Заблокированная кнопка" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "Мин. угол скольжения у стены" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor" msgstr "Этаж:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "Остановиться на склоне" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Константа" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Режим блокировки" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "Максимальный Угол" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Макс длина" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Moving Platform" msgstr "Перемещение выходных данных" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "При покидании" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Слои" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Максимальное количество слоёв" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "Безопасный отступ" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Отключённый" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Вход" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Выбираемый" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Режим сборки" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Отключённый" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Одностороннее столкновение" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Отступ одностороннего полигона столкновений" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Цвет по умолчанию" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Длина" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Длина остатка" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Жесткость" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Начальное смещение" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Узел А" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Узел B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Смещение" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Отключить столкновения" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Мягкость" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Угловой Предел" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Нижний" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Верхний" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Мотор" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Орбитальная скорость" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Ширина кости" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Индекс кнопки" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Настроить привязку" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Физика Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Следование кости при симуляции" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Исключить родителя" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Установить позицию входа кривой" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "Удар изнутри" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Сталкиваться с" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Области" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Тела" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "Масштаб гравитации" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Задать базовый тип вариации" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Центр масс" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "Инерция" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Описание" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "Спящий" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "Может спать" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Блокировать вращение камеры" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Освободить" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Заморозить тела" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "Вычислитель" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Пользовательский узел" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Непрерывная" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "Макс сообщаемых контактов" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Contact Monitor" +msgstr "Выбрать цвет" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Линейный" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Режим привязки:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "Угловой" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Константы" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "Крутящий момент" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Отступ" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Результаты поиска" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Постоянная линейная скорость" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Постоянная угловая скорость" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8155,39 +8470,6 @@ msgstr "Полигоны" msgid "Internal Vertex Count" msgstr "Внутренний счет вершин" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Исключить родителя" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Установить позицию входа кривой" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "Удар изнутри" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Сталкиваться с" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Области" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Тела" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Удаленный путь" @@ -8200,19 +8482,6 @@ msgstr "Использовать глобальные координаты" msgid "Update" msgstr "Обновить" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Отступ" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Результаты поиска" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Авторасчет длины и угла" @@ -8324,35 +8593,6 @@ msgstr "Включить" msgid "Node Path" msgstr "Путь узла" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Окно" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Форсировать лимиты" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Затухание" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Путь к ресурсу" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Шина реверба" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Задать имя uniform" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Модель затухания" @@ -8403,7 +8643,7 @@ msgstr "Включить эффект Доплера" msgid "Tracking" msgstr "Упаковывание" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Имя Кости" @@ -8458,15 +8698,6 @@ msgstr "Близко" msgid "Far" msgstr "Далеко" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Захват При Перетаскивании" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Видимость AABB" @@ -8509,13 +8740,14 @@ msgstr "Плоскостность" msgid "Scale Curve Z" msgstr "Кривая масштаба" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Альбедо" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Нормаль" @@ -8523,8 +8755,8 @@ msgstr "Нормаль" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Излучение" @@ -8538,8 +8770,8 @@ msgid "Emission Energy" msgstr "Угол излучения" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Модулировать" @@ -8571,12 +8803,6 @@ msgstr "нижний регистр" msgid "Distance Fade" msgstr "Дистанция затухания" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Начало цикла" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8592,7 +8818,7 @@ msgstr "Пропуски отрисовки" msgid "Passes" msgstr "Проходы" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Толщина" @@ -8637,10 +8863,6 @@ msgstr "Видимый прямоугольник" msgid "Begin Margin" msgstr "Задать отступ" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Конец" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8651,134 +8873,8 @@ msgstr "Развернуть все" msgid "Fade Mode" msgstr "Режим запекания" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Приоритет рендеринга" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Удалить узлы" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Параметры" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Ограничение импульса" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Расслабление" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Макс скорость" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Линейный лимит" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Верхняя дистанция" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Расстояние" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Описание" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Линейное движение" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Линейный ортогональный" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Верхний Угол" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Нижний угол" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Угловое движение" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Угловая прямость" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Сохранение сцены" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Линейный мотор X" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Форсировать лимиты" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Межстрочный интервал" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Точка Равновесия" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Угловая скорость" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "X Угловой Пружины" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Размер пикселя" @@ -8849,7 +8945,7 @@ msgstr "Выделить приоритет рендеринга" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Текстовый" @@ -8859,28 +8955,28 @@ msgid "Outline Modulate" msgstr "Принудительно раскрашивание белым" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Шрифт" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Горизонтальное выравнивание" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Вертикальное выравнивание" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "ВЕРХНИЙ РЕГИСТР" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Всплывающее уведомление" @@ -8888,27 +8984,27 @@ msgstr "Всплывающее уведомление" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Направление" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9089,7 +9185,8 @@ msgstr "Размер слияния" msgid "Custom Sky" msgstr "Пользовательское небо" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Пользовательский цвет" @@ -9098,7 +9195,7 @@ msgid "Custom Energy" msgstr "Пользовательская энергия" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Камера активна" @@ -9136,7 +9233,7 @@ msgstr "Уклонение" msgid "Keep Y Velocity" msgstr "Скорость" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Режим навигации" @@ -9198,193 +9295,434 @@ msgstr "" msgid "Tilt Enabled" msgstr "Фильтр сигналов" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Заблокировать ось" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Окно" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "Линейный X" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Форсировать лимиты" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Линейный Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Затухание" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Линейный Z" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Путь к ресурсу" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Угловая скорость X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Шина реверба" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Угловая скорость Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Задать имя uniform" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Угловая скорость Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Захват При Перетаскивании" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Сохранение сцены" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Расслабление" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Линейный лимит" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Верхняя дистанция" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Расстояние" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Описание" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Линейный мотор X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Форсировать лимиты" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Межстрочный интервал" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Точка Равновесия" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Верхний Угол" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Нижний угол" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Угловая скорость" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "X Угловой Пружины" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Параметры" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Макс скорость" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Приоритет рендеринга" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Удалить узлы" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Ограничение импульса" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Линейное движение" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Линейный ортогональный" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Угловое движение" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Угловая прямость" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Ограничения соединений" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Фильтр сигналов" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Верхний лимит угловой скорости" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Нижний лимит угловой скорости" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Смещение лимита угловой скорости" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Мягкость лимита угловой скорости" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Угловая скорость" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Линейный лимит верхний" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Линейный лимит нижний" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Угловая скорость" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Угловая скорость" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Межстрочный интервал" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Межстрочный интервал" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Межстрочный интервал" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Описание" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Описание" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Угловая скорость" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Фильтр сигналов" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Угловое Затухание Пружины" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Угловая Точка Равновесия" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Смещение тела" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Трение" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Отскок" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Линейный" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Угловая скорость" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Заблокировать ось" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "Линейный X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Линейный Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Линейный Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Угловая скорость X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Угловая скорость Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Угловая скорость Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Стек" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Форма отладчика" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Длина пружины" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Колёсико вниз" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Сила движка" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Использовать в качестве тяги" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Использовать пакетную обработку" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Колесо" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Влияние поворота" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Функция" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Подвеска" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Переместится" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Макс Сила" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9450,7 +9788,8 @@ msgstr "Конечная кость" msgid "Interpolation" msgstr "Интерполяция" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Цель" @@ -9523,66 +9862,6 @@ msgstr "Коэффициент ослабления" msgid "Drag Coefficient" msgstr "Коэффициент сопротивления" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Длина пружины" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Колёсико вниз" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Сила движка" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Использовать в качестве тяги" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Использовать пакетную обработку" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Колесо" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Влияние поворота" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Функция" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Подвеска" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Переместится" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Макс Сила" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9626,8 +9905,8 @@ msgstr "Прозрачный" msgid "Extra Cull Margin" msgstr "Дополнительный предел отбраковки" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9661,17 +9940,36 @@ msgstr "Распространение" msgid "Use Two Bounces" msgstr "Использовать два отражения" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Дорожка" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Обновить" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Дорожка" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Упаковывание" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Дорожка" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Поза" @@ -10350,19 +10648,10 @@ msgstr "Файловое диалоговое окно" msgid "Reverse Fill" msgstr "Сбросить громкость шины" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Смещение прокрутки" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "Показать сетку" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Плоскость XZ сетки" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11136,7 +11425,7 @@ msgstr "Начальный угол" msgid "Fill Degrees" msgstr "Заполнить градусы" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Смещение центра" @@ -11252,7 +11541,7 @@ msgstr "Видимость" msgid "Ordering" msgstr "Рендеринг" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z-позиция" @@ -11266,11 +11555,6 @@ msgstr "Относительный Z-индекс" msgid "Y Sort Enabled" msgstr "Перенос включен" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Повторить" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Использовать материал родителя" @@ -11288,11 +11572,6 @@ msgstr "Карта Нормалей" msgid "Shininess" msgstr "Блеск" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Показать окно просмотра" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Загрузить файл" @@ -11391,7 +11670,7 @@ msgstr "Подсказка режима навигации" msgid "Multiplayer Poll" msgstr "Умножить %s" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Формы" @@ -11462,7 +11741,7 @@ msgid "Use TAA" msgstr "Использовать FXAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11822,6 +12101,555 @@ msgstr "3D Физика" msgid "3D Navigation" msgstr "3D Навигация" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Сегменты" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "А" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "Б" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Проба отражения" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Смещение пользовательского вычислителя" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Режим действия" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Целевой узел" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Копировать путь узла" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Шаг по умолчанию плавающих чисел" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Гравитация" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Индекс кнопки" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Blend2 узел" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Изменить длину анимации" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Минимальное расстояние" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Максимальное расстояние пути" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Направление" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Количество Точек" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Стороны кольца" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Правая иконка" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Справа внизу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Справа внизу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Слева внизу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Нижний цвет" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Слева внизу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Слева внизу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Влево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Задать отступ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Слева вверху" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Слева вверху" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Стороны вращения" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Верхний цвет" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Справа вверху" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Справа вверху" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Местность" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Пользовательские данные" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Исходный код" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Сжатие" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Альтернативный слой" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Удалить макет" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Смещение заголовка" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV отсечение" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Режим перекрытия" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Физический материал" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Пользовательский мультиплеер" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Вкладки сцен" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Главная сцена" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Заполнитель" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Полигоны" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Отступ одностороннего полигона столкновений" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Транспонировать" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Центр координат текстуры" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y сортировочный центр координат" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Набор тайлов" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Ландшафт" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Прочее" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Вероятность" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Расстояние" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Использовать столкновение" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Интенсивность" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Макс высота" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Текстура точки" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Ширина карты" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Глубина карты" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Данные карты" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Элемент" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Преобразование меша" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "NavMesh преобразование" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Предпросмотр" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Добавить %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Отступ" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Ширина подразделения(Subdiv)" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Высота подразделения(Subdiv)" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Глубина подразделения(Subdiv)" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Верхний радиус" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Нижний радиус" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Обрезать До" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Внизу" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Слева на право" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Является полусферическим" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Радиальные сегменты" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Радиальные сегменты" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Изменить длину анимации" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Только выделенное" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Сегменты" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Шаг кривой" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Добавить входной порт" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Привязка" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Кость" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Небо" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Верхний цвет" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Цвет горизонта" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Задать несколько:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Покрытие" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Заполнить" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Земля" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Нижний цвет" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Солнце" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Панорама" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "Коэффициент" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "МиБ" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Эксцентриситет" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Затуманенность" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Масштаб отображения" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Цвет земли" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Маска света" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Окружение" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Плоскость" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Кадры" @@ -12037,15 +12865,6 @@ msgstr "Пользовательские эффекты" msgid "Load Path" msgstr "Загрузить путь" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Сегменты" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Использовать столкновение" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Запечь разрешение" @@ -12077,20 +12896,10 @@ msgstr "Кривая" msgid "Background" msgstr "Фон" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Задать несколько:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Макс. слой холста" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Небо" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12319,11 +13128,6 @@ msgstr "Цвета излучения" msgid "Sun Scatter" msgstr "Подповерхностное рассеяние" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Интенсивность" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12399,20 +13203,6 @@ msgstr "Насыщенность" msgid "Color Correction" msgstr "Цветовая коррекция" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Макс высота" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Текстура точки" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12488,18 +13278,6 @@ msgstr "От" msgid "To" msgstr "До" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Ширина карты" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Глубина карты" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Данные карты" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Следующий проход" @@ -12743,10 +13521,6 @@ msgstr "Приостановить частицы" msgid "Proximity Fade" msgstr "Режим приоритета" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Расстояние" - #: scene/resources/material.cpp msgid "MSDF" msgstr "МПРсЗ" @@ -12781,23 +13555,6 @@ msgstr "Режим смешивания" msgid "Shadow Mesh" msgstr "Режим тени" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Элемент" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Преобразование меша" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "NavMesh преобразование" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Предпросмотр" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Базовая текстура" @@ -13158,179 +13915,6 @@ msgstr "Переопределение пространства" msgid "Keep Compressed Buffer" msgstr "Сохранять буфер сжатым" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Добавить %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Отступ" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Ширина подразделения(Subdiv)" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Высота подразделения(Subdiv)" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Глубина подразделения(Subdiv)" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Верхний радиус" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Нижний радиус" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Обрезать До" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Внизу" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Слева на право" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Является полусферическим" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Радиальные сегменты" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Радиальные сегменты" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Изменить длину анимации" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Только выделенное" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Сегменты" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Шаг кривой" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "А" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "Б" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Проба отражения" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Смещение пользовательского вычислителя" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Режим действия" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Целевой узел" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Копировать путь узла" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Шаг по умолчанию плавающих чисел" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Гравитация" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Индекс кнопки" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Blend2 узел" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Изменить длину анимации" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Минимальное расстояние" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Максимальное расстояние пути" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Направление" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Количество Точек" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13346,20 +13930,6 @@ msgstr "Размер сетки" msgid "Bone Size" msgstr "Размер границы" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Добавить входной порт" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Привязка" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Кость" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13375,74 +13945,6 @@ msgstr "Режим перемещения" msgid "Radiance Size" msgstr "Размер сияния" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Верхний цвет" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Цвет горизонта" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Покрытие" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Заполнить" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Земля" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Нижний цвет" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Солнце" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Панорама" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "Коэффициент" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "МиБ" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Эксцентриситет" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Затуманенность" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Масштаб отображения" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Цвет земли" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Маска света" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13544,220 +14046,6 @@ msgstr "Шрифт по умолчанию" msgid "Default Font Size" msgstr "Шрифт по умолчанию" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Стороны кольца" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Правая иконка" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Справа внизу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Справа внизу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Слева внизу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Нижний цвет" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Слева внизу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Слева внизу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Влево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Задать отступ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Слева вверху" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Слева вверху" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Стороны вращения" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Верхний цвет" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Справа вверху" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Справа вверху" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Местность" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Пользовательские данные" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Исходный код" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Сжатие" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Альтернативный слой" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Удалить макет" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Смещение заголовка" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV отсечение" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Режим перекрытия" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Физический материал" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Пользовательский мультиплеер" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Вкладки сцен" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Главная сцена" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Заполнитель" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Полигоны" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Отступ одностороннего полигона столкновений" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Транспонировать" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Центр координат текстуры" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y сортировочный центр координат" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Набор тайлов" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Ландшафт" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Прочее" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Вероятность" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Файл" @@ -13874,15 +14162,6 @@ msgstr "Индекс поверхности" msgid "Degrees Mode" msgstr "Градусы" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Окружение" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Плоскость" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Панель" @@ -14353,6 +14632,11 @@ msgstr "Переключение скрытых файлов" msgid "Folder" msgstr "Папка" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Родительская папка" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16290,11 +16574,27 @@ msgstr "Язык редактора" msgid "Treat Warnings as Errors" msgstr "Рассматривать предупреждения как ошибки" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Упаковывание" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Флаги" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Режим смешивания" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Упаковывание" + #: servers/xr/xr_interface.cpp #, fuzzy msgid "Is Primary" @@ -16313,11 +16613,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Включено ли обнаружение привязки" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Упаковывание" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/si.po b/properties/si.po index e9d3ed1..9aed78d 100644 --- a/properties/si.po +++ b/properties/si.po @@ -35,9 +35,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -130,9 +130,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -325,7 +325,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -406,7 +406,8 @@ msgid "Max Functions" msgstr "ශ්‍රිත:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "නිවේශන මාදිලිය" @@ -455,7 +456,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -811,8 +812,9 @@ msgstr "" msgid "Screen Relative" msgstr "ශ්‍රිත:" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -845,8 +847,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -959,11 +961,11 @@ msgstr "නිවේශන මාදිලිය" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1109,7 +1111,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1134,7 +1137,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1156,7 +1159,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1215,7 +1218,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1516,6 +1519,10 @@ msgstr "රේඛීය" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1538,6 +1545,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "යතුරු පිටපත් කරන්න" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1633,8 +1645,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1722,7 +1734,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1745,8 +1758,8 @@ msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1898,9 +1911,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "නිවේශන මාදිලිය" @@ -1918,7 +1931,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1928,7 +1941,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2157,16 +2170,16 @@ msgstr "" msgid "Instantiated" msgstr "මෙහි යතුර ඇතුලත් කරන්න" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2404,6 +2417,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "නිවේශන මාදිලිය" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2447,6 +2465,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2491,7 +2513,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2759,6 +2781,96 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "3D රූපාන්තරණය ලුහුබදින්න" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "යතුරු පිටපත් කරන්න" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "ශ්‍රිත:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "නිවේශන මාදිලිය" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2908,13 +3020,17 @@ msgstr "Anim ලුහුබදින්නා ඉවත් කරන්න" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -2997,20 +3113,22 @@ msgstr "ලුහුබදින්නෙක් එක් කරන්න" msgid "Shape Type" msgstr "නිවේශන මාදිලිය" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3129,10 +3247,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3141,12 +3261,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3168,26 +3290,29 @@ msgid "Save to File" msgstr "ශ්‍රිත:" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3241,8 +3366,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3306,6 +3431,10 @@ msgstr "යතුරු මකා දමන්න" msgid "Root Scale" msgstr "යතුරු මකා දමන්න" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3456,7 +3585,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3574,7 +3703,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3685,8 +3814,8 @@ msgstr "නිවේශන මාදිලිය" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4203,7 +4332,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4336,7 +4465,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4460,11 +4589,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "නිවේශන මාදිලිය" @@ -4479,9 +4608,9 @@ msgstr "නිවේශන මාදිලිය" msgid "Collision Layer" msgstr "නිවේශන මාදිලිය" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4493,30 +4622,30 @@ msgstr "නිවේශන මාදිලිය" msgid "Collision Priority" msgstr "නිවේශන මාදිලිය" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4532,11 +4661,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4544,16 +4673,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4608,6 +4737,24 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "නිවේශන මාදිලිය" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4712,20 +4859,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4773,13 +4917,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4788,14 +4933,14 @@ msgstr "රේඛීය" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4996,6 +5141,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "නිවේශන මාදිලිය" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5179,8 +5330,8 @@ msgid "Center Z" msgstr "යතුරු මකා දමන්න" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5472,8 +5623,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5552,7 +5703,8 @@ msgstr "නිවේශන මාදිලිය" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5570,7 +5722,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "යතුරු මකා දමන්න" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "නිවේශන මාදිලිය" @@ -5686,6 +5839,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "ශ්‍රිත:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6693,67 +6851,16 @@ msgstr "යතුරු මකා දමන්න" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "රේඛීය" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "ශ්‍රව්‍ය පසුරු:" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -6952,47 +7059,6 @@ msgstr "සජීවීකරණ පුනරාවර්ථනය" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "නිවේශන මාදිලිය" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "නිවේශන මාදිලිය" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "නිවේශන මාදිලිය" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "ශ්‍රිත:" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7074,9 +7140,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7100,12 +7166,26 @@ msgstr "සජීවීකරණ පුනරාවර්ථනය" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7159,11 +7239,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7191,7 +7275,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7321,7 +7405,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "ශ්‍රිත:" @@ -7330,71 +7414,6 @@ msgstr "ශ්‍රිත:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "නිවේශන මාදිලිය" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "රේඛීය" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7547,7 +7566,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7694,6 +7713,60 @@ msgstr "සමතුලිතයි" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "යතුරු මකා දමන්න" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "ශ්‍රිත:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Anim යතුරක් ඇතුලත් කරන්න" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "කාලය:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "නිවේශන මාදිලිය" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7719,7 +7792,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7730,8 +7803,9 @@ msgstr "ශ්‍රිත:" msgid "Mirroring" msgstr "කැඩපත" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7761,200 +7835,436 @@ msgstr "නිවේශන මාදිලිය" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "ලුහුබදින්නෙක් එක් කරන්න" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Mass Distribution" -msgstr "ශ්‍රිත:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Center of Mass Mode" -msgstr "යතුරු මකා දමන්න" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "ශ්‍රිත:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" +msgid "Point Center" msgstr "සජීවීකරණ පුනරාවර්ථනය" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy -msgid "Freeze" -msgstr "නිදහස්" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "නිවේශන මාදිලිය" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "අඛණ්ඩව" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +msgid "Linear Damp" msgstr "රේඛීය" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Damp Mode" -msgstr "නිවේශන මාදිලිය" +msgid "Audio Bus" +msgstr "ශ්‍රව්‍ය පසුරු:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Forces" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "නිවේශන මාදිලිය" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Constant Speed" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "නිවේශන මාදිලිය" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "වටිනාකම:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "නිවේශන මාදිලිය" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "වටිනාකම:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "ශ්‍රිත:" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "රේඛීය" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "ශ්‍රිත:" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "ශ්‍රිත:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "යතුරු මකා දමන්න" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "ශ්‍රිත:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "නිදහස්" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "අඛණ්ඩව" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "රේඛීය" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "නිවේශන මාදිලිය" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Constant Forces" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "වටිනාකම:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7971,39 +8281,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "ශ්‍රිත:" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8017,19 +8294,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "වටිනාකම:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8135,32 +8399,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "ශ්‍රිත:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "ලක්ෂණය ලුහුබදින්න" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8211,7 +8449,7 @@ msgstr "" msgid "Tracking" msgstr "ලක්ෂණය ලුහුබදින්න" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -8265,15 +8503,6 @@ msgstr "ආසන්නම" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "ග්‍රහණය" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8317,13 +8546,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "සාදන්න" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8331,8 +8561,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8346,8 +8576,8 @@ msgid "Emission Energy" msgstr "යතුරු පිටපත් කරන්න" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8377,12 +8607,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "නිවේශන මාදිලිය" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8396,7 +8620,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8439,10 +8663,6 @@ msgstr "" msgid "Begin Margin" msgstr "නිවේශන මාදිලිය" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8453,133 +8673,8 @@ msgstr "ශ්‍රිත:" msgid "Fade Mode" msgstr "නිවේශන මාදිලිය" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "යතුරු මකා දමන්න" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "ශ්‍රිත:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "වටිනාකම:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "රේඛීය" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "ශ්‍රිත:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "රේඛීය" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "රේඛීය" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "ශ්‍රිත:" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "රේඛීය" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "රේඛීය" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "ශ්‍රිත:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "ශ්‍රිත:" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8647,7 +8742,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8657,56 +8752,56 @@ msgid "Outline Modulate" msgstr "නිවේශන මාදිලිය" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8884,7 +8979,8 @@ msgstr "නිවේශන මාදිලිය" msgid "Custom Sky" msgstr "යතුරු පිටපත් කරන්න" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "යතුරු පිටපත් කරන්න" @@ -8895,7 +8991,7 @@ msgid "Custom Energy" msgstr "යතුරු පිටපත් කරන්න" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8930,7 +9026,7 @@ msgstr "සමතුලිතයි" msgid "Keep Y Velocity" msgstr "රේඛීය" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "නිවේශන මාදිලිය" @@ -8990,202 +9086,439 @@ msgstr "" msgid "Tilt Enabled" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "" + +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "ලක්ෂණය ලුහුබදින්න" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "ග්‍රහණය" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Restitution" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "වටිනාකම:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "යතුරු මකා දමන්න" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "රේඛීය" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "රේඛීය" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "සජීවීකරණ පුනරාවර්ථනය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Anim පරිවර්තනය වෙනස් කරන්න" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Anim පරිවර්තනය වෙනස් කරන්න" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "ශ්‍රිත:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "රේඛීය" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "ශ්‍රිත:" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "රේඛීය" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "රේඛීය" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "රේඛීය" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Anim සංක්රමණය වෙනස් කරන්න" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Anim සංක්රමණය වෙනස් කරන්න" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "ශ්‍රිත:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "කැඩපත" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9249,7 +9582,8 @@ msgstr "" msgid "Interpolation" msgstr "නිවේශන මාදිලිය" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9326,66 +9660,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Anim සංක්රමණය වෙනස් කරන්න" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Anim සංක්රමණය වෙනස් කරන්න" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "ශ්‍රිත:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "කැඩපත" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9425,8 +9699,8 @@ msgstr "Anim සංක්රමණය වෙනස් කරන්න" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9460,17 +9734,36 @@ msgstr "නිවේශන මාදිලිය" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "නිවේශන මාදිලිය" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "ලුහුබදින්නෙක් එක් කරන්න" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "ලක්ෂණය ලුහුබදින්න" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "ලුහුබදින්නෙක් එක් කරන්න" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10116,18 +10409,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10870,7 +11155,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "යතුරු මකා දමන්න" @@ -10982,7 +11267,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10995,11 +11280,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "මෙම ලුහුබදින්නා ඉවත් කරන්න." -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11017,10 +11297,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11119,7 +11395,7 @@ msgstr "නිවේශන මාදිලිය" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11187,7 +11463,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11521,6 +11797,537 @@ msgstr "" msgid "3D Navigation" msgstr "නිවේශන මාදිලිය" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "යතුරු මකා දමන්න" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "යතුරු මකා දමන්න" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "රේඛීය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "රේඛීය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "ශ්‍රිත:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "ශ්‍රිත:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "ශ්‍රිත:" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "ශ්‍රිත:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "රේඛීය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "ශ්‍රිත:" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "රේඛීය" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "යතුරු මකා දමන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "ලුහුබදින්නෙක් එක් කරන්න" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "සාදන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "සාදන්න" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "රේඛීය" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Anim පරිවර්තනය වෙනස් කරන්න" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim පරිවර්තනය වෙනස් කරන්න" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "යතුරු පිටපත් කරන්න" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "සජීවීකරණ පුනරාවර්ථනය" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "යතුරු මකා දමන්න" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "නිවේශන මාදිලිය" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "ශ්‍රිත:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11726,15 +12533,6 @@ msgstr "නිවේශන මාදිලිය" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "නිවේශන මාදිලිය" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -11767,19 +12565,10 @@ msgstr "යතුරු පිටපත් කරන්න" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -11995,10 +12784,6 @@ msgstr "රේඛීය" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12071,19 +12856,6 @@ msgstr "ශ්‍රිත:" msgid "Color Correction" msgstr "ශ්‍රිත:" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "රේඛීය" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12157,18 +12929,6 @@ msgstr "නිවේශන මාදිලිය" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12407,10 +13167,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12441,24 +13197,6 @@ msgstr "නිවේශන මාදිලිය" msgid "Shadow Mesh" msgstr "නිවේශන මාදිලිය" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Anim පරිවර්තනය වෙනස් කරන්න" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim පරිවර්තනය වෙනස් කරන්න" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12807,165 +13545,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "ශ්‍රිත:" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "ශ්‍රිත:" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "යතුරු මකා දමන්න" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "ලුහුබදින්නෙක් එක් කරන්න" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "යතුරු මකා දමන්න" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -12981,20 +13560,6 @@ msgstr "ලුහුබදින්නෙක් එක් කරන්න" msgid "Bone Size" msgstr "ලුහුබදින්නෙක් එක් කරන්න" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "යතුරු මකා දමන්න" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13008,77 +13573,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "ශ්‍රිත:" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "ශ්‍රිත:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "ශ්‍රිත:" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "ශ්‍රිත:" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "ශ්‍රිත:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13176,216 +13670,6 @@ msgstr "" msgid "Default Font Size" msgstr "වටිනාකම:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "රේඛීය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "රේඛීය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "ශ්‍රිත:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "ශ්‍රිත:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "ශ්‍රිත:" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "ශ්‍රිත:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "රේඛීය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "ලුහුබදින්නෙක් එක් කරන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "ශ්‍රිත:" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "රේඛීය" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "ලුහුබදින්නෙක් එක් කරන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "යතුරු මකා දමන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "ලුහුබදින්නෙක් එක් කරන්න" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "යතුරු පිටපත් කරන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "සාදන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "සාදන්න" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "සජීවීකරණ පුනරාවර්ථනය" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "නිවේශන මාදිලිය" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13506,14 +13790,6 @@ msgstr "" msgid "Degrees Mode" msgstr "නිවේශන මාදිලිය" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13969,6 +14245,11 @@ msgstr "ලුහුබදින්නා සක්‍රිය/අක්‍ර msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "සාදන්න" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15827,11 +16108,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "ලක්ෂණය ලුහුබදින්න" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "නිවේශන මාදිලිය" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "ලක්ෂණය ලුහුබදින්න" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15849,11 +16145,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "ලක්ෂණය ලුහුබදින්න" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sk.po b/properties/sk.po index 3621469..06b147b 100644 --- a/properties/sk.po +++ b/properties/sk.po @@ -46,9 +46,9 @@ msgstr "Nastavenia" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Meno" @@ -147,9 +147,9 @@ msgstr "Nové Okno" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -350,7 +350,7 @@ msgstr "Povoliť Prichytávanie" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -434,7 +434,8 @@ msgid "Max Functions" msgstr "Funkcie" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Režim Interpolácie" @@ -485,7 +486,7 @@ msgstr "Zmeniť" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -867,8 +868,9 @@ msgstr "Prichytiť Relatívne" msgid "Screen Relative" msgstr "Prichytiť Relatívne" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -902,8 +904,8 @@ msgid "Action" msgstr "Akcia" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1022,11 +1024,11 @@ msgstr "Režim Interpolácie" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1179,7 +1181,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Prepísať" @@ -1206,7 +1209,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1229,7 +1232,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Typ" @@ -1292,7 +1295,7 @@ msgid "Sync Breakpoints" msgstr "Všetky vybrané" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "FileSystém" @@ -1615,6 +1618,11 @@ msgstr "Načítať základný Bus Layout." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Vyhľadať" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Preset" @@ -1637,6 +1645,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Vložiť" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1735,8 +1748,8 @@ msgstr "Nové Okno" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Povoliť" @@ -1833,7 +1846,8 @@ msgid "Thumbnail Size" msgstr "\"Thumbnail\"..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importovať" @@ -1856,8 +1870,8 @@ msgstr "Vymazať Bod" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2018,9 +2032,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Prepnúť Autoplay" @@ -2040,7 +2054,7 @@ msgid "Draw Spaces" msgstr "Volania" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2050,7 +2064,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Navigácia" @@ -2287,17 +2301,17 @@ msgstr "Emisné Farby" msgid "Instantiated" msgstr "Inštancie" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Bod" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2551,6 +2565,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Prejsť na predchádzajúci krok" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Prepnúť Autoplay" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2597,6 +2616,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Hĺbka" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Prichytenie Mriežky" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2647,7 +2671,7 @@ msgid "Output" msgstr "Výstup" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2933,6 +2957,96 @@ msgstr "Vložiť" msgid "Search Result Border Color" msgstr "Vložiť" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Upraviť Pripojenie:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Iba Výber" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Iba Výber" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Iba Výber" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Všetky vybrané" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Vytvoriť adresár" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Všetky vybrané" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Výstup" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funkcie" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Popis:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Iba Výber" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Iba Výber" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Vypnuté" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3088,13 +3202,17 @@ msgstr "Premenovať Animáciu" msgid "Overwrite Axis" msgstr "Prepísať" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3182,20 +3300,22 @@ msgstr "Pridať Node" msgid "Shape Type" msgstr "Zmeniť %s Typ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Vrstva" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3320,10 +3440,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3332,12 +3454,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3360,26 +3484,29 @@ msgid "Save to File" msgstr "Uložiť súbor" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3438,8 +3565,8 @@ msgstr "Zariadenie" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3506,6 +3633,10 @@ msgstr "Veľkosť:" msgid "Root Scale" msgstr "Veľkosť:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3667,7 +3798,7 @@ msgstr "Komponenty" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Jazyk" @@ -3789,7 +3920,7 @@ msgstr "Signály" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3907,8 +4038,8 @@ msgstr "Režim Interpolácie" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4456,7 +4587,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4594,7 +4725,7 @@ msgstr "Povoliť" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4723,11 +4854,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Režim Interpolácie" @@ -4742,9 +4873,9 @@ msgstr "Režim Interpolácie" msgid "Collision Layer" msgstr "Režim Interpolácie" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4756,31 +4887,31 @@ msgstr "Režim Interpolácie" msgid "Collision Priority" msgstr "Režim Interpolácie" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Parameter sa Zmenil" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Varovania" @@ -4799,11 +4930,11 @@ msgstr "Zobraziť Návody" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4811,17 +4942,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Signály:" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Hĺbka" @@ -4880,6 +5011,24 @@ msgstr "Prilepiť Animáciu" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importovať" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4991,20 +5140,17 @@ msgstr "" msgid "Naming Version" msgstr "Verzia:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -5053,13 +5199,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5068,14 +5215,14 @@ msgstr "Lineárne" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5285,6 +5432,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Meno Pluginu:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5477,8 +5630,8 @@ msgid "Center Z" msgstr "V Strede" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5778,8 +5931,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5862,7 +6015,8 @@ msgstr "Zobraziť Všetko" msgid "Render Target Size Multiplier" msgstr "Nastaviť Viac:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Nastaviť Rukoväť" @@ -5882,7 +6036,8 @@ msgstr "Nastavenia Kostry" msgid "Skeleton Rig" msgstr "Nastavenia Kostry" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Update" @@ -6009,6 +6164,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Povolené Funkcie:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7098,70 +7258,16 @@ msgstr "V Strede" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Predpísať:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Bod" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Inštancie" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Signály:" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Smery" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Lineárne" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Pridať Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7372,51 +7478,6 @@ msgstr "Obsah:" msgid "Use Mipmaps" msgstr "Signály" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Vypnuté" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Pridať Vstup" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Vložiť" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Pravítko" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Vypnuté" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Vytvoriť adresár" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Vytvoriť adresár" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Predvolené" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7505,9 +7566,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Body" @@ -7532,12 +7593,27 @@ msgstr "Particly" msgid "Align Y" msgstr "Priradiť..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Smery" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7595,11 +7671,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7630,7 +7710,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7767,7 +7847,7 @@ msgstr "" msgid "Trails" msgstr "Načítať predvolené" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Smery" @@ -7776,72 +7856,6 @@ msgstr "Smery" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Vypnuté" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Lineárne" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Odchýlka Mriežky:" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8004,7 +8018,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8155,6 +8169,62 @@ msgstr "Konštanty" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Odchýlka Mriežky:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Odchýlka Mriežky:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Iba Výber" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Auto Reštart:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Žiadosť zlyhala, čas vypršal" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Move Mode" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Koniec" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Zobraziť Výrez" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Odchýlka Mriežky:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8183,7 +8253,7 @@ msgstr "Na Konci" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8194,8 +8264,9 @@ msgstr "Všetky vybrané" msgid "Mirroring" msgstr "Zrkadlový" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8228,209 +8299,452 @@ msgstr "Rotačný Režim" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Tlačidlo" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Konfigurovať Prichytenie" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fyzická Snímka %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Iba Konštanty" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Iba Konštanty" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fyzická Snímka %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Predpísať:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Bod" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Inštancie" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Signály:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Lineárne" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Pridať Audio Bus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Rotačný Režim" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Smery" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Vypnuté" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konštant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Vložiť" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Hodnota:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Nastavenie Prichytenia" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Vrstva" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Vrstva" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Vypnuté" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Pridať Vstup" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Vložiť" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Pravítko" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Vypnuté" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Vytvoriť adresár" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Vytvoriť adresár" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Predvolené" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Odchýlka Mriežky:" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Vypnuté" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Lineárne" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Tlačidlo" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Konfigurovať Prichytenie" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fyzická Snímka %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Všetky vybrané" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Zmeniť %s Typ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Od Stredu Vľavo" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Popis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Smart Prichytávanie" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Krok Rotácie:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Voľný" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Rotačný Režim" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Vložiť" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Priebežný" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Lineárne" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Režim Prichytenia:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konštanty" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Rotačný Režim" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Smery" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Vypnuté" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konštant" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" +msgid "Max Results" msgstr "Vložiť" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Hodnota:" +msgid "Constant Linear Velocity" +msgstr "Iba Konštanty" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Snap Length" -msgstr "Nastavenie Prichytenia" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Vrstva" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Vrstva" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Iba Konštanty" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8450,39 +8764,6 @@ msgstr "Polygony" msgid "Internal Vertex Count" msgstr "Popis:" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Všetky vybrané" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8497,19 +8778,6 @@ msgstr "Popis:" msgid "Update" msgstr "Update" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Vložiť" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8624,35 +8892,6 @@ msgstr "Povoliť" msgid "Node Path" msgstr "Načítať Predvoľbu" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Nové Okno" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Volania" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animácie" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Cesta Scény:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Parameter sa Zmenil" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8707,7 +8946,7 @@ msgstr "Filter:" msgid "Tracking" msgstr "Zabalovanie" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Meno Node-u:" @@ -8765,15 +9004,6 @@ msgstr "Najbližší" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Zachytiť" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8822,13 +9052,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Zmena Veľkosti" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8836,8 +9067,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Emisná Maska" @@ -8853,8 +9084,8 @@ msgid "Emission Energy" msgstr "Emisné Farby" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8886,12 +9117,6 @@ msgstr "Inštancie" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Move Mode" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8907,7 +9132,7 @@ msgstr "Volania" msgid "Passes" msgstr "Volania" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8952,10 +9177,6 @@ msgstr "" msgid "Begin Margin" msgstr "Tlačidlo" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Koniec" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8966,140 +9187,8 @@ msgstr "Expandovať Všetky" msgid "Fade Mode" msgstr "Rotačný Režim" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Súbor:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Všetky vybrané" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parameter sa Zmenil" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Popis:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Hodnota:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Lineárne" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Inštancie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Inštancie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Popis" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Lineárne" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Lineárne" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animácie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Angular Error:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Ukladanie Scény" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Lineárne" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Volania" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Lineárne" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animácie" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animácie" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Prichytenie Pixelov" @@ -9172,7 +9261,7 @@ msgstr "Súbor:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9182,30 +9271,30 @@ msgid "Outline Modulate" msgstr "Force White Modulate" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Signály Filtru" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Signály Filtru" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Prilepiť Animáciu" @@ -9213,27 +9302,27 @@ msgstr "Prilepiť Animáciu" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Smery" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9422,7 +9511,8 @@ msgstr "Veľkosť: " msgid "Custom Sky" msgstr "Vložiť" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Vložiť" @@ -9433,7 +9523,7 @@ msgid "Custom Energy" msgstr "Posunúť Bus Effect" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Rozlišuje malé a veľké písmená" @@ -9471,7 +9561,7 @@ msgstr "Pokročilé" msgid "Keep Y Velocity" msgstr "Lineárne" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Signály:" @@ -9532,205 +9622,453 @@ msgstr "" msgid "Tilt Enabled" msgstr "Signály Filtru" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Os" +msgid "Wind" +msgstr "Nové Okno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Lineárne" +msgid "Force Magnitude" +msgstr "Volania" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Lineárne" +msgid "Attenuation Factor" +msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Lineárne" +msgid "Source Path" +msgstr "Cesta Scény:" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Parameter sa Zmenil" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Zachytiť" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Ukladanie Scény" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Popis:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Lineárne" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Inštancie" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Inštancie" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Popis" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Lineárne" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Volania" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Lineárne" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animácie" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animácie" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parameter sa Zmenil" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Hodnota:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Súbor:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Všetky vybrané" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Lineárne" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Lineárne" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animácie" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Angular Error:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konštanty" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Signály Filtru" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Angular Error:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Popis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Popis" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animácie" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Signály Filtru" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Odchýlka Mriežky:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcie" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Lineárne" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animácie" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Os" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Lineárne" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Lineárne" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Lineárne" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debug" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Online Dokumentácie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Popis:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Použiť Prichytávanie Veľkosti" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcie" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Cestovať" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Chyba!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9798,7 +10136,8 @@ msgstr "" msgid "Interpolation" msgstr "Režim Interpolácie" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9879,67 +10218,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Online Dokumentácie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Popis:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Použiť Prichytávanie Veľkosti" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcie" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Cestovať" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Chyba!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9983,8 +10261,8 @@ msgstr "Preložiť Preloženie:" msgid "Extra Cull Margin" msgstr "Extra Call Argumenty:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10019,17 +10297,36 @@ msgstr "Signály:" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Pridať Track" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Update" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Pridať Track" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Zabalovanie" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Pridať Track" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Kopírovať Pozíciu" @@ -10728,20 +11025,10 @@ msgstr "Particly" msgid "Reverse Fill" msgstr "Resetovať hlasitosť Bus-u" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Odchýlka Mriežky:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Prichytenie Mriežky" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11538,7 +11825,7 @@ msgstr "Odchýlka Mriežky:" msgid "Fill Degrees" msgstr "Krok Rotácie:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Od Stredu Vľavo" @@ -11657,7 +11944,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11671,11 +11958,6 @@ msgstr "Prichytiť Relatívne" msgid "Y Sort Enabled" msgstr "Povoliť" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11693,11 +11975,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Zobraziť Výrez" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11803,7 +12080,7 @@ msgstr "Signály:" msgid "Multiplayer Poll" msgstr "Nastaviť Viac:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11873,7 +12150,7 @@ msgid "Use TAA" msgstr "Použiť Prichytávanie" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12238,6 +12515,562 @@ msgstr "3D Fyzika" msgid "3D Navigation" msgstr "Signály:" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Iba Výber" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Režim Interpolácie" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Vytvoriť Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Načítať Predvoľbu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Predvolené" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Predzobraziť Vylepšenie" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Tlačidlo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Blend2 Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Zmeniť Dĺžku Animácie (Change Animation Length)" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Inštancie" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Inštancie" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Smery" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Signály:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Pravá Šírka" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Lineárne Vpravo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Vpravo Dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Vpravo Dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Vľavo Dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Všetky vybrané" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Vľavo Dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Vľavo Dole" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Vľavo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Obsah:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Vľavo Hore" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Vľavo Hore" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Krok Mriežky:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Popis:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Vpravo Hore" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Vpravo Hore" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Otvoriť priečinok Editor Data" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Prostriedok" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Režim Interpolácie" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Odstrániť Layout" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Odchýlka Mriežky:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Signály:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fyzická Snímka %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Nastaviť Viac:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Prepnúť Kartu Scény" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Scéna" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Prehrať Mód:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Signály:" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Vytvoriť adresár" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Všetky vybrané" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Zobraziť Pôvod" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Súbor:" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Inštancie" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Režim Interpolácie" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Pravá Šírka" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Vytvoriť Emisné Body z Mesh-u" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Hĺbka" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Hĺbka" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Súbor:" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Anim Zmeniť Veľkosť" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Predzobraziť" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Pridať %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Vpravo Hore" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Vpravo Dole" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Vľavo Dole" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Vpravo Hore" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Testovanie" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "kroky" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Zmeniť Dĺžku Animácie (Change Animation Length)" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Iba Výber" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Iba Výber" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Vložiť" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Signály:" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Meno Node-u:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Popis:" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Ukladanie súboru:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Nastaviť Viac:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Vybrať Režim" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Skupiny" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Všetky vybrané" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Zobraziť Všetko" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Farba pôdy" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12458,15 +13291,6 @@ msgstr "Posunúť Bus Effect" msgid "Load Path" msgstr "Načítať Predvoľbu" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Režim Interpolácie" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12500,20 +13324,10 @@ msgstr "Vložiť" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Nastaviť Viac:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12741,10 +13555,6 @@ msgstr "Emisné Farby" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12821,20 +13631,6 @@ msgstr "Popis:" msgid "Color Correction" msgstr "Všetky vybrané" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Pravá Šírka" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Vytvoriť Emisné Body z Mesh-u" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12914,20 +13710,6 @@ msgstr "Prehrať Mód:" msgid "To" msgstr "Top" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Hĺbka" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Hĺbka" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13179,11 +13961,6 @@ msgstr "Particly" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Inštancie" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13218,24 +13995,6 @@ msgstr "Blend2 Node" msgid "Shadow Mesh" msgstr "Prepnúť Mode" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Súbor:" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Anim Zmeniť Veľkosť" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Predzobraziť" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13601,179 +14360,6 @@ msgstr "Predpísať:" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Pridať %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Vpravo Hore" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Vpravo Dole" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Vľavo Dole" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Vpravo Hore" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Testovanie" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "kroky" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Zmeniť Dĺžku Animácie (Change Animation Length)" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Iba Výber" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Iba Výber" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Vložiť" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Iba Výber" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Režim Interpolácie" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Vytvoriť Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Načítať Predvoľbu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Predvolené" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Predzobraziť Vylepšenie" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Tlačidlo" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Blend2 Node" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Zmeniť Dĺžku Animácie (Change Animation Length)" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Inštancie" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Inštancie" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Smery" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Signály:" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13789,20 +14375,6 @@ msgstr "Krok Mriežky:" msgid "Bone Size" msgstr "Ohraničené Pixely" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Signály:" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Meno Node-u:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13817,77 +14389,6 @@ msgstr "Move Mode" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Popis:" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Ukladanie súboru:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Vybrať Režim" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Skupiny" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Všetky vybrané" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Zobraziť Všetko" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Farba pôdy" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13989,222 +14490,6 @@ msgstr "Predvolené" msgid "Default Font Size" msgstr "Predvolené" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Pravá Šírka" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Lineárne Vpravo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Vpravo Dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Vpravo Dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Vľavo Dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Všetky vybrané" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Vľavo Dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Vľavo Dole" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Vľavo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Obsah:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Vľavo Hore" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Vľavo Hore" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Krok Mriežky:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Popis:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Vpravo Hore" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Vpravo Hore" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Otvoriť priečinok Editor Data" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Prostriedok" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Režim Interpolácie" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Odstrániť Layout" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Odchýlka Mriežky:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Signály:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fyzická Snímka %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Nastaviť Viac:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Prepnúť Kartu Scény" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Scéna" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Prehrať Mód:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Signály:" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Vytvoriť adresár" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Všetky vybrané" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Zobraziť Pôvod" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Súbor:" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14330,14 +14615,6 @@ msgstr "Nastaviť Rukoväť" msgid "Degrees Mode" msgstr "Krok Rotácie:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14814,6 +15091,11 @@ msgstr "Prepnúť Skryté Súbory" msgid "Folder" msgstr "Priečinok:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Vytvoriť adresár" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16754,11 +17036,27 @@ msgstr "Layout Editora" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Zabalovanie" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Veľkosť: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Blend2 Node" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Zabalovanie" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16776,11 +17074,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Zabalovanie" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sl.po b/properties/sl.po index 686df87..0f3fe2d 100644 --- a/properties/sl.po +++ b/properties/sl.po @@ -46,9 +46,9 @@ msgstr "Konfiguracija" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Ime" @@ -145,9 +145,9 @@ msgstr "Okno" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -347,7 +347,7 @@ msgstr "Omogoči" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -430,7 +430,8 @@ msgid "Max Functions" msgstr "Funkcija" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompresija" @@ -478,7 +479,7 @@ msgstr "Sporočilo" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Upodabljanje" @@ -847,8 +848,9 @@ msgstr "Relativno" msgid "Screen Relative" msgstr "Relativno" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Hitrost" @@ -880,8 +882,8 @@ msgid "Action" msgstr "Akcija" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Moč" @@ -998,11 +1000,11 @@ msgstr "Način Vrtenja" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1154,7 +1156,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Fizikalni Okvir %" @@ -1181,7 +1184,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1202,7 +1205,7 @@ msgstr "Argumenti" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Način" @@ -1261,7 +1264,7 @@ msgid "Sync Breakpoints" msgstr "Izbriši točke" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "DatotečniSistem" @@ -1586,6 +1589,11 @@ msgstr "Naloži prevezeto Postavitev Vodila." msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Iskanje" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1609,6 +1617,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Gradnik Prehod" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1707,8 +1720,8 @@ msgstr "Okno" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Omogoči" @@ -1805,7 +1818,8 @@ msgid "Thumbnail Size" msgstr "Sličica..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Uvozi" @@ -1828,8 +1842,8 @@ msgstr "Odstrani točko" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1988,9 +2002,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Preklop funkcije Samodejno Predvajanje" @@ -2010,7 +2024,7 @@ msgid "Draw Spaces" msgstr "Klici" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2020,7 +2034,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2259,17 +2273,17 @@ msgstr "" msgid "Instantiated" msgstr "Primer" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Odstrani točko" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2522,6 +2536,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Pojdi na prejšnji korak" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Preklop funkcije Samodejno Predvajanje" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2568,6 +2587,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Uredi krivuljo vozlišča" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2616,7 +2639,7 @@ msgid "Output" msgstr "Izhod" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2903,6 +2926,96 @@ msgstr "Išči Pomoč" msgid "Search Result Border Color" msgstr "Išči Pomoč" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Napaka Pri Povezavi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funkcije:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Samo Izbira" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Samo Izbira" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Samo Izbira" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Odstrani Vse Stvari" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Preoblikovanje Dialoga..." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funkcije:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Odstrani Vse Stvari" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Izhod" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Odstrani Vse Stvari" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funkcije:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funkcije:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Odstrani Predlogo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funkcije:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Samo Izbira" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Samo Izbira" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Onemogočen" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3058,13 +3171,17 @@ msgstr "Preimenuj Animacijo" msgid "Overwrite Axis" msgstr "Pretvori V..." +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3152,20 +3269,22 @@ msgstr "Poišči tip vozlišča" msgid "Shape Type" msgstr "Spremeni Osnovni Tip" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3292,10 +3411,12 @@ msgstr "Izvozi Projekt" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Višina" @@ -3304,12 +3425,14 @@ msgstr "Višina" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3332,26 +3455,29 @@ msgid "Save to File" msgstr "Shrani Datoteko" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3409,8 +3535,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3476,6 +3602,10 @@ msgstr "Prilagodi Velikost:" msgid "Root Scale" msgstr "Prilagodi Velikost:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3636,7 +3766,7 @@ msgstr "Komponente" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3759,7 +3889,7 @@ msgstr "Signali" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3877,8 +4007,8 @@ msgstr "Način Vrtenja" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4424,7 +4554,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4564,7 +4694,7 @@ msgstr "Omogoči" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4693,11 +4823,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Animacijski Gradnik" @@ -4712,9 +4842,9 @@ msgstr "Animacijski Gradnik" msgid "Collision Layer" msgstr "Animacijski Gradnik" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4726,31 +4856,31 @@ msgstr "Animacijski Gradnik" msgid "Collision Priority" msgstr "Animacijski Gradnik" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Geometrijski objekt" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Spremebe v Shader" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4766,12 +4896,12 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Spremeni Sidrišča in Robove" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4779,17 +4909,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Uredi Poligon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Globina" @@ -4848,6 +4978,24 @@ msgstr "Prilepi animacijo" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Uvozi" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4958,20 +5106,17 @@ msgstr "" msgid "Naming Version" msgstr "Različica:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -5020,13 +5165,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5035,14 +5181,14 @@ msgstr "Linearno" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5252,6 +5398,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Vtičniki" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5443,8 +5595,8 @@ msgid "Center Z" msgstr "Način Vrtenja" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5745,8 +5897,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Širina" @@ -5828,7 +5980,8 @@ msgstr "Zamenjaj Vse" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5847,7 +6000,8 @@ msgstr "Posameznik" msgid "Skeleton Rig" msgstr "Posameznik" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Posodobi" @@ -5975,6 +6129,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Upravljaj Izvozne Predloge" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7068,69 +7227,16 @@ msgstr "Način Vrtenja" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Primer" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Dodaj Vnos" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Smeri" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linearno" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Dodaj Zvočno Vodilo" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7343,49 +7449,6 @@ msgstr "Vsebina:" msgid "Use Mipmaps" msgstr "Signali" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Onemogočen" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Vnos" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Način Obsega (R)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Onemogočen" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Ustvarite Poligon" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Ustvarite Poligon" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Prevzeto" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7474,9 +7537,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Odstrani točko" @@ -7501,12 +7564,27 @@ msgstr "Prilepi animacijo" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Smeri" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7564,11 +7642,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7599,7 +7681,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7737,7 +7819,7 @@ msgstr "Izvozi Projekt" msgid "Trails" msgstr "Naložite Prevzeto" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Smeri" @@ -7746,72 +7828,6 @@ msgstr "Smeri" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Gradnik" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Gradnik" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Onemogočen" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linearno" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Mrežni Zamik:" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7972,7 +7988,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8123,6 +8139,61 @@ msgstr "Konstante" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Mrežni Zamik:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Mrežni Zamik:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Izberi Lastnost" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Samodejni Ponovni Zagon:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Zahteva ni uspela, povratna koda:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Način Premika" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Mrežni Zamik:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8150,7 +8221,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8161,8 +8232,9 @@ msgstr "Premakni Dejanje" msgid "Mirroring" msgstr "Zrcali" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Uredi krivuljo vozlišča" @@ -8196,210 +8268,450 @@ msgstr "Način Vrtenja" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Poveži se z Gradnikom:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Kazalo gumba" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Nastavi Zaskok" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Fizikalni Okvir %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Konstante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Konstante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fizikalni Okvir %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Primer" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Dodaj Vnos" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linearno" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Dodaj Zvočno Vodilo" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Način Vrtenja" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Smeri" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Onemogočen" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstanta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Izberi Gradnik" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Vrednost:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Nastavitve Zaskočenja" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Animacijski Gradnik" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Vrednost:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Onemogočen" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Vnos" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Način Obsega (R)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Onemogočen" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Ustvarite Poligon" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Ustvarite Poligon" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Prevzeto" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Mrežni Zamik:" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Gradnik" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Gradnik" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Onemogočen" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linearno" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Poveži se z Gradnikom:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Kazalo gumba" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Nastavi Zaskok" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Fizikalni Okvir %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Nastavi Krivuljo na Položaj" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Nastavite Tip Spremenljivke" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Način Vrtenja" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Opis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Pametno pripenjanje" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Rotacijski Korak:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Prosto" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Izvozi Projekt" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Gradnik Prehod" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Neprekinjeno" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linearno" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Način Postavljanja:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Način Vrtenja" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Smeri" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Onemogočen" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstanta" +msgid "Max Results" +msgstr "Išči Pomoč" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Izberi Gradnik" +msgid "Constant Linear Velocity" +msgstr "Konstante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Vrednost:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Nastavitve Zaskočenja" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Animacijski Gradnik" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Vrednost:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Konstante" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8419,39 +8731,6 @@ msgstr "Uredi Poligon" msgid "Internal Vertex Count" msgstr "Ustvari nov vodoravni vodnik" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Nastavi Krivuljo na Položaj" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8466,19 +8745,6 @@ msgstr "Konstanta" msgid "Update" msgstr "Posodobi" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Išči Pomoč" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8595,35 +8861,6 @@ msgstr "Omogoči" msgid "Node Path" msgstr "Napake pri Nalaganju" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Okno" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Klici" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacija" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Pot Prizora:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Preoblikovanje Sprememb" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8677,7 +8914,7 @@ msgstr "Spremeni Dolžino Animacije" msgid "Tracking" msgstr "Pakiranje" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Ime Gradnika:" @@ -8735,15 +8972,6 @@ msgstr "Najbližji" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Prihodnost" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8792,13 +9020,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Uredi krivuljo vozlišča" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8806,8 +9035,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Trenutna Različica:" @@ -8823,8 +9052,8 @@ msgid "Emission Energy" msgstr "Trenutna Različica:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8856,12 +9085,6 @@ msgstr "Primer" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Način Premika" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8877,7 +9100,7 @@ msgstr "Klici" msgid "Passes" msgstr "Klici" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8923,10 +9146,6 @@ msgstr "Izvozi Projekt" msgid "Begin Margin" msgstr "Dodaj v Skupino" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8937,139 +9156,8 @@ msgstr "Razširi vse" msgid "Fade Mode" msgstr "Način Vrtenja" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Uredi Filtre" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Izberi Gradnik" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Spremebe v Shader" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Oštevilčenja:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Vrednost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Primer" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Primer" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Opis:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Shranjevanje Scene" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Klici" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linearno" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacija" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacija" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9141,7 +9229,7 @@ msgstr "Uredi Filtre" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9151,30 +9239,30 @@ msgid "Outline Modulate" msgstr "Sile Bele Modulacije" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtriraj datoteke..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtriraj datoteke..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Prilepi animacijo" @@ -9182,27 +9270,27 @@ msgstr "Prilepi animacijo" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Smeri" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9393,7 +9481,8 @@ msgstr "Zaženi Skripto" msgid "Custom Sky" msgstr "Gradnik Prehod" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Gradnik Prehod" @@ -9404,7 +9493,7 @@ msgid "Custom Energy" msgstr "Premakni učinek Vodila" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Zapri Prizor" @@ -9442,7 +9531,7 @@ msgstr "Možnosti pripenjanja" msgid "Keep Y Velocity" msgstr "Hitrost" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Animacijski Gradnik" @@ -9505,204 +9594,452 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtriraj datoteke..." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Okno" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Klici" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animacija" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Pot Prizora:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Uniformity" +msgstr "Preoblikovanje Sprememb" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Prihodnost" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Shranjevanje Scene" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Oštevilčenja:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Primer" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Primer" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Opis:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Force Limit" +msgstr "Klici" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacija" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacija" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Spremebe v Shader" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Vrednost:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Uredi Filtre" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Izberi Gradnik" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linearno" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linearno" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacija" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstante" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtriraj datoteke..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Opis:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Opis:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacija" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtriraj datoteke..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Mrežni Zamik:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcije:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linearno" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacija" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linearno" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Razhroščevalnik" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Spletna Dokumentacija" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Oštevilčenja:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Uporabi Pripenjanje" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcije:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Trenutna Različica:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Napaka!" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9770,7 +10107,8 @@ msgstr "" msgid "Interpolation" msgstr "Animacijski Gradnik" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9850,68 +10188,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Spletna Dokumentacija" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Oštevilčenja:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Uporabi Pripenjanje" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcije:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Trenutna Različica:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Napaka!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9955,8 +10231,8 @@ msgstr "Prestavi Zaskočenje:" msgid "Extra Cull Margin" msgstr "Dodatni Klicni Argumenti:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9991,17 +10267,36 @@ msgstr "Animacijski Gradnik" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Animacija Dodaj sled" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Posodobi" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Animacija Dodaj sled" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Pakiranje" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Animacija Dodaj sled" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10704,19 +10999,10 @@ msgstr "Prilepi Parametre" msgid "Reverse Fill" msgstr "Ponastavi Glasnost Vodila" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Mrežni Zamik:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11511,7 +11797,7 @@ msgstr "Mrežni Zamik:" msgid "Fill Degrees" msgstr "Rotacijski Korak:" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Način Vrtenja" @@ -11632,7 +11918,7 @@ msgstr "Izvozi Projekt" msgid "Ordering" msgstr "Upodabljanje" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp #, fuzzy msgid "Z Index" msgstr "Način Plošče" @@ -11647,11 +11933,6 @@ msgstr "Pripni Relativno" msgid "Y Sort Enabled" msgstr "Omogoči" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11669,10 +11950,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11777,7 +12054,7 @@ msgstr "Animacijski Gradnik" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11847,7 +12124,7 @@ msgid "Use TAA" msgstr "Uporabi Pripenjanje" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12215,6 +12492,563 @@ msgstr "Fizikalni Okvir %" msgid "3D Navigation" msgstr "Animacijski Gradnik" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Izberi Lastnost" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Način Plošče" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Gradnik ČasovnoMerilo" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Napake pri Nalaganju" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Prevzeto" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Predogled" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Kazalo gumba" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Gradnik Zmešaj2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Spremeni dolžino animacije" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Primer" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Primer" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Smeri" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Dodaj Vnos" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Linearno" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Linearno" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Odstrani Vse Stvari" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Vsebina:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Mrežni Korak:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Odstrani Vse Stvari" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Način Vrtenja" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Uporabi posebno uporabniško (režijo?)" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Izvirna koda" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Kompresija" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Izbriši Postavitev" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Mrežni Zamik:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Uredi Poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fizikalni Okvir %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Gradnik Prehod" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Preklopi na zavihek Prizor" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Glavna scena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Način Plošče" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Uredi Poligon" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Ustvarite Poligon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Odstrani Predlogo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Razvrsti:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Izvozi Ploščno Zbirko" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Primer" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Animacijski Gradnik" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Linearno" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Odstrani Predlogo" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Globina" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Globina" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Preoblikovanje" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Preoblikovanje" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Predogled" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Način Vrtenja" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Način Vrtenja" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Način Vrtenja" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Način Vrtenja" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Način Vrtenja" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Korak (s):" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Spremeni dolžino animacije" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Samo Izbira" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Izberi Lastnost" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Uredi krivuljo vozlišča" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Dodaj Vnos" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Ime Gradnika:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Odstrani Vse Stvari" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Shranjevanje Datoteke:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Izberi Način" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Skupine" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Odstrani Vse Stvari" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Zaženi" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Zamenjaj Vse" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Neveljavno ime." + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12434,15 +13268,6 @@ msgstr "Premakni učinek Vodila" msgid "Load Path" msgstr "Napake pri Nalaganju" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Animacijski Gradnik" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12476,19 +13301,10 @@ msgstr "Uredi krivuljo vozlišča" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12717,10 +13533,6 @@ msgstr "Način Vrtenja" msgid "Sun Scatter" msgstr "Podpovršinsko razprševanje" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12797,20 +13609,6 @@ msgstr "Oštevilčenja:" msgid "Color Correction" msgstr "Dodaj Funkcijo" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Linearno" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Odstrani Predlogo" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12890,20 +13688,6 @@ msgstr "Način Plošče" msgid "To" msgstr "Vrh" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Globina" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Globina" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13156,11 +13940,6 @@ msgstr "Prilepi Parametre" msgid "Proximity Fade" msgstr "Izvozi Projekt" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Primer" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13195,24 +13974,6 @@ msgstr "Gradnik Zmešaj2" msgid "Shadow Mesh" msgstr "Preklopi Način" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Preoblikovanje" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Preoblikovanje" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Predogled" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13577,178 +14338,6 @@ msgstr "Fizikalni Okvir %" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Način Vrtenja" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Način Vrtenja" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Način Vrtenja" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Način Vrtenja" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Način Vrtenja" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Korak (s):" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Spremeni dolžino animacije" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Samo Izbira" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Izberi Lastnost" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Uredi krivuljo vozlišča" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Izberi Lastnost" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Način Plošče" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Gradnik ČasovnoMerilo" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Napake pri Nalaganju" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Prevzeto" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Predogled" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Kazalo gumba" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Gradnik Zmešaj2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Spremeni dolžino animacije" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Primer" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Primer" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Smeri" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Dodaj Vnos" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13764,20 +14353,6 @@ msgstr "Mrežni Korak:" msgid "Bone Size" msgstr "Zaženi Skripto" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Dodaj Vnos" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Ime Gradnika:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13792,79 +14367,6 @@ msgstr "Način Premika" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Odstrani Vse Stvari" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Shranjevanje Datoteke:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Izberi Način" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Skupine" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Odstrani Vse Stvari" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Zaženi" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Zamenjaj Vse" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Neveljavno ime." - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13970,223 +14472,6 @@ msgstr "Prevzeto" msgid "Default Font Size" msgstr "Prevzeto" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Linearno" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Linearno" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Odstrani Vse Stvari" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Vsebina:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Mrežni Korak:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Odstrani Vse Stvari" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Način Vrtenja" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Uporabi posebno uporabniško (režijo?)" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Izvirna koda" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Kompresija" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Izbriši Postavitev" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Mrežni Zamik:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Uredi Poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fizikalni Okvir %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Gradnik Prehod" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Preklopi na zavihek Prizor" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Glavna scena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Način Plošče" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Uredi Poligon" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Ustvarite Poligon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Odstrani Predlogo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Razvrsti:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Izvozi Ploščno Zbirko" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Datoteka" @@ -14312,14 +14597,6 @@ msgstr "Način Plošče" msgid "Degrees Mode" msgstr "Rotacijski Korak:" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14797,6 +15074,11 @@ msgstr "Preklopi na Skrite Datoteke" msgid "Folder" msgstr "Ustvarite Mapo" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Ustvarite Mapo" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16739,11 +17021,26 @@ msgstr "Postavitev Urejevalnika" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Pakiranje" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Gradnik Zmešaj2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Pakiranje" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16761,11 +17058,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Pakiranje" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sq.po b/properties/sq.po index 23bbf51..e4902c2 100644 --- a/properties/sq.po +++ b/properties/sq.po @@ -33,9 +33,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Emri" @@ -134,9 +134,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp #, fuzzy @@ -335,7 +335,7 @@ msgstr "Lejo" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -419,7 +419,8 @@ msgid "Max Functions" msgstr "Funksionet:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Versioni Aktual:" @@ -469,7 +470,7 @@ msgstr "Sinkronizo Ndryshimet e Shkrimit" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -843,8 +844,9 @@ msgstr "" msgid "Screen Relative" msgstr "Fshi të Selektuarat" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -877,8 +879,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -992,11 +994,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1147,7 +1149,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Mbishkruaj" @@ -1174,7 +1177,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1196,7 +1199,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1257,7 +1260,7 @@ msgid "Sync Breakpoints" msgstr "Krijo pika." #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp #, fuzzy msgid "FileSystem" msgstr "FileSystem" @@ -1579,6 +1582,11 @@ msgstr "Fshi Faqosjen" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Kërko" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1602,6 +1610,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Dyfisho Nyjet" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1698,8 +1711,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Lejo" @@ -1796,7 +1809,8 @@ msgid "Thumbnail Size" msgstr "Korniza..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importo" @@ -1819,8 +1833,8 @@ msgstr "Hiq Artikullin" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1976,9 +1990,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Ndrysho Mënyrën" @@ -1998,7 +2012,7 @@ msgid "Draw Spaces" msgstr "Thërritjet" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2008,7 +2022,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2244,17 +2258,17 @@ msgstr "" msgid "Instantiated" msgstr "Instanco" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Lëviz të Preferuarën Lartë" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2501,6 +2515,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Shko tek Hapi i Mëparshëm" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Ndrysho Mënyrën" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2544,6 +2563,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2591,7 +2614,7 @@ msgid "Output" msgstr "Përfundimi" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2869,6 +2892,96 @@ msgstr "Kërko Zëvendësimin Për:" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Modifiko Lidhjen: " + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Zgjidh Këtë Folder" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Zgjidh Këtë Folder" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Zgjidh Këtë Folder" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Hiq Artikullin" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Binari i Transformimeve 3D" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Hiq Artikullin" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Përfundimi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Hiq Artikullin" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funksionet:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Zgjidh Këtë Folder" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Zgjidh Këtë Folder" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Çaktivizo Rrotulluesin e Përditësimit" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3022,13 +3135,17 @@ msgstr "Konstantet" msgid "Overwrite Axis" msgstr "Mbishkruaj" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3115,20 +3232,22 @@ msgstr "Ndrysho Tipin e %s" msgid "Shape Type" msgstr "Ndrysho Tipin e %s" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Shtresa" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3253,10 +3372,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3265,12 +3386,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3292,26 +3415,29 @@ msgid "Save to File" msgstr "Ruaj një Skedar" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3368,8 +3494,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3435,6 +3561,10 @@ msgstr "Shfaqi të Gjitha" msgid "Root Scale" msgstr "Shfaqi të Gjitha" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3594,7 +3724,7 @@ msgstr "Komponentët" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3715,7 +3845,7 @@ msgstr "Sinjalet" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3832,8 +3962,8 @@ msgstr "Krijo një Poligon" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4372,7 +4502,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4511,7 +4641,7 @@ msgstr "Lejo" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4638,11 +4768,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4656,9 +4786,9 @@ msgstr "Format e Përplasjes të Dukshme" msgid "Collision Layer" msgstr "Format e Përplasjes të Dukshme" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4670,30 +4800,30 @@ msgstr "Format e Përplasjes të Dukshme" msgid "Collision Priority" msgstr "Format e Përplasjes të Dukshme" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4709,11 +4839,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4721,17 +4851,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Krijo një Poligon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4789,6 +4919,24 @@ msgstr "Konstantet" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importo" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4899,20 +5047,17 @@ msgstr "" msgid "Naming Version" msgstr "Versioni:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4961,13 +5106,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4975,14 +5121,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5187,6 +5333,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Emri i Shtojcës:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5376,8 +5528,8 @@ msgid "Center Z" msgstr "Fshi Nyjen" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5670,8 +5822,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5753,7 +5905,8 @@ msgstr "Shfaqi të Gjitha" msgid "Render Target Size Multiplier" msgstr "Vendos të Shumëfishta:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5771,7 +5924,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Fshi Nyjen" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Përditëso" @@ -5898,6 +6052,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Menaxho Shabllonet e Eksportit" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6980,69 +7139,16 @@ msgstr "Fshi Nyjen" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Mbishkruaj" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instanco" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Shto te të preferuarat" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Përshkrimi:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Faqosja e Editorit" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7249,47 +7355,6 @@ msgstr "Vendos Animacionin" msgid "Use Mipmaps" msgstr "Sinjalet" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Çaktivizo Rrotulluesin e Përditësimit" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Ndrysho Mënyrën" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Çaktivizo Rrotulluesin e Përditësimit" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "E Parazgjedhur" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7375,9 +7440,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7402,12 +7467,27 @@ msgstr "Madhësia: " msgid "Align Y" msgstr "Cakto..." +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Përshkrimi:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7463,11 +7543,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7495,7 +7579,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7629,7 +7713,7 @@ msgstr "" msgid "Trails" msgstr "Ngarko të Parazgjedhur" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Funksionet:" @@ -7638,71 +7722,6 @@ msgstr "Funksionet:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nyje" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nyje" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Çaktivizo Rrotulluesin e Përditësimit" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Fshi Nyjen" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7862,7 +7881,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8013,6 +8032,61 @@ msgstr "Konstantet" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Luaj Skenën" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Funksionet:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Ruaj & Rifillo" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Kërkimi Dështoi." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Ndrysho Mënyrën" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Zgjidh një 'Viewport'" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Ndrysho Mënyrën" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8040,7 +8114,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8051,8 +8125,9 @@ msgstr "Animacionet:" msgid "Mirroring" msgstr "Pasqyrë" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8083,208 +8158,445 @@ msgstr "Konstantet" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Shto te Grupi" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Hapi i Fizikës %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Vetëm Konstantet" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Vetëm Konstantet" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Hapi i Fizikës %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Ndrysho Tipin e %s" +msgid "Space Override" +msgstr "Mbishkruaj" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Fshi Nyjen" +msgid "Point Unit Distance" +msgstr "Instanco" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "Përshkrimi:" +msgid "Point Center" +msgstr "Shto te të preferuarat" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" -msgstr "Konstantet" +msgid "Audio Bus" +msgstr "Faqosja e Editorit" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Liro" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Ndrysho Mënyrën" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "Dyfisho Nyjet" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "I Vazhdueshëm" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "Ndrysho Mënyrën" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Konstantet" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Metoda Pa Shpërqëndrime" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Përshkrimi:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr "Çaktivizo Rrotulluesin e Përditësimit" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Konstantet" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Ndrysho Mënyrën" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Vlerë e Re:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "E Parazgjedhur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Shtresa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Shtresa" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Çaktivizo Rrotulluesin e Përditësimit" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Ndrysho Mënyrën" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Çaktivizo Rrotulluesin e Përditësimit" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "E Parazgjedhur" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nyje" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nyje" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Çaktivizo Rrotulluesin e Përditësimit" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Fshi Nyjen" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Shto te Grupi" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Hapi i Fizikës %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Pozicioni i Dokut" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Ndrysho Tipin e %s" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Fshi Nyjen" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Përshkrimi:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Konstantet" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Liro" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Ndrysho Mënyrën" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Dyfisho Nyjet" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "I Vazhdueshëm" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Ndrysho Mënyrën" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Konstantet" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Vlerë e Re:" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Vetëm Konstantet" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Vetëm Konstantet" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8301,39 +8613,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Pozicioni i Dokut" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8348,19 +8627,6 @@ msgstr "Konstantet" msgid "Update" msgstr "Përditëso" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Vlerë e Re:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8473,33 +8739,6 @@ msgstr "Lejo" msgid "Node Path" msgstr "Ngarko Gabimet" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Thërritjet" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacionet:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Rruga Skenës:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8551,7 +8790,7 @@ msgstr "Vetitë:" msgid "Tracking" msgstr "Duke Paketuar" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Emri i Nyjes:" @@ -8607,14 +8846,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8658,13 +8889,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Zgjidh Folderin Aktual" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8672,8 +8904,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Versioni Aktual:" @@ -8688,8 +8920,8 @@ msgid "Emission Energy" msgstr "Versioni Aktual:" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8721,12 +8953,6 @@ msgstr "Instanco" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Ndrysho Mënyrën" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8742,7 +8968,7 @@ msgstr "Thërritjet" msgid "Passes" msgstr "Thërritjet" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8787,10 +9013,6 @@ msgstr "" msgid "Begin Margin" msgstr "Shto te Grupi" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8801,139 +9023,8 @@ msgstr "Zgjero të Gjitha" msgid "Fade Mode" msgstr "Luaj Skenën" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Ndrysho Mënyrën" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Fshi Nyjen" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Ngjit Parametrat" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Enumeracionet:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Vlerë e Re:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Shfaqi të Gjitha" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instanco" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instanco" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Përshkrimi:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Animacionet:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Shfaqi të Gjitha" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacionet:" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Duke Ruajtur Skenën" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Animacionet:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Thërritjet" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "E Parazgjedhur" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacionet:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacionet:" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9003,7 +9094,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9013,30 +9104,30 @@ msgid "Outline Modulate" msgstr "Ndrysho Mënyrën" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtro Skedarët..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtro Skedarët..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Konstantet" @@ -9044,27 +9135,27 @@ msgstr "Konstantet" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Përshkrimi:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9246,7 +9337,8 @@ msgstr "Madhësia: " msgid "Custom Sky" msgstr "Dyfisho Nyjet" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Dyfisho Nyjet" @@ -9257,7 +9349,7 @@ msgid "Custom Energy" msgstr "Dyfisho Nyjet" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Mbyll Skenën" @@ -9295,7 +9387,7 @@ msgstr "I Balancuar" msgid "Keep Y Velocity" msgstr "Fshi Nyjen" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Metoda Pa Shpërqëndrime" @@ -9356,198 +9448,443 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtro Skedarët..." -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Thërritjet" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animacionet:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Rruga Skenës:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Duke Ruajtur Skenën" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Enumeracionet:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Shfaqi të Gjitha" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instanco" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instanco" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Përshkrimi:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Animacionet:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Thërritjet" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "E Parazgjedhur" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacionet:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacionet:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Ngjit Parametrat" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Vlerë e Re:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Ndrysho Mënyrën" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Fshi Nyjen" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Animacionet:" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Shfaqi të Gjitha" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacionet:" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Konstantet" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtro Skedarët..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Lejo" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Enumeracionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Shfaqi të Gjitha" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Përshkrimi:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "E Parazgjedhur" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Përshkrimi:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacionet:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtro Skedarët..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funksionet:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "E Parazgjedhur" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacionet:" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Rregullo (Debug)" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumentimi Online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Enumeracionet:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Sinjalet" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funksionet:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Versioni Aktual:" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Pasqyrë" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9614,7 +9951,8 @@ msgstr "" msgid "Interpolation" msgstr "Enumeracionet" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9693,68 +10031,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumentimi Online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Enumeracionet:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Sinjalet" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funksionet:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Versioni Aktual:" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Pasqyrë" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9796,8 +10072,8 @@ msgstr "Shto Animacion" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9831,17 +10107,36 @@ msgstr "Metoda Pa Shpërqëndrime" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Shto Binarë" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Përditëso" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Shto Binarë" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Duke Paketuar" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Shto Binarë" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10516,18 +10811,10 @@ msgstr "Ngjit Parametrat" msgid "Reverse Fill" msgstr "Emri i Nyjes:" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11308,7 +11595,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Fshi Nyjen" @@ -11426,7 +11713,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11439,11 +11726,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Lejo" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11461,11 +11743,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Zgjidh një 'Viewport'" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11570,7 +11847,7 @@ msgstr "Metoda Pa Shpërqëndrime" msgid "Multiplayer Poll" msgstr "Vendos të Shumëfishta:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11638,7 +11915,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11993,6 +12270,553 @@ msgstr "Hapi i Fizikës %" msgid "3D Navigation" msgstr "Metoda Pa Shpërqëndrime" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Zgjidh Këtë Folder" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Ndrysho Mënyrën" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Fshi Nyjen" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Ngarko Gabimet" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "E Parazgjedhur" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "E Parazgjedhur" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Shto te Grupi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Fshi Nyjen" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Ndrysho Gjatësin e Animacionit" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instanco" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instanco" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Përshkrimi:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Shto te të preferuarat" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Metoda Pa Shpërqëndrime" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Funksionet:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Shto te Grupi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Hiq Artikullin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Hiq Artikullin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Hiq Artikullin" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Hiq Artikullin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Koha" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Vendos Animacionin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Zhvilluesit" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Grupet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Hiq Artikullin" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Hap Folderin e të Dhënave të Editorit" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Resursi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Versioni Aktual:" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Fshi Faqosjen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Fshi Nyjen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Format e Përplasjes të Dukshme" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Hapi i Fizikës %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Vendos të Shumëfishta:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Ndrysho Tabin e Skenës" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Ndrysho Tabin e Skenës" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Luaj Skenën" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Shto te të preferuarat" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Vendos Animacionin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Vendos Animacionin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Versioni:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "SetPllakash..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instanco" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Format e Përplasjes të Dukshme" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Metoda Pa Shpërqëndrime" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Ndrysho Tipin e %s" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Binari i Transformimeve 3D" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Binari i Transformimeve 3D" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Hiq Artikullin" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Menaxho Shabllonet e Eksportit" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Ndrysho Gjatësin e Animacionit" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Zgjidh Këtë Folder" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Zgjidh Këtë Folder" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Dyfisho Nyjet" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Shto te të preferuarat" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Emri i Nyjes:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Hiq Artikullin" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Duke Ruajtur Skedarin:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Vendos të Shumëfishta:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Ndrysho Mënyrën" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupet" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Hiq Artikullin" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "Animacionet:" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Shfaqi të Gjitha" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Funksionet:" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12211,15 +13035,6 @@ msgstr "Ndrysho Mënyrën" msgid "Load Path" msgstr "Ngarko Gabimet" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Format e Përplasjes të Dukshme" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12253,20 +13068,10 @@ msgstr "Dyfisho Nyjet" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Vendos të Shumëfishta:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12487,10 +13292,6 @@ msgstr "Metoda Pa Shpërqëndrime" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12564,20 +13365,6 @@ msgstr "Enumeracionet:" msgid "Color Correction" msgstr "Konstantet" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Metoda Pa Shpërqëndrime" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Ndrysho Tipin e %s" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12655,18 +13442,6 @@ msgstr "Luaj Skenën" msgid "To" msgstr "Siper" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12915,11 +13690,6 @@ msgstr "Ngjit Parametrat" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instanco" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12952,24 +13722,6 @@ msgstr "Ndrysho Mënyrën" msgid "Shadow Mesh" msgstr "Ndrysho Mënyrën" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Binari i Transformimeve 3D" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Binari i Transformimeve 3D" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13329,174 +14081,6 @@ msgstr "Mbishkruaj" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Hiq Artikullin" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Menaxho Shabllonet e Eksportit" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Ndrysho Gjatësin e Animacionit" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Zgjidh Këtë Folder" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Zgjidh Këtë Folder" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Dyfisho Nyjet" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Zgjidh Këtë Folder" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Ndrysho Mënyrën" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Fshi Nyjen" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Ngarko Gabimet" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "E Parazgjedhur" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "E Parazgjedhur" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Shto te Grupi" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Fshi Nyjen" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Ndrysho Gjatësin e Animacionit" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instanco" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instanco" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Përshkrimi:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Shto te të preferuarat" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13512,20 +14096,6 @@ msgstr "Grupet" msgid "Bone Size" msgstr "Madhësia: " -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Shto te të preferuarat" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Emri i Nyjes:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13540,78 +14110,6 @@ msgstr "Ndrysho Mënyrën" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Hiq Artikullin" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Duke Ruajtur Skedarin:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Ndrysho Mënyrën" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupet" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Hiq Artikullin" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "Animacionet:" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Shfaqi të Gjitha" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Funksionet:" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13713,219 +14211,6 @@ msgstr "E Parazgjedhur" msgid "Default Font Size" msgstr "E Parazgjedhur" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Metoda Pa Shpërqëndrime" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Funksionet:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Shto te Grupi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Hiq Artikullin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Hiq Artikullin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Hiq Artikullin" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Hiq Artikullin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Koha" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Vendos Animacionin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Zhvilluesit" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Grupet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Hiq Artikullin" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Hap Folderin e të Dhënave të Editorit" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Resursi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Versioni Aktual:" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Fshi Faqosjen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Fshi Nyjen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Format e Përplasjes të Dukshme" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Hapi i Fizikës %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Vendos të Shumëfishta:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Ndrysho Tabin e Skenës" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Ndrysho Tabin e Skenës" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Luaj Skenën" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Shto te të preferuarat" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Vendos Animacionin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Vendos Animacionin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Versioni:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "SetPllakash..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14051,14 +14336,6 @@ msgstr "Ndrysho" msgid "Degrees Mode" msgstr "Ndrysho Mënyrën" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14534,6 +14811,11 @@ msgstr "Ndrysho Skedarët e Fshehur" msgid "Folder" msgstr "Folderi:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Krijo një Folder" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16451,11 +16733,27 @@ msgstr "Faqosja e Editorit" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Duke Paketuar" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Madhësia: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Ndrysho Mënyrën" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Duke Paketuar" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16473,11 +16771,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Duke Paketuar" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sr_Cyrl.po b/properties/sr_Cyrl.po index 46a9421..703b165 100644 --- a/properties/sr_Cyrl.po +++ b/properties/sr_Cyrl.po @@ -39,9 +39,9 @@ msgstr "Конфигурација лепљења" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Име" @@ -142,9 +142,9 @@ msgstr "Нов Прозор" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp #, fuzzy @@ -350,7 +350,7 @@ msgstr "Укључи лепљење" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -435,7 +435,8 @@ msgid "Max Functions" msgstr "Промени векторску функцију" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Постави правоугаони регион" @@ -486,7 +487,7 @@ msgstr "Синхронизуј промене скриптица" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp #, fuzzy msgid "Rendering" @@ -875,8 +876,9 @@ msgstr "Залепи релативно" msgid "Screen Relative" msgstr "Залепи релативно" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "Велика слова" @@ -913,8 +915,8 @@ msgid "Action" msgstr "Радња" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1034,11 +1036,11 @@ msgstr "Режим ротације" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1193,7 +1195,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Преписке" @@ -1223,7 +1226,7 @@ msgstr "Учитај као Месточувца" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1246,7 +1249,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Type" @@ -1311,7 +1314,7 @@ msgid "Sync Breakpoints" msgstr "Тачке прекида" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Датотечни систем" @@ -1641,6 +1644,11 @@ msgstr "Учитај уобичајен бас распоред." msgid "Theme" msgstr "Тема" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Тражи" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1666,6 +1674,11 @@ msgstr "Боја" msgid "Accent Color" msgstr "Одабери боју" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Одабери боју" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1766,8 +1779,8 @@ msgstr "Нов Прозор" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Укључи" @@ -1865,7 +1878,8 @@ msgid "Thumbnail Size" msgstr "Сличица..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Увоз" @@ -1888,8 +1902,8 @@ msgstr "Обриши тачку" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2050,9 +2064,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Ауто-Учитавање" @@ -2072,7 +2086,7 @@ msgid "Draw Spaces" msgstr "Позиви цртања" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2082,7 +2096,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2326,17 +2340,17 @@ msgstr "Боје емисије" msgid "Instantiated" msgstr "Додај инстанцу" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Помери тачку" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2604,6 +2618,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Претходна Раван" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Укљ./Искљ. аутоматско покретање" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2650,6 +2669,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Затвори криву" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "МапаМреже Боји" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2699,7 +2723,7 @@ msgid "Output" msgstr "Излаз" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2991,6 +3015,96 @@ msgstr "Потражи Ретултате" msgid "Search Result Border Color" msgstr "Потражи Ретултате" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Повезивање не успешно" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Одабери боју" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Тачке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Тачке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Тачке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Белешке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Трансформација прекинута." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Узрокотвор" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Обриши ставке класе" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Излаз" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Белешке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Следећи Спрат" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Одабери боју" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Следећи Спрат" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Следећи Спрат" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Тачке" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Само одабрано" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Онемогућено" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3150,13 +3264,17 @@ msgstr "Преименуј анимацију" msgid "Overwrite Axis" msgstr "Препиши" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3245,21 +3363,23 @@ msgstr "Врста" msgid "Shape Type" msgstr "Промени Тип" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp #, fuzzy msgid "Layer" msgstr "Лајер" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3387,10 +3507,12 @@ msgstr "Режим извоза:" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "десно" @@ -3400,12 +3522,14 @@ msgstr "десно" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr " Опсег:" @@ -3429,26 +3553,29 @@ msgid "Save to File" msgstr "Сачувај датотеку" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3507,8 +3634,8 @@ msgstr "Аутоматски рез" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3575,6 +3702,10 @@ msgstr "Скала:" msgid "Root Scale" msgstr "Скала:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3739,7 +3870,7 @@ msgstr "Компоненте" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3864,7 +3995,7 @@ msgstr "Знаци" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3985,8 +4116,8 @@ msgstr "Постави правоугаони регион" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Изворна мрежа:" @@ -4540,7 +4671,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4680,7 +4811,7 @@ msgstr "Укључи" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "Прикажи околину" @@ -4812,11 +4943,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Анимациони чвор" @@ -4831,9 +4962,9 @@ msgstr "Анимациони чвор" msgid "Collision Layer" msgstr "Анимациони чвор" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4845,7 +4976,7 @@ msgstr "Анимациони чвор" msgid "Collision Priority" msgstr "Анимациони чвор" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Обрни Хоризонтално" @@ -4853,25 +4984,25 @@ msgstr "Обрни Хоризонтално" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Мрежа" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Промене материјала" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Аргументи Главне Сцене" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Упозорење" @@ -4890,12 +5021,12 @@ msgstr "Покажи водиче" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Промени Унутрашњи Опсег Торуса" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Промени Спољашњи Опсег Торуса" @@ -4904,17 +5035,17 @@ msgstr "Промени Спољашњи Опсег Торуса" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Полигон->UV" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Дубина" @@ -4974,6 +5105,24 @@ msgstr "Насумична ротација:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Увоз" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -5086,20 +5235,17 @@ msgstr "" msgid "Naming Version" msgstr "Верзија:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Боја" @@ -5150,13 +5296,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5165,14 +5312,14 @@ msgstr "Велика слова" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5388,6 +5535,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Име Прикључка :" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5588,8 +5741,8 @@ msgid "Center Z" msgstr "Средина" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5892,8 +6045,8 @@ msgstr "Постави дршку" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5978,7 +6131,8 @@ msgstr "Прикажи жичану мрежу" msgid "Render Target Size Multiplier" msgstr "Постави Више:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Постави дршку" @@ -5998,7 +6152,8 @@ msgstr "Синглетон" msgid "Skeleton Rig" msgstr "Синглетон" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Ажурирај" @@ -6127,6 +6282,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Карактеристике" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7229,73 +7389,16 @@ msgstr "Средина" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Монитор" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Монитор" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Преписке" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point" -msgstr "Помери тачку" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Одабери Одстојање:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Додај улазни порт" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Смерови" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Линеаран" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Додај звучни бас" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7509,51 +7612,6 @@ msgstr "Постави дршку" msgid "Use Mipmaps" msgstr "Знаци" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Онемогућено" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "Додај улаз" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Одабери плочицу" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Режим Мерења" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Онемогућено" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Направи навигациони полигон" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Направи навигациони полигон" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Уобичајено" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7645,9 +7703,9 @@ msgid "Rect Extents" msgstr "Прикажи справице" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Помери тачку" @@ -7675,12 +7733,27 @@ msgstr "Честице" msgid "Align Y" msgstr "Додели" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Смерови" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7739,11 +7812,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7774,7 +7851,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7913,7 +7990,7 @@ msgstr "Режим извоза:" msgid "Trails" msgstr "Учитај уобичајено" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Смерови" @@ -7922,74 +7999,6 @@ msgstr "Смерови" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Чвор" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Чвор" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Онемогућено" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Мала слова" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Велика слова" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Велика слова" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Велика слова" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8158,7 +8167,7 @@ msgstr "Одабери Одстојање:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8311,6 +8320,63 @@ msgstr "Непроменљиве" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Офсет мреже:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Офсет мреже:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Одабери Особину" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Аутоматско рестартовање:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Захтев неуспешан, повратни код:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Режим померања" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "End" +msgstr "Крај" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "1 прозор" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Офсет мреже:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8339,7 +8405,7 @@ msgstr "На Крај" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8350,8 +8416,9 @@ msgstr "Радња" msgid "Mirroring" msgstr "Огледало" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Подели Криву" @@ -8385,217 +8452,466 @@ msgstr "Режим ротације" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Повежи са чвором:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Миш Дугме Индекс" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Конфигурација лепљења" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Слика физике %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Велика слова" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Велика слова" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Слика физике %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Монитор" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Монитор" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Преписке" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point" +msgstr "Помери тачку" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Одабери Одстојање:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Додај улазни порт" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Линеаран" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Додај звучни бас" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Режим ротације" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Смерови" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Онемогућено" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Спрат:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Константан" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Откључај Чвор" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Вредност" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Поставке лепљења" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Платформа" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Лајер" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Лајер" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Постави дршку" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Онемогућено" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "Додај улаз" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Одабери плочицу" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Режим Мерења" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Онемогућено" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Направи навигациони полигон" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Направи навигациони полигон" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Уобичајено" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Велика слова" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Чвор" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Чвор" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Онемогућено" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Мала слова" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Велика слова" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Велика слова" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Повежи са чвором:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Миш Дугме Индекс" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Конфигурација лепљења" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Слика физике %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Постави почетну позицију криве" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Постави Врсту Променљиве" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Средина Лево" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Вертикално:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Опис" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Паметно Лепљење" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Брзина (FPS):" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Прикажи информације" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Слободно" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Режим извоза:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Направи чвор" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Трајан" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Одабери боју" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Линеаран" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Режим лепљења:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Непроменљиве" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Режим ротације" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Смерови" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Онемогућено" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Спрат:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Константан" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Откључај Чвор" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Вредност" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Поставке лепљења" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Платформа" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Лајер" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Лајер" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Постави дршку" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Потражи Ретултате" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Велика слова" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Велика слова" + #: scene/2d/polygon_2d.cpp #, fuzzy msgid "UV" @@ -8616,39 +8932,6 @@ msgstr "Полигон->UV" msgid "Internal Vertex Count" msgstr "Направи нови хоризонтални водич" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Постави почетну позицију криве" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8663,20 +8946,6 @@ msgstr "Следећа скриптица" msgid "Update" msgstr "Ажурирај" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Постави дршку" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Потражи Ретултате" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8794,35 +9063,6 @@ msgstr "Укључи" msgid "Node Path" msgstr "Копирај Путању Чвора" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Нов Прозор" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Позиви цртања" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Анимација" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Путања Ресурса" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Постави Јединствено Име" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8877,7 +9117,7 @@ msgstr "Измени дужину анимације" msgid "Tracking" msgstr "Паковање" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Име чвора:" @@ -8935,15 +9175,6 @@ msgstr "Најближи" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Карактеристике" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8993,13 +9224,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Затвори криву" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Формат" @@ -9008,8 +9240,8 @@ msgstr "Формат" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Маска емисије" @@ -9025,8 +9257,8 @@ msgid "Emission Energy" msgstr "Боје емисије" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Попуни" @@ -9059,12 +9291,6 @@ msgstr "Мала слова" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Режим померања" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -9080,7 +9306,7 @@ msgstr "Позиви цртања" msgid "Passes" msgstr "Позиви цртања" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9126,11 +9352,6 @@ msgstr "Режим извоза:" msgid "Begin Margin" msgstr "Постави дршку" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "End" -msgstr "Крај" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9141,142 +9362,8 @@ msgstr "Прошири све" msgid "Fade Mode" msgstr "Режим ротације" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Уреди филтере" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Обриши Чворове" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Промене материјала" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Одвојеност:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Брзина (FPS):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Линеаран" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Одабери Одстојање:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Одабери Одстојање:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Опис" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Велика слова" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Ортогонална пројекција" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Велика слова" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Мала слова" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Анимација" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Максимална угаона грешка:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Чување сцене" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Велика слова" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Позиви цртања" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Линеаран" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Анимација" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Анимација" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Лепљење по пикселу" @@ -9349,7 +9436,7 @@ msgstr "Уреди филтере" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text" msgstr "Текст" @@ -9360,31 +9447,31 @@ msgid "Outline Modulate" msgstr "Принудно бојење белом" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Фонт" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Хоризонтално:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Филтрирај датотеке..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Велика слова" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Насумична ротација:" @@ -9392,27 +9479,27 @@ msgstr "Насумична ротација:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Смерови" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9602,7 +9689,8 @@ msgstr "Споји од сцене" msgid "Custom Sky" msgstr "Направи чвор" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Направи чвор" @@ -9613,7 +9701,7 @@ msgid "Custom Energy" msgstr "Помери звучни ефекат" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Разликовање великих и малих слова" @@ -9652,7 +9740,7 @@ msgstr "Поставке залепљавања" msgid "Keep Y Velocity" msgstr "Велика слова" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Направи навигациону мрежу" @@ -9716,206 +9804,460 @@ msgstr "" msgid "Tilt Enabled" msgstr "Филтрирај датотеке..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Осе" +msgid "Wind" +msgstr "Нов Прозор" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Линеаран" +msgid "Force Magnitude" +msgstr "Позиви цртања" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Линеаран" +msgid "Attenuation Factor" +msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Линеаран" +msgid "Source Path" +msgstr "Путања Ресурса" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Постави Јединствено Име" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Карактеристике" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Чување сцене" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Одвојеност:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Линеаран" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Одабери Одстојање:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Одабери Одстојање:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Опис" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Велика слова" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Позиви цртања" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Линеаран" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Велика слова" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Мала слова" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Анимација" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Анимација" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Промене материјала" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Брзина (FPS):" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Уреди филтере" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Обриши Чворове" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Велика слова" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Ортогонална пројекција" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Анимација" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Максимална угаона грешка:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Непроменљиве" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Филтрирај датотеке..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Максимална угаона грешка:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Опис" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Опис" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Анимација" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Филтрирај датотеке..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Офсет:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Промени векторску функцију" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Линеаран" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Анимација" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Осе" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Линеаран" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Линеаран" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Линеаран" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Наслага Фрејмова" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Дебагер" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Точкић Доле Дугме" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Онлајн документација" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Одвојеност:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Користи Лествично Лепљење" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Точкић Горе." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Промени векторску функцију" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Постави правоугаони регион" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Travel" +msgstr "Путуј" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Грешка" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9985,7 +10327,8 @@ msgstr "Направи кости" msgid "Interpolation" msgstr "Анимациони чвор" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Target" msgstr "Мета" @@ -10068,71 +10411,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Точкић Доле Дугме" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Онлајн документација" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Одвојеност:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Користи Лествично Лепљење" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Точкић Горе." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Промени векторску функцију" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Постави правоугаони регион" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Travel" -msgstr "Путуј" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Грешка" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10177,8 +10455,8 @@ msgstr "Преокрени" msgid "Extra Cull Margin" msgstr "Додатни аргументи позива:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10214,17 +10492,36 @@ msgstr "Направи навигациону мрежу" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Додај нову траку" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Ажурирај" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Додај нову траку" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Паковање" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Додај нову траку" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Копирај позу" @@ -10941,20 +11238,10 @@ msgstr "XForm дијалог" msgid "Reverse Fill" msgstr "Ресетуј јачину баса" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Офсет мреже:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "МапаМреже Боји" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11768,7 +12055,7 @@ msgstr "Велика слова" msgid "Fill Degrees" msgstr "Ротација за %s степени." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Средина Лево" @@ -11891,7 +12178,7 @@ msgstr "Укљ/Искљ Видљивост" msgid "Ordering" msgstr "Цртач:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp #, fuzzy msgid "Z Index" msgstr "Режим инспекције" @@ -11906,11 +12193,6 @@ msgstr "Залепи релативно" msgid "Y Sort Enabled" msgstr "Укључи" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11928,11 +12210,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "1 прозор" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -12038,7 +12315,7 @@ msgstr "Направи навигациону мрежу" msgid "Multiplayer Poll" msgstr "Постави Више:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -12111,7 +12388,7 @@ msgid "Use TAA" msgstr "Користи лепљење" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12488,6 +12765,573 @@ msgstr "Слика физике %" msgid "3D Navigation" msgstr "Направи навигациону мрежу" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Аргументи Главне Сцене" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "Б" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Одабери Особину" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Режим инспекције" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Промени оца Чвору" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Копирај Путању Чвора" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Уобичајено" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Преглед" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Миш Дугме Индекс" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Мешање2 чвор" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Промени циклус анимације" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Одабери Одстојање:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Одабери Одстојање:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Смерови" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Додај улазни порт" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Поглед с десна" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Десно Дугме" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Доле Десно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Доле Десно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Доле Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Белешке" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Доле Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Доле Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Горе Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Постави дршку" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Горе Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Горе Лево" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Корак мреже:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Следећи Спрат" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Горе Десно" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Горе Десно" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Кориснички Интерфејс" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Извор" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Постави правоугаони регион" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Обирши распоред" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Офсет мреже:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Измени полигон" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Слика физике %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Постави Више:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Промени сценски таб" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Главна Сцена" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Учитај као Месточувца" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Полигон->UV" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Направи навигациони полигон" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Transpose" +msgstr "Преокрени" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Постави дршку" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Прикажи центар" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Одабери Одстојање:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Анимациони чвор" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "десно" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Тачке емисије:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Дубина" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Дубина" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Ставка" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Трансформација" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Очисти Трансформацију" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Преглед" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Додај %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr " Пуњење" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr " Опсег:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Доле Десно" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Клип Изнад" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Доле Лево" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Горе Десно" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Аргументи Главне Сцене" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Аргументи Главне Сцене" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Промени циклус анимације" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Само одабрано" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Аргументи Главне Сцене" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Подели Криву" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Додај улазни порт" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Спојеви" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Направи кости" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Следећи Спрат" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Складиштење датотеке:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Постави Више:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Попуни" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Групе" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Белешке" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Покрени" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "МиБ" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Прикажи нормалу" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Одабери боју" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "десно" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "Прикажи околину" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Раван:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12710,16 +13554,6 @@ msgstr "Помери звучни ефекат" msgid "Load Path" msgstr "Учитај подешавања" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Аргументи Главне Сцене" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Анимациони чвор" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12753,20 +13587,10 @@ msgstr "Подели Криву" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Постави Више:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12997,10 +13821,6 @@ msgstr "Боје емисије" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -13078,20 +13898,6 @@ msgstr "Одвојеност:" msgid "Color Correction" msgstr "Иди на функцију..." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "десно" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Тачке емисије:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13171,20 +13977,6 @@ msgstr "Режим Игре:" msgid "To" msgstr "Врх" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Дубина" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Дубина" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13444,11 +14236,6 @@ msgstr "Честице" msgid "Proximity Fade" msgstr "Режим извоза:" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Одабери Одстојање:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13483,24 +14270,6 @@ msgstr "Мешање2 чвор" msgid "Shadow Mesh" msgstr "Шејдер" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Ставка" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Трансформација" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Очисти Трансформацију" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Преглед" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13871,181 +14640,6 @@ msgstr "Преписке" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Додај %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr " Пуњење" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr " Опсег:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Доле Десно" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Клип Изнад" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Доле Лево" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Горе Десно" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Аргументи Главне Сцене" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Аргументи Главне Сцене" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Промени циклус анимације" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Само одабрано" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Аргументи Главне Сцене" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Подели Криву" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "Б" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Одабери Особину" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Режим инспекције" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Промени оца Чвору" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Копирај Путању Чвора" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Уобичајено" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Преглед" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Миш Дугме Индекс" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Мешање2 чвор" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Промени циклус анимације" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Одабери Одстојање:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Одабери Одстојање:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Смерови" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Додај улазни порт" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -14061,21 +14655,6 @@ msgstr "Корак мреже:" msgid "Bone Size" msgstr "Пиксели Оквира" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Додај улазни порт" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Спојеви" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Направи кости" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -14091,80 +14670,6 @@ msgstr "Режим померања" msgid "Radiance Size" msgstr "Величина ивице:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Следећи Спрат" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Складиштење датотеке:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Попуни" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Групе" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Белешке" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Покрени" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "МиБ" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Прикажи нормалу" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Одабери боју" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "десно" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14271,224 +14776,6 @@ msgstr "Уобичајено" msgid "Default Font Size" msgstr "Уобичајено" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Поглед с десна" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Десно Дугме" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Доле Десно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Доле Десно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Доле Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Белешке" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Доле Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Доле Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Горе Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Постави дршку" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Горе Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Горе Лево" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Корак мреже:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Следећи Спрат" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Горе Десно" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Горе Десно" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Кориснички Интерфејс" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Извор" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Постави правоугаони регион" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Обирши распоред" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Офсет мреже:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Измени полигон" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Слика физике %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Постави Више:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Промени сценски таб" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Главна Сцена" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Учитај као Месточувца" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Полигон->UV" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Направи навигациони полигон" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Transpose" -msgstr "Преокрени" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Постави дршку" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Прикажи центар" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Датотека" @@ -14614,16 +14901,6 @@ msgstr "Режим инспекције" msgid "Degrees Mode" msgstr "Ротација за %s степени." -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "Прикажи околину" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Раван:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -15105,6 +15382,11 @@ msgstr "Прикажи сакривене датотеке" msgid "Folder" msgstr "Пресавији линију" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Направи директоријум" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -17077,11 +17359,27 @@ msgstr "Распоред уредника" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Паковање" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Величина:" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Мешање2 чвор" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Паковање" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -17099,11 +17397,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Паковање" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sr_Latn.po b/properties/sr_Latn.po index 4a243ff..c7fbcd0 100644 --- a/properties/sr_Latn.po +++ b/properties/sr_Latn.po @@ -40,9 +40,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -137,9 +137,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -334,7 +334,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -416,7 +416,8 @@ msgid "Max Functions" msgstr "Funkcija" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Napravi" @@ -466,7 +467,7 @@ msgstr "Zajednica" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -827,8 +828,9 @@ msgstr "" msgid "Screen Relative" msgstr "Skaliraj Selekciju" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -862,8 +864,8 @@ msgid "Action" msgstr "Sve sekcije" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -980,11 +982,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1132,7 +1134,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1157,7 +1160,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1179,7 +1182,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1239,7 +1242,7 @@ msgid "Sync Breakpoints" msgstr "Tačke Prekida" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1546,6 +1549,11 @@ msgstr "Levi Linearni" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Pretraga:" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1568,6 +1576,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Animacija Uduplaj Ključeve" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1663,8 +1676,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1750,7 +1763,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1772,8 +1786,8 @@ msgstr "Ukloni Tačku" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1929,9 +1943,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Napravi" @@ -1949,7 +1963,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1959,7 +1973,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2193,16 +2207,16 @@ msgstr "" msgid "Instantiated" msgstr "Konstanta" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2446,6 +2460,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Idi na Prethodni Korak" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Napravi" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2491,6 +2510,10 @@ msgstr "" msgid "Lines Curvature" msgstr "Razdeli Krivu" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2537,7 +2560,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2811,6 +2834,96 @@ msgstr "Traži Zamenu za:" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Izmeni Konekciju:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Funkcija" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Samo Obeleženo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Samo Obeleženo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Samo Obeleženo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Tačke Prekida" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformacija homogenosti." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Funkcija" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Tačke Prekida" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Animacija Uduplaj Ključeve" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Promeni %s Tip" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Funkcija" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Funkcija" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Obriši Selekciju" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Funkcija" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Samo Obeleženo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Samo Obeleženo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Onemogućeno" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2964,13 +3077,17 @@ msgstr "Ukloni Anim Traku" msgid "Overwrite Axis" msgstr "Konvertuj u %s" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3057,20 +3174,22 @@ msgstr "Animacija Dodaj Kanal" msgid "Shape Type" msgstr "Promeni %s Tip" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3190,10 +3309,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3202,12 +3323,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3230,26 +3353,29 @@ msgid "Save to File" msgstr "Samo Obeleženo" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3305,8 +3431,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3371,6 +3497,10 @@ msgstr "Razmera" msgid "Root Scale" msgstr "Razmera" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3528,7 +3658,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3649,7 +3779,7 @@ msgstr "Signali" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3760,8 +3890,8 @@ msgstr "Kopiraj UV u Poligon" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4292,7 +4422,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4427,7 +4557,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4550,11 +4680,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Napravi" @@ -4569,9 +4699,9 @@ msgstr "Napravi" msgid "Collision Layer" msgstr "Napravi" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4583,30 +4713,30 @@ msgstr "Napravi" msgid "Collision Priority" msgstr "Napravi" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Upozorenja" @@ -4623,11 +4753,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4635,17 +4765,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Poligoni" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4703,6 +4833,24 @@ msgstr "Kontanta" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Napravi" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4811,20 +4959,17 @@ msgstr "" msgid "Naming Version" msgstr "Razdeli Krivu" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4873,13 +5018,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -4888,14 +5034,14 @@ msgstr "Linearna" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5098,6 +5244,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Grupisane" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5281,8 +5433,8 @@ msgid "Center Z" msgstr "Centriraj Čvor" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5575,8 +5727,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5656,7 +5808,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5674,7 +5827,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "Ukloni Čvor" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Obriši Selekciju" @@ -5794,6 +5948,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Obriši Selekciju" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6841,69 +7000,16 @@ msgstr "Centriraj Čvor" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Razmera" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Optimizuj Animaciju" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Sve sekcije" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linearna" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Audio Klipovi" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7107,48 +7213,6 @@ msgstr "Razmera:" msgid "Use Mipmaps" msgstr "Signali" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Onemogućeno" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Onemogućeno" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Napravi" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Napravi" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Traži Zamenu za:" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7232,9 +7296,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7258,12 +7322,27 @@ msgstr "Optimizuj Animaciju" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Sve sekcije" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7321,11 +7400,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7356,7 +7439,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7492,7 +7575,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Uduplaj Selekciju" @@ -7501,71 +7584,6 @@ msgstr "Uduplaj Selekciju" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Animacija Uduplaj Ključeve" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Animacija Uduplaj Ključeve" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Onemogućeno" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linearna" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7720,7 +7738,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7869,6 +7887,60 @@ msgstr "Konstanta" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Razmera" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Samo Obeleženo" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Automatski Ubaci Ključ" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Istek vremena." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Napravi" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Napravi" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7896,7 +7968,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7907,8 +7979,9 @@ msgstr "Sve sekcije" msgid "Mirroring" msgstr "Ogledalo" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Razdeli Krivu" @@ -7939,206 +8012,444 @@ msgstr "Kontanta" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp +msgid "Sync to Physics" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Razmera" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Optimizuj Animaciju" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linearna" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Audio Klipovi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Napravi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Sve sekcije" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Onemogućeno" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstanta" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Napravi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Vrednost:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Kačenje:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Napravi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Vrednost:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Onemogućeno" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Onemogućeno" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Napravi" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Napravi" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Traži Zamenu za:" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Animacija Uduplaj Ključeve" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Animacija Uduplaj Ključeve" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Onemogućeno" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linearna" + +#: scene/2d/physics/physical_bone_2d.cpp msgid "Bone 2D Nodepath" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp #, fuzzy msgid "Bone 2D Index" msgstr "Animacija Dodaj Kanal" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Auto Configure Joint" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Simulate Physics" msgstr "" -#: scene/2d/physical_bone_2d.cpp +#: scene/2d/physics/physical_bone_2d.cpp msgid "Follow Bone When Simulating" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Samo Konstante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Samo Konstante" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Sync to Physics" +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Napravi" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Odvajanje:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Centriraj Čvor" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Odvajanje:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Kačenje:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Kontanta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Slobodno" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Odložen" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Animacija Uduplaj Ključeve" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Neprekidna" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linearna" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Napravi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Konstanta" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Napravi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Sve sekcije" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Onemogućeno" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstanta" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Napravi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" +msgid "Max Results" msgstr "Vrednost:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Snap Length" -msgstr "Kačenje:" +msgid "Constant Linear Velocity" +msgstr "Samo Konstante" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Floor Layers" -msgstr "Napravi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Vrednost:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Samo Konstante" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8156,39 +8467,6 @@ msgstr "Poligoni" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Napravi" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8203,19 +8481,6 @@ msgstr "Kontanta" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Vrednost:" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8324,32 +8589,6 @@ msgstr "Upozorenja" msgid "Node Path" msgstr "Putanja" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animacije:" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Putanja" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8401,7 +8640,7 @@ msgstr "" msgid "Tracking" msgstr "Osobine Trake" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Obriši Selekciju" @@ -8458,15 +8697,6 @@ msgstr "Najbliža" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Ulovi" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8512,13 +8742,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Razdeli Krivu" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8526,8 +8757,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8541,8 +8772,8 @@ msgid "Emission Energy" msgstr "Animacija Uduplaj Ključeve" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8572,12 +8803,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Napravi" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8591,7 +8816,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8636,10 +8861,6 @@ msgstr "" msgid "Begin Margin" msgstr "Napravi" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8650,134 +8871,8 @@ msgstr "Izmeni Konekciju:" msgid "Fade Mode" msgstr "Animacija Uduplaj Ključeve" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Animacija Obriši Ključeve" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Odvajanje:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Vrednost:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linearna" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Animacije:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linearna" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linearna" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animacije:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Ugaona Greška:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linearna" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linearna" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animacije:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animacije:" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8846,7 +8941,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8856,30 +8951,30 @@ msgid "Outline Modulate" msgstr "Funkcija" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtriraj signale" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtriraj signale" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Kontanta" @@ -8887,27 +8982,27 @@ msgstr "Kontanta" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Sve sekcije" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9090,7 +9185,8 @@ msgstr "Obriši Selekciju" msgid "Custom Sky" msgstr "Animacija Uduplaj Ključeve" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Animacija Uduplaj Ključeve" @@ -9101,7 +9197,7 @@ msgid "Custom Energy" msgstr "Animacija Uduplaj Ključeve" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -9137,7 +9233,7 @@ msgstr "Napredno" msgid "Keep Y Velocity" msgstr "Linearna" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Napravi" @@ -9197,202 +9293,440 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "" + +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animacije:" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Putanja" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Ulovi" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Odvajanje:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Restitution" +msgstr "Animacije:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Linear Spring" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animacije:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animacije:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Vrednost:" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Animacija Obriši Ključeve" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linearna" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linearna" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animacije:" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Ugaona Greška:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Kontanta" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Ugaona Greška:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animacije:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtriraj signale" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funkcija" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linearna" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animacije:" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linearna" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linearna" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linearna" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Odvajanje:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signali" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funkcija" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "%s Greška" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9457,7 +9791,8 @@ msgstr "" msgid "Interpolation" msgstr "Način Interpolacije" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9534,66 +9869,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Odvajanje:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signali" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funkcija" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "%s Greška" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9634,8 +9909,8 @@ msgstr "Tranzicija: " msgid "Extra Cull Margin" msgstr "Dodatni Argumenti Poziva:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9670,17 +9945,36 @@ msgstr "Napravi" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Dodaj Traku" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Obriši Selekciju" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Dodaj Traku" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Osobine Trake" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Dodaj Traku" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10341,18 +10635,10 @@ msgstr "" msgid "Reverse Fill" msgstr "Obriši Selekciju" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11120,7 +11406,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Centriraj Čvor" @@ -11234,7 +11520,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11247,11 +11533,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "Filtriraj signale" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11269,10 +11550,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -11373,7 +11650,7 @@ msgstr "Napravi" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11442,7 +11719,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11786,6 +12063,545 @@ msgstr "" msgid "3D Navigation" msgstr "Napravi" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Samo Obeleženo" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Napravi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Ukloni Čvor" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Putanja" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Postavke Uređivača..." + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Animacija Dodaj Kanal" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Animacija Obriši Ključeve" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Promeni Dužinu Animacije" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Sve sekcije" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Optimizuj Animaciju" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Desna Široka" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Desni Linearni" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Tačke Prekida" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Tačke Prekida" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Tačke Prekida" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Tačke Prekida" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Leva Široka" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Razmera:" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Grupisane" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Promeni %s Tip" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Desni Linearni" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Animacija Uduplaj Ključeve" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Animacija Dodaj Kanal" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Centriraj Čvor" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Razdeli Krivu" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Animacija Dodaj Kanal" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Filtriraj signale" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Animacija Uduplaj Ključeve" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Kopiraj Tekst" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Poligoni" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Napravi" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Obriši Selekciju" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Postavke Uređivača..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Napravi" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Desna Široka" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Obriši Selekciju" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Animacija Promjeni Transformaciju" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Animacija Promjeni Transformaciju" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Tačke Prekida" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Skaliraj Korak:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Promeni Dužinu Animacije" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Samo Obeleženo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Samo Obeleženo" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Razdeli Krivu" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Optimizuj Animaciju" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Obriši Selekciju" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Promeni %s Tip" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Funkcija" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Funkcija" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupisane" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Tačke Prekida" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Onemogućeno" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Funkcija" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11993,15 +12809,6 @@ msgstr "Napravi" msgid "Load Path" msgstr "Putanja" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Napravi" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12034,19 +12841,10 @@ msgstr "Razdeli Krivu" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12265,10 +13063,6 @@ msgstr "Desni Linearni" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12342,20 +13136,6 @@ msgstr "Odvajanje:" msgid "Color Correction" msgstr "Napravi" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Desna Široka" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Obriši Selekciju" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12430,18 +13210,6 @@ msgstr "Napravi" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -12684,10 +13452,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12720,24 +13484,6 @@ msgstr "Animacija Uduplaj Ključeve" msgid "Shadow Mesh" msgstr "Napravi" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Animacija Promjeni Transformaciju" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Animacija Promjeni Transformaciju" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13095,171 +13841,6 @@ msgstr "Resurs" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Tačke Prekida" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Skaliraj Korak:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Promeni Dužinu Animacije" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Samo Obeleženo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Samo Obeleženo" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Razdeli Krivu" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Samo Obeleženo" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Napravi" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Ukloni Čvor" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Putanja" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Postavke Uređivača..." - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Animacija Dodaj Kanal" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Animacija Obriši Ključeve" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Promeni Dužinu Animacije" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Sve sekcije" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Optimizuj Animaciju" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13275,20 +13856,6 @@ msgstr "Grupisane" msgid "Bone Size" msgstr "Animacija Dodaj Kanal" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Optimizuj Animaciju" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Obriši Selekciju" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13302,78 +13869,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Promeni %s Tip" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Funkcija" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Funkcija" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupisane" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Tačke Prekida" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Onemogućeno" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Funkcija" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13472,216 +13967,6 @@ msgstr "" msgid "Default Font Size" msgstr "Traži Zamenu za:" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Desna Široka" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Desni Linearni" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Tačke Prekida" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Tačke Prekida" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Tačke Prekida" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Tačke Prekida" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Leva Široka" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Razmera:" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Grupisane" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Promeni %s Tip" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Desni Linearni" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Animacija Uduplaj Ključeve" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Animacija Dodaj Kanal" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Centriraj Čvor" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Razdeli Krivu" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Animacija Dodaj Kanal" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Filtriraj signale" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Animacija Uduplaj Ključeve" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Kopiraj Tekst" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Poligoni" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Napravi" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Obriši Selekciju" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Postavke Uređivača..." - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13801,14 +14086,6 @@ msgstr "" msgid "Degrees Mode" msgstr "Odložen" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14270,6 +14547,11 @@ msgstr "Umogući/Onemogući Traku" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Napravi Profil" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16160,11 +16442,26 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Osobine Trake" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Animacija Uduplaj Ključeve" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Osobine Trake" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16182,11 +16479,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Osobine Trake" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/sv.po b/properties/sv.po index ddefd11..7073714 100644 --- a/properties/sv.po +++ b/properties/sv.po @@ -61,9 +61,9 @@ msgstr "Konfiguration" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Namn" @@ -156,9 +156,9 @@ msgstr "Fönster" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -354,7 +354,7 @@ msgstr "Aktivera" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -437,7 +437,8 @@ msgid "Max Functions" msgstr "Funktion" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "Ställ in uttryck" @@ -486,7 +487,7 @@ msgstr "Meddelande" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp #, fuzzy msgid "Rendering" @@ -863,8 +864,9 @@ msgstr "Relativ" msgid "Screen Relative" msgstr "Relativ" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Hastighet" @@ -897,8 +899,8 @@ msgid "Action" msgstr "Åtgärd" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Styrka" @@ -1015,11 +1017,11 @@ msgstr "Raw-Läge" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1172,7 +1174,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Skriv över" @@ -1199,7 +1202,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1221,7 +1224,7 @@ msgstr "Argument" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Typ" @@ -1284,7 +1287,7 @@ msgid "Sync Breakpoints" msgstr "Radera punkter" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "FilSystem" @@ -1608,6 +1611,11 @@ msgstr "Ladda standard Buss-Layouten." msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Sök" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Förinställning" @@ -1632,6 +1640,11 @@ msgstr "Färg" msgid "Accent Color" msgstr "Välj Färg" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Välj Färg" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1729,8 +1742,8 @@ msgstr "Nytt Fönster" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Aktivera" @@ -1827,7 +1840,8 @@ msgid "Thumbnail Size" msgstr "Miniatyr..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Importera" @@ -1850,8 +1864,8 @@ msgstr "Flytta Ner" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2012,9 +2026,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Slå på/av Autoplay" @@ -2032,7 +2046,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2042,7 +2056,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2282,17 +2296,17 @@ msgstr "Färg" msgid "Instantiated" msgstr "Instans" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Flytta Ner" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2548,6 +2562,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Föregående flik" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Slå på/av Autoplay" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2594,6 +2613,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Redigera Nodkurva" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Välj Färg" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2643,7 +2667,7 @@ msgid "Output" msgstr "Utdata" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2933,6 +2957,96 @@ msgstr "Sök Hjälp" msgid "Search Result Border Color" msgstr "Sök Hjälp" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Redigera Koppling:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Välj Färg" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Endast Urval" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Endast Urval" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Endast Urval" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Byt namn på Node" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Transformera uniform." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Färg" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Byt namn på Node" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Utdata" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Nästa Skript" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Nästa Skript" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Välj Färg" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Nästa Skript" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Nästa Skript" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Endast Urval" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Endast Urval" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Avaktiverad" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3092,13 +3206,17 @@ msgstr "Byt namn på Animation" msgid "Overwrite Axis" msgstr "Skriv över" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filter" @@ -3184,20 +3302,22 @@ msgstr "Typ" msgid "Shape Type" msgstr "Ändra Typ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Lager" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3324,10 +3444,12 @@ msgstr "Exportera Projekt" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Höjd" @@ -3336,12 +3458,14 @@ msgstr "Höjd" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3364,26 +3488,29 @@ msgid "Save to File" msgstr "Spara en Fil" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3442,8 +3569,8 @@ msgstr "Enhet" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3508,6 +3635,10 @@ msgstr "Skala" msgid "Root Scale" msgstr "Skala" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3668,7 +3799,7 @@ msgstr "Komponenter" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Språk" @@ -3791,7 +3922,7 @@ msgstr "Signaler" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3908,8 +4039,8 @@ msgstr "Raw-Läge" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4455,7 +4586,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4595,7 +4726,7 @@ msgstr "Aktivera" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4724,11 +4855,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "Animations-Node" @@ -4743,9 +4874,9 @@ msgstr "Animations-Node" msgid "Collision Layer" msgstr "Animations-Node" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4757,31 +4888,31 @@ msgstr "Animations-Node" msgid "Collision Priority" msgstr "Animations-Node" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Materialförändringar:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Varningar" @@ -4798,11 +4929,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4810,17 +4941,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Redigera Polygon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Djup" @@ -4878,6 +5009,24 @@ msgstr "Slumpmässig Rotation:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Importera" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4988,20 +5137,17 @@ msgstr "" msgid "Naming Version" msgstr "Version" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Färg" @@ -5050,13 +5196,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5065,14 +5212,14 @@ msgstr "Linjär" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5284,6 +5431,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Plugin Namn:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5477,8 +5630,8 @@ msgid "Center Z" msgstr "Skapa Node" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5780,8 +5933,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Bredd" @@ -5866,7 +6019,8 @@ msgstr "Ersätt Alla" msgid "Render Target Size Multiplier" msgstr "Sätt Flera:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Handtag in" @@ -5886,7 +6040,8 @@ msgstr "Skelett" msgid "Skeleton Rig" msgstr "Skelett" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Uppdatera" @@ -6014,6 +6169,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Aktivera funktioner:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7105,70 +7265,16 @@ msgstr "Skapa Node" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Övervakning" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Övervakningsbar" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Åsidosätt Alla" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instans" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Lägg till Ingångsport" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Riktningar" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Linjär" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Lägg till Ljud-Buss" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7379,50 +7485,6 @@ msgstr "Innehåll:" msgid "Use Mipmaps" msgstr "Signaler" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Avaktiverad" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Input" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Välj en Node" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Växla Läge" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "Avaktiverad" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Skapa Prenumeration" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Skapa Prenumeration" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Standard" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7512,9 +7574,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "Flytta Ner" @@ -7541,12 +7603,27 @@ msgstr "Partiklar" msgid "Align Y" msgstr "Tilldela" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Riktningar" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7604,11 +7681,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7639,7 +7720,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7777,7 +7858,7 @@ msgstr "Exportera Projekt" msgid "Trails" msgstr "Ladda Standard" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Riktningar" @@ -7786,73 +7867,6 @@ msgstr "Riktningar" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nod" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Avaktiverad" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Gemener" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Versaler" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Linjär" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8014,7 +8028,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8165,6 +8179,60 @@ msgstr "Begränsningar" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Spela Scen" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Endast Urval" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Starta om nu" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Tidsgräns." + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Icon Läge" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "End" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Startförskjutning" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8192,7 +8260,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8203,8 +8271,9 @@ msgstr "Åtgärd" msgid "Mirroring" msgstr "Spegla" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Redigera Nodkurva" @@ -8236,210 +8305,453 @@ msgstr "Ctrl: Rotera" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Anslut Noder" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Automatisk Indentering" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "2D-Fysik" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Konstanter" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Konstanter" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Fysik Bildruta %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Övervakning" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Övervakningsbar" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Åsidosätt Alla" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instans" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Lägg till Ingångsport" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Linjär" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Lägg till Ljud-Buss" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Raw-Läge" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Riktningar" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Avaktiverad" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Konstant" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Välj Node" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Värde" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Standard" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Lager" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Lager" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Avaktiverad" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Input" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Välj en Node" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Växla Läge" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "Avaktiverad" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Skapa Prenumeration" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Skapa Prenumeration" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Standard" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nod" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Avaktiverad" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Gemener" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Versaler" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Linjär" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Anslut Noder" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Automatisk Indentering" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "2D-Fysik" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Dockposition" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Ändra Bas Typ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Skapa Node" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Beskrivning" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Alternativ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Visa Information" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Gratis" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Exportera Projekt" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Klipp ut Noder" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Kontinuerlig" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Välj Färg" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Linjär" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Växla Läge" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Begränsningar" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "Raw-Läge" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Riktningar" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Avaktiverad" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "Konstant" +msgid "Max Results" +msgstr "Sök Hjälp" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "Välj Node" +msgid "Constant Linear Velocity" +msgstr "Konstanter" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Max Angle" -msgstr "Värde" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Standard" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Lager" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Lager" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "Konstanter" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8459,39 +8771,6 @@ msgstr "Redigera Polygon" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Dockposition" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8506,19 +8785,6 @@ msgstr "Nästa Skript" msgid "Update" msgstr "Uppdatera" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Sök Hjälp" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8635,34 +8901,6 @@ msgstr "Aktivera" msgid "Node Path" msgstr "Kopiera Nod-Sökväg" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Nytt Fönster" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animation" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Scen Filsökväg:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Uppdatera Ändringar" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8716,7 +8954,7 @@ msgstr "Redigerbara Barn" msgid "Tracking" msgstr "Packar" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Node Namn:" @@ -8773,15 +9011,6 @@ msgstr "Närmaste" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Fånga" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8830,13 +9059,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Redigera Nodkurva" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8844,8 +9074,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Ställ in uttryck" @@ -8861,8 +9091,8 @@ msgid "Emission Energy" msgstr "Ställ in uttryck" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8894,12 +9124,6 @@ msgstr "Gemener" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Icon Läge" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8913,7 +9137,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8959,10 +9183,6 @@ msgstr "Exportera Projekt" msgid "Begin Margin" msgstr "Knapp" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "End" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8973,141 +9193,8 @@ msgstr "Expandera alla" msgid "Fade Mode" msgstr "Bitmaskläge" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Redigera Filter" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Ta bort Nod(er)" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Parameter ändrad:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Sektioner:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Värde" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Linjär" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instans" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Beskrivning" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Linjär" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Linjär" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Versaler" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Gemener" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animation" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Max. Vinkel-fel:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Sparar Scen" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Linjär" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Linjär" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animation" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animation" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9179,7 +9266,7 @@ msgstr "Redigera Filter" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9189,31 +9276,31 @@ msgid "Outline Modulate" msgstr "Växla Läge" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Font" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Filtrera signaler" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Filtrera signaler" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Versaler" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Slumpmässig Rotation:" @@ -9221,27 +9308,27 @@ msgstr "Slumpmässig Rotation:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Riktningar" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9429,7 +9516,8 @@ msgstr "Storlek:" msgid "Custom Sky" msgstr "Klipp ut Noder" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Klipp ut Noder" @@ -9440,7 +9528,7 @@ msgid "Custom Energy" msgstr "Flytta Buss-Effekt" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Skiftlägeskänsligt" @@ -9479,7 +9567,7 @@ msgstr "Avancerad" msgid "Keep Y Velocity" msgstr "Hastighet" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Animations-Node" @@ -9542,204 +9630,453 @@ msgstr "" msgid "Tilt Enabled" msgstr "Filtrera signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Axel" +msgid "Wind" +msgstr "Nytt Fönster" -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear X" -msgstr "Linjär" - -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Y" -msgstr "Linjär" - -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Z" -msgstr "Linjär" - -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Animation" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Scen Filsökväg:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Uppdatera Ändringar" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Fånga" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Sparar Scen" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Sektioner:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Linjär" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instans" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Beskrivning" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Linjär" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Linjär" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Versaler" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Gemener" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Animation" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animation" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Parameter ändrad:" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Värde" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Redigera Filter" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Ta bort Nod(er)" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Linjär" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Linjär" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animation" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Max. Vinkel-fel:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Begränsningar" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Filtrera signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Max. Vinkel-fel:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Beskrivning" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Beskrivning" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animation" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Filtrera signaler" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Funktioner" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Linjär" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animation" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Axel" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Linjär" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Linjär" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Linjär" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Felsök" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumentation Online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Sektioner:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Signaler" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Funktioner" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Ställ in uttryck" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Gå till" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Fel" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9806,7 +10143,8 @@ msgstr "" msgid "Interpolation" msgstr "Interpolationsläge" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9887,68 +10225,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumentation Online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Sektioner:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Signaler" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Funktioner" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Ställ in uttryck" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Gå till" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Fel" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9992,8 +10268,8 @@ msgstr "Översättningar" msgid "Extra Cull Margin" msgstr "Extra Call Argument:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10029,17 +10305,36 @@ msgstr "Animations-Node" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Lägg till spår" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Uppdatera" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Lägg till spår" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Packar" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Lägg till spår" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Ställning" @@ -10740,19 +11035,10 @@ msgstr "Partiklar" msgid "Reverse Fill" msgstr "Återställ Buss-Volym" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Välj Färg" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11547,7 +11833,7 @@ msgstr "" msgid "Fill Degrees" msgstr "Roterar %s grader." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Skapa Node" @@ -11670,7 +11956,7 @@ msgstr "Exportera Projekt" msgid "Ordering" msgstr "Renderare:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11684,11 +11970,6 @@ msgstr "Relativ" msgid "Y Sort Enabled" msgstr "Aktivera" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11706,10 +11987,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11816,7 +12093,7 @@ msgstr "Animations-Node" msgid "Multiplayer Poll" msgstr "Sätt Flera:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11886,7 +12163,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12249,6 +12526,564 @@ msgstr "3D-Fysik" msgid "3D Navigation" msgstr "3D-Navigation" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Endast Urval" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Icon Läge" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Byt Förälder-Node" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Kopiera Nod-Sökväg" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Standard" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Förhandsgranska" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Automatisk Indentering" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Ny Scenrot" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Ändra Animationslängd" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instans" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Riktningar" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Lägg till Ingångsport" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Vy från höger" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Vy från höger" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Vy underifrån" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Vy underifrån" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Vy underifrån" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Välj Färg" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Vy underifrån" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Vy underifrån" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Vänster" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Innehåll:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Vänster" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Vänster" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Inställningar" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Nästa Skript" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Höger" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Höger" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Teränger" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Använd anpassad användarkatalog" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Källa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Ställ in uttryck" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Ta bort Layout" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Redigera Nodkurva" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Redigera Polygon" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Fysik Bildruta %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Sätt Flera:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Byt Scen-flik" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Scen" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Spel Läge:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Redigera Polygon" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Skapa Prenumeration" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Ta Bort Mall" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Sortera" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instans" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Animations-Node" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Höger" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Ta Bort Mall" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Transformera" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Transformera" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Förhandsgranska" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Lägg till %s" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Höger" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Vy underifrån" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Vy underifrån" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Höger" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Höger" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Steg" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Ändra Animationslängd" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Endast Urval" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Endast Urval" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Redigera Nodkurva" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Lägg till Ingångsport" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Node Namn:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Nästa Skript" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Lagrar Fil:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Sätt Flera:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Växla Läge" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Grupper" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Välj Färg" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Kör" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Ersätt Alla" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Välj Färg" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Höger" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Nästa flik" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12468,15 +13303,6 @@ msgstr "Flytta Buss-Effekt" msgid "Load Path" msgstr "Ladda Resurs" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Animations-Node" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12510,20 +13336,10 @@ msgstr "Redigera Nodkurva" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Sätt Flera:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12750,10 +13566,6 @@ msgstr "Höger" msgid "Sun Scatter" msgstr "Subsurface Scattering" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12831,20 +13643,6 @@ msgstr "Sektioner:" msgid "Color Correction" msgstr "Färg funktion." -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Höger" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Ta Bort Mall" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12922,18 +13720,6 @@ msgstr "Spel Läge:" msgid "To" msgstr "Topp" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13186,11 +13972,6 @@ msgstr "Partiklar" msgid "Proximity Fade" msgstr "Exportera Projekt" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instans" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -13224,24 +14005,6 @@ msgstr "Växla Läge" msgid "Shadow Mesh" msgstr "Växla Läge" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Transformera" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Transformera" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Förhandsgranska" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13605,179 +14368,6 @@ msgstr "Åsidosätt Alla" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Lägg till %s" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Höger" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Vy underifrån" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Vy underifrån" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Höger" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Höger" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Steg" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Ändra Animationslängd" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Endast Urval" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Endast Urval" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Redigera Nodkurva" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Endast Urval" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Icon Läge" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Byt Förälder-Node" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Kopiera Nod-Sökväg" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Standard" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Förhandsgranska" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Automatisk Indentering" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Ny Scenrot" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Ändra Animationslängd" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instans" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Riktningar" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Lägg till Ingångsport" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13793,20 +14383,6 @@ msgstr "Inställningar" msgid "Bone Size" msgstr "Vy framifrån" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Lägg till Ingångsport" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Node Namn:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13821,80 +14397,6 @@ msgstr "Exportera Projekt" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Nästa Skript" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Lagrar Fil:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Växla Läge" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Grupper" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Välj Färg" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Kör" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Ersätt Alla" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Välj Färg" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Höger" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14001,222 +14503,6 @@ msgstr "Standard" msgid "Default Font Size" msgstr "Standard" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Vy från höger" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Vy från höger" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Vy underifrån" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Vy underifrån" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Vy underifrån" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Välj Färg" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Vy underifrån" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Vy underifrån" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Vänster" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Innehåll:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Vänster" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Vänster" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Inställningar" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Nästa Skript" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Höger" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Höger" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Teränger" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Använd anpassad användarkatalog" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Källa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Ställ in uttryck" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Ta bort Layout" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Redigera Nodkurva" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Redigera Polygon" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Fysik Bildruta %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Sätt Flera:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Byt Scen-flik" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Scen" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Spel Läge:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Redigera Polygon" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Skapa Prenumeration" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Ta Bort Mall" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Sortera" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Fil" @@ -14341,15 +14627,6 @@ msgstr "Automatisk Indentering" msgid "Degrees Mode" msgstr "Roterar %s grader." -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Nästa flik" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14826,6 +15103,11 @@ msgstr "Växla Dolda Filer" msgid "Folder" msgstr "Mapp:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Skapa Mapp" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16769,11 +17051,27 @@ msgstr "Språk:" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Packar" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Storlek: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Växla Läge" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Packar" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16791,11 +17089,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Packar" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/te.po b/properties/te.po index a9e3312..27da763 100644 --- a/properties/te.po +++ b/properties/te.po @@ -32,9 +32,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -125,9 +125,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -313,7 +313,7 @@ msgstr "" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -393,7 +393,8 @@ msgid "Max Functions" msgstr "గణనలు" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -439,7 +440,7 @@ msgstr "సంఘం" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -779,8 +780,9 @@ msgstr "" msgid "Screen Relative" msgstr "స్థిరాంకాలు" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -812,8 +814,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -924,11 +926,11 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1067,7 +1069,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1092,7 +1095,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1113,7 +1116,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1167,7 +1170,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1461,6 +1464,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1482,6 +1489,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1572,8 +1583,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1655,7 +1666,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "దిగుమతి" @@ -1676,8 +1688,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1825,9 +1837,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1844,7 +1856,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1854,7 +1866,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2078,16 +2090,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2316,6 +2328,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2356,6 +2372,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2399,7 +2419,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2658,6 +2678,95 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "సంఘం" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "సంఘం" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "సంఘం" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "దిగుమతి" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "స్థిరాంకాలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "గణనలు" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "గణనలు" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2799,13 +2908,17 @@ msgstr "స్థిరాంకాలు" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2885,20 +2998,22 @@ msgstr "నోడ్" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3011,10 +3126,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3023,12 +3140,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3048,26 +3167,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3119,8 +3241,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3182,6 +3304,10 @@ msgstr "నోడ్" msgid "Root Scale" msgstr "నోడ్" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3333,7 +3459,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3448,7 +3574,7 @@ msgstr "సంకేతాలు" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3555,8 +3681,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4054,7 +4180,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4180,7 +4306,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4300,11 +4426,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4316,9 +4442,9 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4328,30 +4454,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4367,11 +4493,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4379,16 +4505,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4446,6 +4572,24 @@ msgstr "స్థిరాంకాలు" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "దిగుమతి" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4549,20 +4693,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4610,13 +4751,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4624,14 +4766,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4822,6 +4964,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4993,8 +5140,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5264,8 +5411,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5342,7 +5489,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5359,7 +5507,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "సంఘం" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "నోడ్" @@ -5473,6 +5622,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6450,65 +6603,16 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "స్థిరాంకాలు" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6699,43 +6803,6 @@ msgstr "స్థిరాంకాలు" msgid "Use Mipmaps" msgstr "సంకేతాలు" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6817,9 +6884,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6843,12 +6910,26 @@ msgstr "గణనలు" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6899,11 +6980,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6931,7 +7016,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7053,7 +7138,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "గణనలు" @@ -7062,70 +7147,6 @@ msgstr "గణనలు" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "నోడ్" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "నోడ్" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "నోడ్" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7271,7 +7292,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7410,6 +7431,57 @@ msgstr "స్థిరాంకాలు" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "నోడ్" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "గణనలు" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "స్థిరాంకాలు" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7435,7 +7507,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7444,8 +7516,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7474,191 +7547,419 @@ msgstr "స్థిరాంకాలు" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "గణనలు" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Center of Mass Mode" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "గణనలు" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" +msgid "Point Center" msgstr "స్థిరాంకాలు" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze Mode" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "దిగుమతి" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "స్థిరాంకాలు" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "దిగుమతి" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Up Direction" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "స్థిరాంకాలు" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Block on Wall" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Snap Length" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor Layers" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Layers" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "నోడ్" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "నోడ్" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "నోడ్" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "స్థిరాంకాలు" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "గణనలు" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Center of Mass Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "గణనలు" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "స్థిరాంకాలు" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze Mode" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "దిగుమతి" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "స్థిరాంకాలు" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -7675,39 +7976,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "స్థిరాంకాలు" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7721,18 +7989,6 @@ msgstr "స్థిరాంకాలు" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7834,32 +8090,6 @@ msgstr "" msgid "Node Path" msgstr "నోడ్" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "గణనలు" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "నోడ్" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7908,7 +8138,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7960,14 +8190,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8009,13 +8231,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8023,8 +8246,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8037,8 +8260,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8066,11 +8289,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8084,7 +8302,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8123,10 +8341,6 @@ msgstr "" msgid "Begin Margin" msgstr "స్థిరాంకాలు" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8136,129 +8350,8 @@ msgstr "స్థిరాంకాలు" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "గణనలు" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "గణనలు" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8325,7 +8418,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8334,28 +8427,28 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "స్థిరాంకాలు" @@ -8363,26 +8456,26 @@ msgstr "స్థిరాంకాలు" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8550,7 +8643,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8559,7 +8653,7 @@ msgid "Custom Energy" msgstr "" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8593,7 +8687,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "నోడ్" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "గణనలు" @@ -8649,188 +8743,418 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "గణనలు" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "నోడ్" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "గణనలు" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "గణనలు" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "గణనలు" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "గణనలు" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "గణనలు" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "గణనలు" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "గణనలు" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "గణనలు" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "స్థిరాంకాలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "గణనలు" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "గణనలు" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "గణనలు" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "సంకేతాలు" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8892,7 +9216,8 @@ msgstr "" msgid "Interpolation" msgstr "గణనలు" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8966,64 +9291,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "గణనలు" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "సంకేతాలు" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9063,8 +9330,8 @@ msgstr "గణనలు" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9097,15 +9364,33 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "నోడ్" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "నోడ్" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9719,18 +10004,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -10427,7 +10704,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10533,7 +10810,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10545,11 +10822,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10566,10 +10838,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10661,7 +10929,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10727,7 +10995,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11053,6 +11321,506 @@ msgstr "" msgid "3D Navigation" msgstr "గణనలు" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "నోడ్" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "నోడ్" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "గణనలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "సంఘం" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "సంఘం" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "గణనలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "గణనలు" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "స్థిరాంకాలు" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "స్థిరాంకాలు" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "స్థిరాంకాలు" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "సంఘం" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "నోడ్" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -11247,14 +12015,6 @@ msgstr "స్థిరాంకాలు" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -11283,19 +12043,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11502,10 +12253,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11573,18 +12320,6 @@ msgstr "గణనలు" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11654,18 +12389,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11889,10 +12612,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11921,23 +12640,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "స్థిరాంకాలు" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -12263,160 +12965,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "స్థిరాంకాలు" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "సంఘం" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "నోడ్" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "నోడ్" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "స్థిరాంకాలు" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12430,19 +12978,6 @@ msgstr "" msgid "Bone Size" msgstr "నోడ్" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "నోడ్" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12455,70 +12990,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -12611,201 +13082,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "గణనలు" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "సంఘం" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "సంఘం" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "గణనలు" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "గణనలు" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "స్థిరాంకాలు" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12915,14 +13191,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -13332,6 +13600,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -15067,10 +15339,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15087,10 +15372,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/th.po b/properties/th.po index 540f95c..27e8fcc 100644 --- a/properties/th.po +++ b/properties/th.po @@ -47,9 +47,9 @@ msgstr "ตั้งค่า" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "ชื่อ" @@ -142,9 +142,9 @@ msgstr "หน้าต่าง" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -327,7 +327,7 @@ msgstr "หน้าต่างย่อยแบบฝัง" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "ฟิสิกส์" @@ -409,7 +409,8 @@ msgid "Max Functions" msgstr "ฟังก์ชันมากที่สุด" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "การบีบอัด" @@ -457,7 +458,7 @@ msgstr "ข้อความ" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "การเรนเดอร์" @@ -831,8 +832,9 @@ msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบ msgid "Screen Relative" msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบัน" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp #, fuzzy msgid "Velocity" msgstr "เริ่มต้น" @@ -865,8 +867,8 @@ msgid "Action" msgstr "การกระทำ" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "ความแรง" @@ -976,11 +978,11 @@ msgstr "ขอบเขต" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "ออฟเซ็ต" @@ -1123,7 +1125,8 @@ msgstr "สระซ้อน" msgid "Fake BiDi" msgstr "BiDi เทียม" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "แทนที่" @@ -1149,7 +1152,7 @@ msgstr "ข้ามตัวยึดตำแหน่ง" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1170,7 +1173,7 @@ msgstr "อาร์กิวเมนต์" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "ประเภท" @@ -1231,7 +1234,7 @@ msgid "Sync Breakpoints" msgstr "เบรกพอยต์" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "ระบบไฟล์" @@ -1559,6 +1562,11 @@ msgstr "โหลดค่าเริ่มต้นเลย์เอาต์ msgid "Theme" msgstr "ธีม" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "ค้นหา" + #: editor/editor_settings.cpp msgid "Preset" msgstr "พรีเซ็ต" @@ -1583,6 +1591,11 @@ msgstr "สี" msgid "Accent Color" msgstr "เลือกสี" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "เลือกสี" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1683,8 +1696,8 @@ msgstr "หน้าต่างใหม่" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "เปิด" @@ -1782,7 +1795,8 @@ msgid "Thumbnail Size" msgstr "รูปตัวอย่าง..." #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "นำเข้า" @@ -1805,8 +1819,8 @@ msgstr "ลบจุด" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1967,9 +1981,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "ออโต้โหลด" @@ -1989,7 +2003,7 @@ msgid "Draw Spaces" msgstr "จำนวนครั้งในการวาด" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1999,7 +2013,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "ตัวนำทาง" @@ -2241,17 +2255,17 @@ msgstr "สีการปะทุ" msgid "Instantiated" msgstr "อินสแตนซ์" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "จุด" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2519,6 +2533,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "ระนาบก่อนหน้า" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "เปิดปิดการเล่นอัตโนมัติ" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2565,6 +2584,11 @@ msgstr "" msgid "Lines Curvature" msgstr "ปิดเส้นโค้ง" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "วาด GridMap" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2615,7 +2639,7 @@ msgid "Output" msgstr "ข้อความ" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2907,6 +2931,96 @@ msgstr "ผลการค้นหา" msgid "Search Result Border Color" msgstr "ผลการค้นหา" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "แก้ไขการเชื่อมต่อ:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "เลือกสี" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "เวอร์เทกซ์" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "เวอร์เทกซ์" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "เวอร์เทกซ์" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "บุ๊คมาร์ค" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "ยกเลิกการเคลื่อนย้าย" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "ตัวอย่าง" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "ลบไอเทมคลาส" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "ข้อความ" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "บุ๊คมาร์ค" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "ไปชั้นบน" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "เลือกสี" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "ไปชั้นบน" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "ไปชั้นบน" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "เวอร์เทกซ์" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "เฉพาะที่กำลังเลือก" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "ปิดการทำงานปุ่ม" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3063,13 +3177,17 @@ msgstr "เปลี่ยนชื่อแอนิเมชัน" msgid "Overwrite Axis" msgstr "เขียนทับ" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3158,20 +3276,22 @@ msgstr "ชนิด" msgid "Shape Type" msgstr "เปลี่ยนชนิด" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "เลเยอร์" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3298,10 +3418,12 @@ msgstr "โหมดการจัดลำดับความสำคัญ #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp #, fuzzy msgid "Height" msgstr "แสง" @@ -3311,12 +3433,14 @@ msgstr "แสง" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp #, fuzzy msgid "Radius" msgstr "รัศมี:" @@ -3340,26 +3464,29 @@ msgid "Save to File" msgstr "บันทึกไฟล์" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3418,8 +3545,8 @@ msgstr "แบ่งอัตโนมัติ" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3486,6 +3613,10 @@ msgstr "อัตราส่วน:" msgid "Root Scale" msgstr "อัตราส่วน:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3650,7 +3781,7 @@ msgstr "ไลบรารี" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3775,7 +3906,7 @@ msgstr "สัญญาณ" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3896,8 +4027,8 @@ msgstr "ตั้งขอบเขตไทล์" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Mesh ต้นฉบับ:" @@ -4448,7 +4579,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4589,7 +4720,7 @@ msgstr "เปิด" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Environment" msgstr "แสดงสภาพแวดล้อม" @@ -4721,11 +4852,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "ขอบเขตการชน" @@ -4739,9 +4870,9 @@ msgstr "ขอบเขตการชน" msgid "Collision Layer" msgstr "โหมดขอบเขตการชน" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4753,7 +4884,7 @@ msgstr "โหมดขอบเขตการชน" msgid "Collision Priority" msgstr "โหมดขอบเขตการชน" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "พลิกแนวนอน" @@ -4761,25 +4892,25 @@ msgstr "พลิกแนวนอน" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Mesh" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "จำนวนครั้งที่เปลี่ยนวัสดุ" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "ตัวแปรฉากหลัก:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "คำเตือน" @@ -4798,12 +4929,12 @@ msgstr "แสดงเส้นไกด์" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "แก้ไขรัศมีภายในของวงแหวน" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "แก้ไขรัศมีภายนอกของวงแหวน" @@ -4812,17 +4943,17 @@ msgstr "แก้ไขรัศมีภายนอกของวงแหว msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "โพลีกอน" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "ความลึก" @@ -4882,6 +5013,24 @@ msgstr "สุ่มการหมุน:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "นำเข้า" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4994,20 +5143,17 @@ msgstr "" msgid "Naming Version" msgstr "รุ่น:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "สี" @@ -5058,13 +5204,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5073,14 +5220,14 @@ msgstr "เริ่มต้น" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5296,6 +5443,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "ชื่อปลั๊กอิน:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5492,8 +5645,8 @@ msgid "Center Z" msgstr "กลาง" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "การจัดลำดับความสำคัญ" @@ -5795,8 +5948,8 @@ msgstr "ตั้งระยะขอบ" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5881,7 +6034,8 @@ msgstr "แสดงโครงร่าง" msgid "Render Target Size Multiplier" msgstr "กำหนด หลายอย่าง:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "ปรับขนาดรูปร่าง" @@ -5901,7 +6055,8 @@ msgstr "โครงหลัก" msgid "Skeleton Rig" msgstr "โครงหลัก" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "อัปเดต" @@ -6030,6 +6185,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "ฟีเจอร์" + #: modules/webxr/webxr_interface.cpp #, fuzzy msgid "Visibility State" @@ -7133,72 +7293,16 @@ msgstr "กลาง" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "ข้อมูล" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "ข้อมูล" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "แทนที่" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "จุด" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "ระยะการเลือก:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "เพิ่มพอร์ตอินพุต" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "ทิศทาง" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "เส้นตรง" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "เพิ่ม Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7410,51 +7514,6 @@ msgstr "ตั้งระยะขอบ" msgid "Use Mipmaps" msgstr "สัญญาณ" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "รายการที่ปิดใช้งาน" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -#, fuzzy -msgid "Input" -msgstr "เพิ่มอินพุต" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "เลือกไทล์" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "โหมดไม้บรรทัด" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "รายการที่ปิดใช้งาน" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "ค่าเริ่มต้น" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7545,9 +7604,9 @@ msgid "Rect Extents" msgstr "กิสโม" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "จุด" @@ -7574,12 +7633,27 @@ msgstr "อนุภาค" msgid "Align Y" msgstr "ระบุ" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "ทิศทาง" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7638,11 +7712,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7673,7 +7751,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7812,7 +7890,7 @@ msgstr "โหมดการจัดลำดับความสำคัญ msgid "Trails" msgstr "โหลดค่าเริ่มต้น" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "ทิศทาง" @@ -7821,74 +7899,6 @@ msgstr "ทิศทาง" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "โนด" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "โนด" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "ปิดการทำงานปุ่ม" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "ตัวพิมพ์เล็ก" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "ตัวพิมพ์ใหญ่" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "เริ่มต้น" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "เริ่มต้น" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8057,7 +8067,7 @@ msgstr "ระยะการเลือก:" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8210,6 +8220,62 @@ msgstr "ค่าคงที่" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "จุดกำเนิดตาราง:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "จุดกำเนิดตาราง:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "เลือกคุณสมบัติ" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "เริ่มใหม่อัตโนมัติ:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "การร้องขอผิดพลาด ใช้เวลานานเกินไป:" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "โหมดเคลื่อนย้าย" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "ปุ่มเลื่อนไปล่างสุด (End)" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "แสดงวิวพอร์ต" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "จุดกำเนิดตาราง:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8238,7 +8304,7 @@ msgstr "ในตอนท้าย" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8249,8 +8315,9 @@ msgstr "การกระทำ" msgid "Mirroring" msgstr "สะท้อน" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "แยกเส้นโค้ง" @@ -8284,217 +8351,465 @@ msgstr "รัฐ" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "เชื่อมต่อข้อมูลโหนด" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "ปุ่มเมาส์:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "ตั้งค่าการจำกัด" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "% ของเฟรมฟิสิกส์" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "เริ่มต้น" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "เริ่มต้น" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "% ของเฟรมฟิสิกส์" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "ข้อมูล" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "ข้อมูล" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "แทนที่" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "จุด" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "ระยะการเลือก:" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "เพิ่มพอร์ตอินพุต" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "เส้นตรง" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "เพิ่ม Audio Bus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "โหมดหมุน" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "ทิศทาง" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "ปิดการทำงานปุ่ม" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "ชั้น:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "คงที่" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "ปลดล็อคโหนด" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "ค่า" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "ตั้งค่าการจำกัด" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "กำลังย้ายเอาต์พุต" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "เลเยอร์" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "เลเยอร์" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "ตั้งระยะขอบ" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "รายการที่ปิดใช้งาน" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +#, fuzzy +msgid "Input" +msgstr "เพิ่มอินพุต" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "เลือกไทล์" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "โหมดไม้บรรทัด" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "รายการที่ปิดใช้งาน" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "ค่าเริ่มต้น" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "เริ่มต้น" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "โนด" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "โนด" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "ปิดการทำงานปุ่ม" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "ตัวพิมพ์เล็ก" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "ตัวพิมพ์ใหญ่" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "เริ่มต้น" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "เชื่อมต่อข้อมูลโหนด" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "ปุ่มเมาส์:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "ตั้งค่าการจำกัด" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "% ของเฟรมฟิสิกส์" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "กำหนดเส้นโค้งขาเข้า" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "แก้ไขประเภทตัวแปร" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "กลางซ้าย" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "แนวตั้ง:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "รายละเอียด" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "สแนปอัจฉริยะ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "ความเร็ว:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "ล็อคการหมุนวิว" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "อิสระ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "โหมดการจัดลำดับความสำคัญ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "ตัดโหนด" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "ต่อเนื่อง" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "เลือกสี" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "เชิงเส้น" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "โหมดสแนป:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "ค่าคงที่" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "โหมดหมุน" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "ทิศทาง" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "ปิดการทำงานปุ่ม" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "ชั้น:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "คงที่" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "ปลดล็อคโหนด" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "ค่า" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "ตั้งค่าการจำกัด" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "กำลังย้ายเอาต์พุต" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "เลเยอร์" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "เลเยอร์" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "ตั้งระยะขอบ" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "ผลการค้นหา" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "เริ่มต้น" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "เริ่มต้น" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8513,39 +8828,6 @@ msgstr "โพลีกอน" msgid "Internal Vertex Count" msgstr "สร้างจุดยอดภายใน" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "กำหนดเส้นโค้งขาเข้า" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8560,20 +8842,6 @@ msgstr "พิกัดถัดไป" msgid "Update" msgstr "อัปเดต" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "ตั้งระยะขอบ" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "ผลการค้นหา" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8690,35 +8958,6 @@ msgstr "เปิด" msgid "Node Path" msgstr "คัดลอกตำแหน่งโหนด" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "หน้าต่างใหม่" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "จำนวนครั้งในการวาด" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "แอนิเมชัน" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "ตำแหน่งรีซอร์ส" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "ตั้งชื่อยูนิฟอร์ม" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8773,7 +9012,7 @@ msgstr "เปิดการใช้งานดอปเลอร์" msgid "Tracking" msgstr "กำลังรวบรวม" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "ชื่อโนด:" @@ -8831,15 +9070,6 @@ msgstr "ใกล้ที่สุด" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "จับ" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8889,13 +9119,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "ปิดเส้นโค้ง" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "รูปแบบ" @@ -8904,8 +9135,8 @@ msgstr "รูปแบบ" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Mask การปะทุ" @@ -8921,8 +9152,8 @@ msgid "Emission Energy" msgstr "สีการปะทุ" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "สร้าง" @@ -8955,12 +9186,6 @@ msgstr "ตัวพิมพ์เล็ก" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "โหมดเคลื่อนย้าย" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8976,7 +9201,7 @@ msgstr "จำนวนครั้งในการวาด" msgid "Passes" msgstr "จำนวนครั้งในการวาด" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -9022,10 +9247,6 @@ msgstr "โหมดการจัดลำดับความสำคัญ msgid "Begin Margin" msgstr "ตั้งระยะขอบ" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "ปุ่มเลื่อนไปล่างสุด (End)" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -9036,142 +9257,8 @@ msgstr "ขยายออก" msgid "Fade Mode" msgstr "โหมดบิทมาร์ก" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "เปิดการจัดลำดับความสำคัญ" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "ลบโหนด" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "เปลี่ยนพารามิเตอร์" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "เว้น:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "ความเร็ว:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "เส้นตรง" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "ระยะการเลือก:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "ระยะการเลือก:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "รายละเอียด" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "เริ่มต้น" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "ขนาน" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "ตัวพิมพ์ใหญ่" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "ตัวพิมพ์เล็ก" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "แอนิเมชัน" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "คลาดเคลื่อนเชิงมุมมากที่สุด:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "บันทึกฉาก" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "เริ่มต้น" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "จำนวนครั้งในการวาด" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "เส้นตรง" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "แอนิเมชัน" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "แอนิเมชัน" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "สแแนปพิกเซล" @@ -9244,7 +9331,7 @@ msgstr "เปิดการจัดลำดับความสำคัญ #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "ตัวอักษร" @@ -9254,31 +9341,31 @@ msgid "Outline Modulate" msgstr "บังคับระดับสีขาว" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "ฟอนต์" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "แนวนอน:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "กรองสัญญาณ" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "ตัวพิมพ์ใหญ่" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "สุ่มการหมุน:" @@ -9286,27 +9373,27 @@ msgstr "สุ่มการหมุน:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "ทิศทาง" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9496,7 +9583,8 @@ msgstr "รวมจากฉาก" msgid "Custom Sky" msgstr "ตัดโหนด" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "ตัดโหนด" @@ -9507,7 +9595,7 @@ msgid "Custom Energy" msgstr "ย้ายเอฟเฟกต์บัสเสียง" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "ตรงตามอักษรพิมพ์เล็ก-ใหญ่" @@ -9546,7 +9634,7 @@ msgstr "ขั้นสูง" msgid "Keep Y Velocity" msgstr "เริ่มต้น" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "โหมด Navigation" @@ -9610,206 +9698,459 @@ msgstr "" msgid "Tilt Enabled" msgstr "กรองสัญญาณ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "แกน" +msgid "Wind" +msgstr "หน้าต่างใหม่" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "เส้นตรง" +msgid "Force Magnitude" +msgstr "จำนวนครั้งในการวาด" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "เส้นตรง" +msgid "Attenuation Factor" +msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "เส้นตรง" +msgid "Source Path" +msgstr "ตำแหน่งรีซอร์ส" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "ตั้งชื่อยูนิฟอร์ม" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "จับ" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "บันทึกฉาก" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "เว้น:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "เส้นตรง" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "ระยะการเลือก:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "ระยะการเลือก:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "รายละเอียด" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "เริ่มต้น" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "จำนวนครั้งในการวาด" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "เส้นตรง" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "ตัวพิมพ์ใหญ่" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "ตัวพิมพ์เล็ก" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "แอนิเมชัน" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "แอนิเมชัน" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "เปลี่ยนพารามิเตอร์" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "ความเร็ว:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "เปิดการจัดลำดับความสำคัญ" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "ลบโหนด" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "เริ่มต้น" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "ขนาน" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "แอนิเมชัน" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "คลาดเคลื่อนเชิงมุมมากที่สุด:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "ค่าคงที่" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "กรองสัญญาณ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "คลาดเคลื่อนเชิงมุมมากที่สุด:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "รายละเอียด" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "รายละเอียด" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "แอนิเมชัน" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "กรองสัญญาณ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "เลื่อน:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "ฟังก์ชัน" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "เส้นตรง" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "แอนิเมชัน" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "แกน" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "เส้นตรง" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "เส้นตรง" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "เส้นตรง" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "สแตค" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "ตัวดีบัก" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "ล้อเมาส์ลง" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "คู่มือ" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "เว้น:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "ใช้สแนปขนาด" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "ล้อเมาส์ขึ้น" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "ฟังก์ชัน" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "ตั้งค่านิพจน์" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "การเคลื่อนที่" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "ผิดพลาด" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9878,7 +10219,8 @@ msgstr "โครง" msgid "Interpolation" msgstr "โหมดการแก้ไข" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "เป้าหมาย" @@ -9960,70 +10302,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "ล้อเมาส์ลง" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "คู่มือ" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "เว้น:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "ใช้สแนปขนาด" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "ล้อเมาส์ขึ้น" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "ฟังก์ชัน" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "ตั้งค่านิพจน์" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "การเคลื่อนที่" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "ผิดพลาด" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10068,8 +10346,8 @@ msgstr "สลับแกน" msgid "Extra Cull Margin" msgstr "ตัวแปรเพิ่มเติม:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10105,17 +10383,36 @@ msgstr "ตัวนำทาง" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "เพิ่มแทร็ก" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "อัปเดต" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "เพิ่มแทร็ก" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "กำลังรวบรวม" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "เพิ่มแทร็ก" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "คัดลอกท่าทาง" @@ -10827,20 +11124,10 @@ msgstr "เครื่องมือเคลื่อนย้าย" msgid "Reverse Fill" msgstr "รีเซ็ตระดับเสียงบัส" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "จุดกำเนิดตาราง:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "วาด GridMap" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11651,7 +11938,7 @@ msgstr "เริ่มต้น" msgid "Fill Degrees" msgstr "หมุน %s องศา" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "กลางซ้าย" @@ -11774,7 +12061,7 @@ msgstr "ซ่อน/แสดง" msgid "Ordering" msgstr "ตัวเรนเดอร์:" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z Index" @@ -11788,11 +12075,6 @@ msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบ msgid "Y Sort Enabled" msgstr "เปิด" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11810,11 +12092,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "แสดงวิวพอร์ต" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11920,7 +12197,7 @@ msgstr "โหมด Navigation" msgid "Multiplayer Poll" msgstr "กำหนด หลายอย่าง:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11993,7 +12270,7 @@ msgid "Use TAA" msgstr "ใช้สแนป" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12372,6 +12649,572 @@ msgstr "% ของเฟรมฟิสิกส์" msgid "3D Navigation" msgstr "ตัวนำทาง" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "ตัวแปรฉากหลัก:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "ไบต์" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "เลือกคุณสมบัติ" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "โหมดไอคอน" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "หาโหนดแม่ใหม่" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "คัดลอกตำแหน่งโหนด" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "ค่าเริ่มต้น" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "อัพเดทการดูตัวอย่าง" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "ปุ่มเมาส์:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "โหนด Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "แก้ไขความยาวแอนิเมชัน" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "ระยะการเลือก:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "ระยะการเลือก:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "ทิศทาง" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "เพิ่มพอร์ตอินพุต" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "ความกว้างขวา" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "เมาส์ขวา" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "ล่างขวา" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "ล่างขวา" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "ซ้ายล่าง" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "บุ๊คมาร์ค" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "ซ้ายล่าง" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "ซ้ายล่าง" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "ซ้าย" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "ตั้งระยะขอบ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "บนซ้าย" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "บนซ้าย" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "ระยะห่างเส้นกริด:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "ไปชั้นบน" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "บนขวา" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "บนขวา" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "อินเตอร์เฟส" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "ต้นฉบับ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "ตั้งค่านิพจน์" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "ลบเลย์เอาต์" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "จุดกำเนิดตาราง:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "โหมดตัวบังแสง" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "% ของเฟรมฟิสิกส์" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "กำหนด หลายอย่าง:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "สลับฉาก" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "ฉากหลัก" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "โหลดเป็นตัวแทน" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "โพลีกอน" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "สลับแกน" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "ตั้งระยะขอบ" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "แสดงจุดกำเนิด" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "ไทล์เซต" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "ระยะการเลือก:" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "ขอบเขตการชน" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "แสง" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "จุดปะทุ:" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "ความลึก" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "ความลึก" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "รายการ" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "การแปลง" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "เคลียร์การแปลง" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "ตัวอย่าง" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "เพิ่ม %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "การเว้นช่อง" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "รัศมี:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "ล่างขวา" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "ตัดด้านบน" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "ซ้ายล่าง" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "บนขวา" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "ตัวแปรฉากหลัก:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "ตัวแปรฉากหลัก:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "แก้ไขความยาวแอนิเมชัน" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "เฉพาะที่กำลังเลือก" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "ตัวแปรฉากหลัก:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "แยกเส้นโค้ง" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "เพิ่มพอร์ตอินพุต" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "ปุ่มลัด" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "โครง" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "ไปชั้นบน" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "เก็บไฟล์:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "กำหนด หลายอย่าง:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "สร้าง" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "กลุ่ม" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "บุ๊คมาร์ค" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "เริ่ม" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "แสดงทั้งหมด" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "เลือกสี" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "แสง" + +#: scene/resources/3d/world_3d.cpp +#, fuzzy +msgid "Fallback Environment" +msgstr "แสดงสภาพแวดล้อม" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "ระนาบ:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12594,16 +13437,6 @@ msgstr "ย้ายเอฟเฟกต์บัสเสียง" msgid "Load Path" msgstr "โหลดพรีเซ็ต" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "ตัวแปรฉากหลัก:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "ขอบเขตการชน" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12637,20 +13470,10 @@ msgstr "แยกเส้นโค้ง" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "กำหนด หลายอย่าง:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12880,10 +13703,6 @@ msgstr "สีการปะทุ" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12961,20 +13780,6 @@ msgstr "เว้น:" msgid "Color Correction" msgstr "ฟังก์ชันสี" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "แสง" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "จุดปะทุ:" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -13054,20 +13859,6 @@ msgstr "โหมดการเล่น:" msgid "To" msgstr "บนสุด" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "ความลึก" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "ความลึก" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13326,11 +14117,6 @@ msgstr "อนุภาค" msgid "Proximity Fade" msgstr "โหมดการจัดลำดับความสำคัญ" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "ระยะการเลือก:" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13365,24 +14151,6 @@ msgstr "โหนด Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "รายการ" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "การแปลง" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "เคลียร์การแปลง" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "ตัวอย่าง" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13753,181 +14521,6 @@ msgstr "แทนที่" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "เพิ่ม %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "การเว้นช่อง" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "รัศมี:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "ล่างขวา" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "ตัดด้านบน" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "ซ้ายล่าง" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "บนขวา" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "ตัวแปรฉากหลัก:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "ตัวแปรฉากหลัก:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "แก้ไขความยาวแอนิเมชัน" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "เฉพาะที่กำลังเลือก" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "ตัวแปรฉากหลัก:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "แยกเส้นโค้ง" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "ไบต์" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "เลือกคุณสมบัติ" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "โหมดไอคอน" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "หาโหนดแม่ใหม่" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "คัดลอกตำแหน่งโหนด" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "ค่าเริ่มต้น" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "อัพเดทการดูตัวอย่าง" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "ปุ่มเมาส์:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "โหนด Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "แก้ไขความยาวแอนิเมชัน" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "ระยะการเลือก:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "ระยะการเลือก:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "ทิศทาง" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "เพิ่มพอร์ตอินพุต" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13943,21 +14536,6 @@ msgstr "ระยะห่างเส้นกริด:" msgid "Bone Size" msgstr "พิกเซลขอบ" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "เพิ่มพอร์ตอินพุต" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "ปุ่มลัด" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "โครง" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13973,80 +14551,6 @@ msgstr "โหมดเคลื่อนย้าย" msgid "Radiance Size" msgstr "ขนาดเส้นรอบรูป:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "ไปชั้นบน" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "เก็บไฟล์:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "สร้าง" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "กลุ่ม" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "บุ๊คมาร์ค" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "เริ่ม" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "แสดงทั้งหมด" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "เลือกสี" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "แสง" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14149,223 +14653,6 @@ msgstr "ค่าเริ่มต้น" msgid "Default Font Size" msgstr "ค่าเริ่มต้น" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "ความกว้างขวา" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "เมาส์ขวา" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "ล่างขวา" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "ล่างขวา" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "ซ้ายล่าง" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "บุ๊คมาร์ค" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "ซ้ายล่าง" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "ซ้ายล่าง" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "ซ้าย" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "ตั้งระยะขอบ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "บนซ้าย" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "บนซ้าย" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "ระยะห่างเส้นกริด:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "ไปชั้นบน" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "บนขวา" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "บนขวา" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "อินเตอร์เฟส" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "ต้นฉบับ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "ตั้งค่านิพจน์" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "ลบเลย์เอาต์" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "จุดกำเนิดตาราง:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "โหมดตัวบังแสง" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "% ของเฟรมฟิสิกส์" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "กำหนด หลายอย่าง:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "สลับฉาก" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "ฉากหลัก" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "โหลดเป็นตัวแทน" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "โพลีกอน" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "สร้างรูปหลายเหลี่ยมของเขตการชน" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "สลับแกน" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "ตั้งระยะขอบ" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "แสดงจุดกำเนิด" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "ไทล์เซต" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "ไฟล์" @@ -14491,16 +14778,6 @@ msgstr "Z Index" msgid "Degrees Mode" msgstr "หมุน %s องศา" -#: scene/resources/world_3d.cpp -#, fuzzy -msgid "Fallback Environment" -msgstr "แสดงสภาพแวดล้อม" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "ระนาบ:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14982,6 +15259,11 @@ msgstr "เปิด/ปิดไฟล์ที่ซ่อน" msgid "Folder" msgstr "โฟลเดอร์:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "สร้างโฟลเดอร์" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16949,11 +17231,27 @@ msgstr "เค้าโครงตัวแก้ไข" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "กำลังรวบรวม" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "ขนาด: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "โหนด Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "กำลังรวบรวม" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16971,11 +17269,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "กำลังรวบรวม" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/tk.po b/properties/tk.po index eabf0bc..7f5c708 100644 --- a/properties/tk.po +++ b/properties/tk.po @@ -20,7 +20,8 @@ msgstr "" "X-Generator: Weblate 5.5-dev\n" #: core/config/project_settings.cpp main/main.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Application" msgstr "Arza" @@ -32,9 +33,9 @@ msgstr "Sazlamak" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Ady" @@ -50,7 +51,8 @@ msgid "Description" msgstr "Düşündiriş" #: core/config/project_settings.cpp platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Version" msgstr "Wersiýa" @@ -104,7 +106,8 @@ msgid "Quit on Go Back" msgstr "Yza gaýdyň" #: core/config/project_settings.cpp main/main.cpp -#: platform/macos/export/export_plugin.cpp platform/web/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp +#: platform/web/export/export_plugin.cpp #: scene/resources/particle_process_material.cpp msgid "Display" msgstr "Ekran" @@ -122,9 +125,9 @@ msgstr "Penjire" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -138,7 +141,8 @@ msgstr "Görkeziş Giňligi" msgid "Viewport Height" msgstr "Görkeziş beýikligi" -#: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp +#: core/config/project_settings.cpp +#: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp #: editor/import/resource_importer_wav.cpp @@ -182,7 +186,8 @@ msgstr "Serhetsiz" msgid "Always on Top" msgstr "Elmydama ýokarda" -#: core/config/project_settings.cpp scene/3d/sprite_3d.cpp scene/main/window.cpp +#: core/config/project_settings.cpp scene/3d/sprite_3d.cpp +#: scene/main/window.cpp msgid "Transparent" msgstr "Aç-açan (transparent)" @@ -262,7 +267,8 @@ msgstr "" msgid "3D Panning Strength" msgstr "" -#: core/config/project_settings.cpp main/main.cpp platform/ios/export/export.cpp +#: core/config/project_settings.cpp main/main.cpp +#: platform/ios/export/export.cpp msgid "iOS" msgstr "" @@ -297,9 +303,10 @@ msgstr "" msgid "Embed Subwindows" msgstr "" -#: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: main/main.cpp scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: core/config/project_settings.cpp +#: editor/import/3d/resource_importer_scene.cpp main/main.cpp +#: scene/main/scene_tree.cpp scene/main/viewport.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -352,7 +359,8 @@ msgstr "" #: core/config/project_settings.cpp editor/editor_settings.cpp #: editor/export/editor_export_platform_pc.cpp main/main.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp scene/2d/navigation_agent_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/main/scene_tree.cpp #: servers/navigation_server_3d.cpp servers/rendering/renderer_canvas_cull.cpp @@ -360,8 +368,9 @@ msgstr "" msgid "Debug" msgstr "" -#: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: main/main.cpp modules/gdscript/gdscript.cpp +#: core/config/project_settings.cpp +#: editor/import/3d/resource_importer_scene.cpp main/main.cpp +#: modules/gdscript/gdscript.cpp msgid "Settings" msgstr "" @@ -373,8 +382,9 @@ msgstr "" msgid "Max Functions" msgstr "" -#: core/config/project_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: scene/3d/vehicle_body_3d.cpp +#: core/config/project_settings.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "" @@ -418,7 +428,7 @@ msgstr "" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -460,9 +470,9 @@ msgstr "" msgid "Incremental Search Max Interval Msec" msgstr "" -#: core/config/project_settings.cpp main/main.cpp scene/gui/scroll_container.cpp -#: scene/gui/text_edit.cpp scene/main/scene_tree.cpp -#: scene/register_scene_types.cpp +#: core/config/project_settings.cpp main/main.cpp +#: scene/gui/scroll_container.cpp scene/gui/text_edit.cpp +#: scene/main/scene_tree.cpp scene/register_scene_types.cpp msgid "Common" msgstr "" @@ -752,8 +762,9 @@ msgstr "" msgid "Screen Relative" msgstr "" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -784,8 +795,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -894,11 +905,12 @@ msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp scene/3d/sprite_3d.cpp -#: scene/3d/visual_instance_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/main/canvas_layer.cpp scene/resources/font.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp +#: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp #: scene/resources/label_settings.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/style_box_flat.cpp +#: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1033,7 +1045,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1057,9 +1070,10 @@ msgstr "" #: editor/animation_track_editor.cpp #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp -#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp scene/3d/node_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/remote_transform_3d.cpp -#: scene/3d/skeleton_3d.cpp scene/gui/control.cpp scene/main/canvas_layer.cpp +#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp msgid "Rotation" msgstr "" @@ -1078,7 +1092,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1132,7 +1146,7 @@ msgid "Sync Breakpoints" msgstr "" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1422,6 +1436,10 @@ msgstr "" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +msgid "Follow System Theme" +msgstr "" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1442,6 +1460,10 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Use System Accent Color" +msgstr "" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1530,8 +1552,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1613,7 +1635,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "" @@ -1633,8 +1656,8 @@ msgstr "" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1781,9 +1804,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "" @@ -1800,7 +1823,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1810,7 +1833,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "" @@ -2032,16 +2055,16 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2270,6 +2293,10 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +msgid "Auto Bake Delay" +msgstr "" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "" @@ -2310,6 +2337,10 @@ msgstr "" msgid "Lines Curvature" msgstr "" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "" @@ -2353,7 +2384,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2609,16 +2640,90 @@ msgstr "" msgid "Search Result Border Color" msgstr "" +#: editor/editor_settings.cpp +msgid "Connection Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Scalar Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector2 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 3 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector 4 Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Boolean Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Transform Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Sampler Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Category Colors" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Output Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Color Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Conditional Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Input Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Textures Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Utility Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Vector Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Special Color" +msgstr "" + +#: editor/editor_settings.cpp +msgid "Particle Color" +msgstr "" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Custom Template" msgstr "" #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp msgid "Release" msgstr "" @@ -2743,13 +2848,17 @@ msgstr "" msgid "Overwrite Axis" msgstr "" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "" @@ -2824,20 +2933,22 @@ msgstr "" msgid "Shape Type" msgstr "" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -2947,10 +3058,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -2959,12 +3072,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -2984,25 +3099,29 @@ msgid "Save to File" msgstr "" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp -#: platform/macos/export/export_plugin.cpp platform/web/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp +#: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3053,8 +3172,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3108,6 +3227,10 @@ msgstr "" msgid "Root Scale" msgstr "" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3251,7 +3374,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3360,7 +3483,7 @@ msgstr "" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3466,8 +3589,8 @@ msgstr "" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -3557,8 +3680,9 @@ msgid "Stream Player 3D" msgstr "" #: editor/plugins/gizmos/camera_3d_gizmo_plugin.cpp -#: modules/gltf/structures/gltf_node.cpp platform/macos/export/export_plugin.cpp -#: scene/theme/default_theme.cpp servers/rendering_server.cpp +#: modules/gltf/structures/gltf_node.cpp +#: platform/macos/export/export_plugin.cpp scene/theme/default_theme.cpp +#: servers/rendering_server.cpp msgid "Camera" msgstr "" @@ -3952,7 +4076,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "" @@ -4076,7 +4200,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4195,11 +4319,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4211,10 +4335,11 @@ msgstr "" msgid "Collision Layer" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp -#: scene/3d/spring_arm_3d.cpp scene/resources/navigation_mesh.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp msgid "Collision Mask" msgstr "" @@ -4222,30 +4347,30 @@ msgstr "" msgid "Collision Priority" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4261,11 +4386,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4273,16 +4398,16 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4335,6 +4460,23 @@ msgstr "" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "Importer" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4430,20 +4572,17 @@ msgstr "" msgid "Naming Version" msgstr "" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4490,13 +4629,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4504,14 +4644,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "" @@ -4695,6 +4835,11 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +msgid "Original Name" +msgstr "" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4865,8 +5010,8 @@ msgid "Center Z" msgstr "" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5133,8 +5278,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5208,7 +5353,8 @@ msgstr "" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5224,7 +5370,8 @@ msgstr "" msgid "Skeleton Rig" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "" @@ -5337,6 +5484,10 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +msgid "Enabled Features" +msgstr "" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -5661,15 +5812,18 @@ msgstr "" msgid "Targeted Device Family" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Bundle Identifier" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Signature" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Short Version" msgstr "" @@ -5677,11 +5831,13 @@ msgstr "" msgid "Min iOS Version" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Additional Plist Content" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp msgid "Icon Interpolation" msgstr "" @@ -5722,23 +5878,28 @@ msgstr "" msgid "Accessible From iTunes Sharing" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Privacy" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Camera Usage Description" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Camera Usage Description Localized" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Microphone Usage Description" msgstr "" -#: platform/ios/export/export_plugin.cpp platform/macos/export/export_plugin.cpp +#: platform/ios/export/export_plugin.cpp +#: platform/macos/export/export_plugin.cpp msgid "Microphone Usage Description Localized" msgstr "" @@ -6269,7 +6430,8 @@ msgstr "" msgid "Sprite Frames" msgstr "" -#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp +#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/sprite_3d.cpp msgid "Frame" msgstr "" @@ -6280,70 +6442,23 @@ msgstr "" msgid "Speed Scale" msgstr "" -#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp +#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/sprite_3d.cpp msgid "Centered" msgstr "" -#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp -#: scene/resources/tile_set.cpp +#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" -#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/texture_button.cpp scene/gui/texture_rect.cpp -#: scene/resources/tile_set.cpp +#: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6524,43 +6639,6 @@ msgstr "" msgid "Use Mipmaps" msgstr "" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6642,9 +6720,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -6667,12 +6745,26 @@ msgstr "" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -6723,11 +6815,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -6755,7 +6851,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -6870,7 +6966,7 @@ msgstr "" msgid "Trails" msgstr "" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "" @@ -6878,67 +6974,6 @@ msgstr "" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "" @@ -7083,7 +7118,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7211,6 +7246,54 @@ msgstr "" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +msgid "Scroll Scale" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Size" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Screen Offset" +msgstr "" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7236,7 +7319,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "" @@ -7245,8 +7328,9 @@ msgstr "" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7274,182 +7358,405 @@ msgstr "" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" msgstr "" #: scene/2d/polygon_2d.cpp @@ -7468,38 +7775,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "" @@ -7512,18 +7787,6 @@ msgstr "" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -7622,30 +7885,6 @@ msgstr "" msgid "Node Path" msgstr "" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "" @@ -7693,7 +7932,7 @@ msgstr "" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "" @@ -7743,14 +7982,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -7791,13 +8022,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -7805,8 +8037,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -7819,8 +8051,8 @@ msgid "Emission Energy" msgstr "" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -7848,11 +8080,6 @@ msgstr "" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "" @@ -7865,7 +8092,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -7903,10 +8130,6 @@ msgstr "" msgid "Begin Margin" msgstr "" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "" @@ -7915,121 +8138,8 @@ msgstr "" msgid "Fade Mode" msgstr "" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8095,7 +8205,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8104,54 +8214,54 @@ msgid "Outline Modulate" msgstr "" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8187,8 +8297,8 @@ msgstr "" msgid "Negative" msgstr "" -#: scene/3d/light_3d.cpp scene/main/canvas_item.cpp scene/resources/material.cpp -#: servers/rendering/shader_types.cpp +#: scene/3d/light_3d.cpp scene/main/canvas_item.cpp +#: scene/resources/material.cpp servers/rendering/shader_types.cpp msgid "Specular" msgstr "" @@ -8313,7 +8423,8 @@ msgstr "" msgid "Custom Sky" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "" @@ -8321,8 +8432,8 @@ msgstr "" msgid "Custom Energy" msgstr "" -#: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp scene/3d/world_environment.cpp -#: scene/resources/world_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -8354,7 +8465,7 @@ msgstr "" msgid "Keep Y Velocity" msgstr "" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "" @@ -8408,172 +8519,390 @@ msgstr "" msgid "Tilt Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -8630,7 +8959,8 @@ msgstr "" msgid "Interpolation" msgstr "" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -8702,62 +9032,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -8795,8 +9069,8 @@ msgstr "" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -8828,15 +9102,31 @@ msgstr "" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Tracker" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Body Update" +msgstr "" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -9428,18 +9718,10 @@ msgstr "" msgid "Reverse Fill" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "" @@ -9550,8 +9832,8 @@ msgstr "" msgid "Auto Height" msgstr "" -#: scene/gui/item_list.cpp scene/gui/menu_button.cpp scene/gui/option_button.cpp -#: scene/gui/popup_menu.cpp +#: scene/gui/item_list.cpp scene/gui/menu_button.cpp +#: scene/gui/option_button.cpp scene/gui/popup_menu.cpp msgid "Items" msgstr "" @@ -9628,7 +9910,8 @@ msgstr "" msgid "Expand to Text Length" msgstr "" -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp +#: scene/gui/text_edit.cpp msgid "Context Menu Enabled" msgstr "" @@ -9644,7 +9927,8 @@ msgstr "" msgid "Clear Button Enabled" msgstr "" -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp +#: scene/gui/text_edit.cpp msgid "Shortcut Keys Enabled" msgstr "" @@ -9656,11 +9940,13 @@ msgstr "" msgid "Selecting Enabled" msgstr "" -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp +#: scene/gui/text_edit.cpp msgid "Deselect on Focus Loss Enabled" msgstr "" -#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/gui/line_edit.cpp scene/gui/rich_text_label.cpp +#: scene/gui/text_edit.cpp msgid "Drag and Drop Selection Enabled" msgstr "" @@ -10123,7 +10409,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "" @@ -10227,7 +10513,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -10239,11 +10525,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -10260,10 +10541,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp msgid "Download File" msgstr "" @@ -10352,7 +10629,7 @@ msgstr "" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -10417,7 +10694,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -10736,6 +11013,484 @@ msgstr "" msgid "3D Navigation" msgstr "" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "" @@ -10923,14 +11678,6 @@ msgstr "" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "" @@ -10959,19 +11706,10 @@ msgstr "" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "" @@ -11097,19 +11835,23 @@ msgstr "" msgid "Levels" msgstr "" -#: scene/resources/environment.cpp servers/audio/effects/audio_effect_chorus.cpp +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp msgid "1" msgstr "" -#: scene/resources/environment.cpp servers/audio/effects/audio_effect_chorus.cpp +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp msgid "2" msgstr "" -#: scene/resources/environment.cpp servers/audio/effects/audio_effect_chorus.cpp +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp msgid "3" msgstr "" -#: scene/resources/environment.cpp servers/audio/effects/audio_effect_chorus.cpp +#: scene/resources/environment.cpp +#: servers/audio/effects/audio_effect_chorus.cpp msgid "4" msgstr "" @@ -11172,10 +11914,6 @@ msgstr "" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -11240,18 +11978,6 @@ msgstr "" msgid "Color Correction" msgstr "" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "" - #: scene/resources/font.cpp msgid "Base Font" msgstr "" @@ -11318,18 +12044,6 @@ msgstr "" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "" @@ -11550,10 +12264,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -11582,22 +12292,6 @@ msgstr "" msgid "Shadow Mesh" msgstr "" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "" @@ -11906,155 +12600,6 @@ msgstr "" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "" @@ -12067,18 +12612,6 @@ msgstr "" msgid "Bone Size" msgstr "" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -12091,70 +12624,6 @@ msgstr "" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "" @@ -12243,186 +12712,6 @@ msgstr "" msgid "Default Font Size" msgstr "" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -12528,14 +12817,6 @@ msgstr "" msgid "Degrees Mode" msgstr "" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -12936,6 +13217,10 @@ msgstr "" msgid "Folder" msgstr "" +#: scene/theme/default_theme.cpp +msgid "Create Folder" +msgstr "" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "" @@ -14605,10 +14890,23 @@ msgstr "" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -14625,10 +14923,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/tl.po b/properties/tl.po index 37f5c99..03c9f47 100644 --- a/properties/tl.po +++ b/properties/tl.po @@ -35,9 +35,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Pangalan" @@ -132,9 +132,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp #, fuzzy @@ -336,7 +336,7 @@ msgstr "Paganahin" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Pisika" @@ -418,7 +418,8 @@ msgid "Max Functions" msgstr "Mga Punsyon:" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Kompresyon" @@ -466,7 +467,7 @@ msgstr "Mensahe" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Pagre-render" @@ -838,8 +839,9 @@ msgstr "GDNative" msgid "Screen Relative" msgstr "GDNative" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Bilis" @@ -873,8 +875,8 @@ msgid "Action" msgstr "" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -989,11 +991,11 @@ msgstr "Saklaw" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1146,7 +1148,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Ipagpalit" @@ -1173,7 +1176,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1196,7 +1199,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1257,7 +1260,7 @@ msgid "Sync Breakpoints" msgstr "Lumikha ng mga punto." #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "FileSystem" @@ -1576,6 +1579,11 @@ msgstr "Alisin Ang Kaayusan" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Maghanap" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Preset" @@ -1600,6 +1608,11 @@ msgstr "Mga Kulay" msgid "Accent Color" msgstr "Pumili ng Kulay" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Pumili ng Kulay" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1697,8 +1710,8 @@ msgstr "Bagong Tabing" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Paganahin" @@ -1794,7 +1807,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Umangkat" @@ -1817,8 +1831,8 @@ msgstr "Magalis ng Punto" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1978,9 +1992,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "I-toggle ang Kusang Pagpapalabas" @@ -1998,7 +2012,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2008,7 +2022,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Nabigasyon" @@ -2248,17 +2262,17 @@ msgstr "Mga Kulay" msgid "Instantiated" msgstr "Instance:" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Punto" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2511,6 +2525,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Bumalik sa Nakaraang Hakbang" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "I-toggle ang Kusang Pagpapalabas" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2557,6 +2576,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Lalim" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Pumili ng Kulay" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2607,7 +2631,7 @@ msgid "Output" msgstr "Kalabasan" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2891,6 +2915,96 @@ msgstr "Bunga ng Paghahanap" msgid "Search Result Border Color" msgstr "Bunga ng Paghahanap" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Ayusin Ang Pagkakabit:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Pumili ng Kulay" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Napili lang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Napili lang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Napili lang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Mga Kulay" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Track na Pang-3D Transform" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Sampler" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Mga Kulay" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Kalabasan" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Susunod na Koordinayt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Susunod na Koordinayt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Pumili ng Kulay" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Susunod na Koordinayt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Susunod na Koordinayt" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Napili lang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Napili lang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Nakikitang Collision Shapes" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3045,13 +3159,17 @@ msgstr "Palitan ang Pangalan ng Animation" msgid "Overwrite Axis" msgstr "Ipagpalit" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3139,20 +3257,22 @@ msgstr "Magdagdag ng Uri" msgid "Shape Type" msgstr "Ibahin ang Punong-Uri" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3274,10 +3394,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Taas" @@ -3286,12 +3408,14 @@ msgstr "Taas" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3313,26 +3437,29 @@ msgid "Save to File" msgstr "Magsave ng File" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3391,8 +3518,8 @@ msgstr "Kusang Paghahati" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3459,6 +3586,10 @@ msgstr "Lalim" msgid "Root Scale" msgstr "Lalim" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3620,7 +3751,7 @@ msgstr "Mga Bahagi" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3743,7 +3874,7 @@ msgstr "Mga Hudyat" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3859,8 +3990,8 @@ msgstr "Itakda ang Saklaw ng Tile" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4401,7 +4532,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4540,7 +4671,7 @@ msgstr "Paganahin" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4669,11 +4800,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "" @@ -4687,9 +4818,9 @@ msgstr "Nakikitang Collision Shapes" msgid "Collision Layer" msgstr "Nakikitang Collision Shapes" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4701,30 +4832,30 @@ msgstr "Nakikitang Collision Shapes" msgid "Collision Priority" msgstr "Nakikitang Collision Shapes" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Mga Babala" @@ -4741,11 +4872,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4753,17 +4884,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Bagong Polygon" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Lalim" @@ -4821,6 +4952,24 @@ msgstr "Constant" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Umangkat" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4931,20 +5080,17 @@ msgstr "" msgid "Naming Version" msgstr "Bersyon" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Mga Kulay" @@ -4994,13 +5140,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5009,14 +5156,14 @@ msgstr "Simulan" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5225,6 +5372,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Pangalan ng Plugin:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5415,8 +5568,8 @@ msgid "Center Z" msgstr "Gitna" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Pagpapahalaga" @@ -5713,8 +5866,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Lapad" @@ -5797,7 +5950,8 @@ msgstr "Ipakita Lahat" msgid "Render Target Size Multiplier" msgstr "Magtakda ng Marami:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5816,7 +5970,8 @@ msgstr "Pagsasaayos ng Kalansay" msgid "Skeleton Rig" msgstr "Pagsasaayos ng Kalansay" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Pangalan ng Node:" @@ -5942,6 +6097,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Pangunahing Mga Tampok:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7027,72 +7187,16 @@ msgstr "Gitna" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Mga Tagasubaybay" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Mga Tagasubaybay" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Ipagpalit" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Punto" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Pumili ng Pangunahing Eksena" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Mga Direksyon" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Pahanay" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Magdagdag ng Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7301,47 +7405,6 @@ msgstr "Laman:" msgid "Use Mipmaps" msgstr "Mga Hudyat" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "(Hindi Pinapagana Ang Editor)" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Paraan ng Pag-sukat" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "(Hindi Pinapagana Ang Editor)" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Karaniwan" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7428,9 +7491,9 @@ msgid "Rect Extents" msgstr "Mga Gizmo" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "" @@ -7454,12 +7517,27 @@ msgstr "Laki: " msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Mga Direksyon" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7518,11 +7596,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7553,7 +7635,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7690,7 +7772,7 @@ msgstr "" msgid "Trails" msgstr "Ipakita ang Karaniwan" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Mga Direksyon" @@ -7699,72 +7781,6 @@ msgstr "Mga Direksyon" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Node" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Nakikitang Collision Shapes" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Simulan" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Simulan" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7924,7 +7940,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8074,6 +8090,62 @@ msgstr "Mga Konstant" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Usog:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Usog:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Napili lang" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Kusa Muling Pagumpisa:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Oras" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Gumalaw" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Iwakas" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "1 Tinginan" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Usog:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8102,7 +8174,7 @@ msgstr "Sa Huli" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8113,8 +8185,9 @@ msgstr "Kondisyon" msgid "Mirroring" msgstr "Salamin" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -8147,209 +8220,450 @@ msgstr "Mag-ikot" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Index ng Z" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Di-wasto ang animation tree." - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Simulan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Simulan" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Pisika" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Ibahin ang Punong-Uri" +msgid "Monitoring" +msgstr "Mga Tagasubaybay" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Gitna" +msgid "Monitorable" +msgstr "Mga Tagasubaybay" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Deactivation" -msgstr "Paglalarawan" +msgid "Space Override" +msgstr "Ipagpalit" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Punto" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Can Sleep" -msgstr "Bilis:" +msgid "Point Unit Distance" +msgstr "Pumili ng Pangunahing Eksena" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" -msgstr "Mag-ikot" +msgid "Point Center" +msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy -msgid "Freeze" -msgstr "Malaya" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Mag-ikot" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "Kopyahin ang mga Node" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Continuous CD" -msgstr "Tuloy-tuloy" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Contact Monitor" -msgstr "Pumili ng Kulay" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +msgid "Linear Damp" msgstr "Pahanay" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Damp Mode" -msgstr "Paraan ng Pag-uurong:" +msgid "Audio Bus" +msgstr "Magdagdag ng Audio Bus" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Mga Konstant" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Mag-ikot" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Mga Direksyon" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Slide on Ceiling" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Constant" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Magpalaki" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Max Angle" msgstr "Halaga:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Karaniwan" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Nakikitang Collision Shapes" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Halaga:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "(Hindi Pinapagana Ang Editor)" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Paraan ng Pag-sukat" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "(Hindi Pinapagana Ang Editor)" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Karaniwan" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Simulan" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Node" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Nakikitang Collision Shapes" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Simulan" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Index ng Z" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Di-wasto ang animation tree." + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Idaong Ang Posisyon" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Ibahin ang Punong-Uri" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Gitna" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Paglalarawan" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Can Sleep" +msgstr "Bilis:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Mag-ikot" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Malaya" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Mag-ikot" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "Kopyahin ang mga Node" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Continuous CD" +msgstr "Tuloy-tuloy" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Contact Monitor" +msgstr "Pumili ng Kulay" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Pahanay" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "Paraan ng Pag-uurong:" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Mga Konstant" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Bunga ng Paghahanap" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Simulan" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Simulan" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8367,39 +8681,6 @@ msgstr "" msgid "Internal Vertex Count" msgstr "" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Idaong Ang Posisyon" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8414,19 +8695,6 @@ msgstr "Susunod na Koordinayt" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Bunga ng Paghahanap" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8541,33 +8809,6 @@ msgstr "Paganahin" msgid "Node Path" msgstr "I-load ang Karaniwan" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Bagong Tabing" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Animasyon" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Kinalalagyan ng Eksena:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8619,7 +8860,7 @@ msgstr "" msgid "Tracking" msgstr "Iniimpake" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Pangalan ng Node:" @@ -8677,15 +8918,6 @@ msgstr "Pinakamalapit" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Pagkuha" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8733,13 +8965,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Magpalaki" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8747,8 +8980,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Ekspresyon" @@ -8763,8 +8996,8 @@ msgid "Emission Energy" msgstr "Ekspresyon" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8796,12 +9029,6 @@ msgstr "Pumili ng Pangunahing Eksena" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Gumalaw" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8815,7 +9042,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8860,10 +9087,6 @@ msgstr "" msgid "Begin Margin" msgstr "Laman:" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Iwakas" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8874,137 +9097,8 @@ msgstr "Palakihin lahat" msgid "Fade Mode" msgstr "Mag-ikot" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Pagpapahalaga" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "I-pasta ang mga Params" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Ibahin ang Pangalan ng Punsyon" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Bilis:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Pahanay" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Pumili ng Pangunahing Eksena" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Pumili ng Pangunahing Eksena" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Paglalarawan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Simulan" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Pahanay" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Animasyon" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Sinasalba ang Eksena" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Simulan" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Pahanay" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Animasyon" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Animasyon" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Paguurong na Pa-pixel" @@ -9076,7 +9170,7 @@ msgstr "Pagpapahalaga" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -9086,31 +9180,31 @@ msgid "Outline Modulate" msgstr "Piliting Magmodulate ng Paputi" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Mga Font" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Salain ang mga hudyat" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Salain ang mga hudyat" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Constant" @@ -9118,27 +9212,27 @@ msgstr "Constant" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Mga Direksyon" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9329,7 +9423,8 @@ msgstr "Ipagsama galing sa Eksena" msgid "Custom Sky" msgstr "Kopyahin ang mga Node" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Kopyahin ang mga Node" @@ -9340,7 +9435,7 @@ msgid "Custom Energy" msgstr "Ilipat ang Effect ng Bus" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Sensitibo sa Case" @@ -9378,7 +9473,7 @@ msgstr "Paganahin" msgid "Keep Y Velocity" msgstr "Bilis" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Nabigasyon" @@ -9439,204 +9534,448 @@ msgstr "" msgid "Tilt Enabled" msgstr "Salain ang mga hudyat" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Bagong Tabing" + +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" +msgid "Attenuation Factor" +msgstr "Animasyon" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Kinalalagyan ng Eksena:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" + +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Pagkuha" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Sinasalba ang Eksena" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Ibahin ang Pangalan ng Punsyon" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp #, fuzzy -msgid "Linear Y" +msgid "Upper Distance" +msgstr "Pumili ng Pangunahing Eksena" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Pumili ng Pangunahing Eksena" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Paglalarawan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Simulan" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp #, fuzzy -msgid "Linear Z" +msgid "Angular Motor" +msgstr "Animasyon" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Animasyon" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "I-pasta ang mga Params" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Bilis:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Pagpapahalaga" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Simulan" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Animasyon" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "" - -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "" - -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Mga Konstant" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Salain ang mga hudyat" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Animasyon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Animasyon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Animasyon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Animasyon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Paglalarawan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Paglalarawan" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Animasyon" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Salain ang mga hudyat" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Usog:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Mga Punsyon:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Pahanay" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Animasyon" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Pahanay" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Pahanay" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Pahanay" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Debug" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Dokumentasyong Online" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Ibahin ang Pangalan ng Punsyon" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Mga Hudyat" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Mga Punsyon:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Ekspresyon" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Nabigo" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9704,7 +10043,8 @@ msgstr "" msgid "Interpolation" msgstr "Paraang Interpolasyon" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Pinagtututukan" @@ -9783,68 +10123,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Dokumentasyong Online" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Ibahin ang Pangalan ng Punsyon" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Mga Hudyat" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Mga Punsyon:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Ekspresyon" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Nabigo" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9886,8 +10164,8 @@ msgstr "Transisyon: " msgid "Extra Cull Margin" msgstr "Mga Dagdag na Argumento ng Tawag:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9921,17 +10199,36 @@ msgstr "Nabigasyon" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Magdagdag ng Track" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Pangalan ng Node:" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Magdagdag ng Track" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Iniimpake" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Magdagdag ng Track" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10616,20 +10913,10 @@ msgstr "I-pasta ang mga Params" msgid "Reverse Fill" msgstr "Ibalik sa Dati Ang Kaingayan ng Bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Usog:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Pumili ng Kulay" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11423,7 +11710,7 @@ msgstr "Simulan" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Usog:" @@ -11540,7 +11827,7 @@ msgstr "" msgid "Ordering" msgstr "Pagre-render" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Index ng Z" @@ -11554,11 +11841,6 @@ msgstr "GDNative" msgid "Y Sort Enabled" msgstr "Paganahin" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11576,11 +11858,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "1 Tinginan" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11685,7 +11962,7 @@ msgstr "Nabigasyon" msgid "Multiplayer Poll" msgstr "Magtakda ng Marami:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11755,7 +12032,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12110,6 +12387,558 @@ msgstr "" msgid "3D Navigation" msgstr "Nabigasyon" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Napili lang" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Mga Punsyon:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Pinagtututukan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "I-load ang Karaniwan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Karaniwan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Karaniwan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Index ng Z" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Panibagong Eksena" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Pagbago ang Haba ng Animation" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Pumili ng Pangunahing Eksena" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Pumili ng Pangunahing Eksena" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Mga Direksyon" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Huling Binago" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Susunod na Koordinayt" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Laman:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Pumili ng Kulay" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Pumili ng Kulay" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Pumili ng Kulay" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Pumili ng Kulay" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "I-urong Pakaliwa" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Laman:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "I-urong Pakaliwa" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Paguurong na Pa-grid" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Susunod na Koordinayt" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Buksan ang User Data Folder ng Proyekto" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Mga Developers" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Kompresyon" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Alisin Ang Kaayusan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Usog:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Nakikitang Collision Shapes" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Paganahin" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Magtakda ng Marami:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Palitan Ang Tab ng Eksena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Palitan Ang Tab ng Eksena" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Paraan sa Pagpapalabas:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Laman:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Mga Tampok" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Tingnan ang Pinagmulan" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Pumili ng Pangunahing Eksena" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Nakikitang Collision Shapes" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Huling Binago" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Lalim" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Lalim" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Kopyahin ang mga Node" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Pagbago ng Transform ng Animation" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Pasilip" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Pumili ng Kulay" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "I-urong Pakanan" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Sinusubukan" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "2 hakbang" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Pagbago ang Haba ng Animation" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Napili lang" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Napili lang" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Kopyahin ang mga Node" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Pangalan ng Node:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Susunod na Koordinayt" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Inimpok ang File:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Magtakda ng Marami:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Paraan ng Pagpili" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Nakapangkat" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Pumili ng Kulay" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Patakbuhin" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Ipakita Lahat" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Pumili ng Kulay" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12330,15 +13159,6 @@ msgstr "Ilipat ang Effect ng Bus" msgid "Load Path" msgstr "I-load ang Karaniwan" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Nakikitang Collision Shapes" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12372,20 +13192,10 @@ msgstr "Kopyahin ang mga Node" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Magtakda ng Marami:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12612,10 +13422,6 @@ msgstr "I-urong Pakanan" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12691,20 +13497,6 @@ msgstr "Animasyon" msgid "Color Correction" msgstr "Ikabit" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Huling Binago" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12783,20 +13575,6 @@ msgstr "Paraan sa Pagpapalabas:" msgid "To" msgstr "Nasaitaas" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Lalim" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Lalim" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13045,11 +13823,6 @@ msgstr "I-pasta ang mga Params" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Pumili ng Pangunahing Eksena" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13082,24 +13855,6 @@ msgstr "Magpalaki" msgid "Shadow Mesh" msgstr "Paraan ng Pag-pan" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Kopyahin ang mga Node" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Pagbago ng Transform ng Animation" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Pasilip" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13467,176 +14222,6 @@ msgstr "Ipagpalit" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Pumili ng Kulay" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "I-urong Pakanan" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Sinusubukan" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "2 hakbang" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Pagbago ang Haba ng Animation" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Napili lang" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Napili lang" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Kopyahin ang mga Node" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Napili lang" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Mga Punsyon:" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Pinagtututukan" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "I-load ang Karaniwan" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Karaniwan" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Karaniwan" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Index ng Z" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Panibagong Eksena" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Pagbago ang Haba ng Animation" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Pumili ng Pangunahing Eksena" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Pumili ng Pangunahing Eksena" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Mga Direksyon" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13652,20 +14237,6 @@ msgstr "Paguurong na Pa-grid" msgid "Bone Size" msgstr "Pangunahing Skrip:" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Pangalan ng Node:" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13680,79 +14251,6 @@ msgstr "Gumalaw" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Susunod na Koordinayt" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Inimpok ang File:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Paraan ng Pagpili" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Nakapangkat" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Pumili ng Kulay" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Patakbuhin" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Ipakita Lahat" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Pumili ng Kulay" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13855,219 +14353,6 @@ msgstr "Karaniwan" msgid "Default Font Size" msgstr "Karaniwan" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Huling Binago" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Susunod na Koordinayt" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Laman:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Pumili ng Kulay" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Pumili ng Kulay" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Pumili ng Kulay" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Pumili ng Kulay" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "I-urong Pakaliwa" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Laman:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "I-urong Pakaliwa" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Paguurong na Pa-grid" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Susunod na Koordinayt" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Buksan ang User Data Folder ng Proyekto" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Mga Developers" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Kompresyon" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Alisin Ang Kaayusan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Usog:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Nakikitang Collision Shapes" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Paganahin" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Magtakda ng Marami:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Palitan Ang Tab ng Eksena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Palitan Ang Tab ng Eksena" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Paraan sa Pagpapalabas:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Gumawa ng mga Punto ng Bugahan Galing sa Mesh" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Laman:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Mga Tampok" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Tingnan ang Pinagmulan" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -14194,14 +14479,6 @@ msgstr "Index ng Z" msgid "Degrees Mode" msgstr "Ipinagbaliban" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14678,6 +14955,11 @@ msgstr "Tignan ang Grid" msgid "Folder" msgstr "Folder:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Gumawa ng Folder" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16611,11 +16893,27 @@ msgstr "Kaayusan ng Editor" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Iniimpake" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Laki: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Magpalaki" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Iniimpake" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16633,11 +16931,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Iniimpake" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/tr.po b/properties/tr.po index 96a20ba..420e4d2 100644 --- a/properties/tr.po +++ b/properties/tr.po @@ -125,9 +125,9 @@ msgstr "Yapılandırma" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "İsim" @@ -217,9 +217,9 @@ msgstr "Pencere" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -398,7 +398,7 @@ msgstr "Altpencereleri Göm" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Fizik" @@ -475,7 +475,8 @@ msgid "Max Functions" msgstr "En Fazla Fonksiyonlar" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Sıkıştırma" @@ -519,7 +520,7 @@ msgstr "Message" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "İşleme" @@ -853,8 +854,9 @@ msgstr "Göreceli" msgid "Screen Relative" msgstr "Ekrana Göreceli" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Hız" @@ -885,8 +887,8 @@ msgid "Action" msgstr "Eylem" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Güç" @@ -995,11 +997,11 @@ msgstr "Bölge" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Kayma" @@ -1135,7 +1137,8 @@ msgstr "Çift Sesli Harfliler" msgid "Fake BiDi" msgstr "Sahte İkiYönlü" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Üzerine Yaz" @@ -1160,7 +1163,7 @@ msgstr "Yer Tutucuları Atla" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1181,7 +1184,7 @@ msgstr "Girdiler" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Tip" @@ -1235,7 +1238,7 @@ msgid "Sync Breakpoints" msgstr "Kesme Noktalarını Eşle" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "DosyaSistemi" @@ -1525,6 +1528,11 @@ msgstr "Varsayılan Renk Seçici Şekli" msgid "Theme" msgstr "Tema" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Sistem Kullanıcısına Zorla" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Hazır Ayar" @@ -1545,6 +1553,11 @@ msgstr "Temel Renk" msgid "Accent Color" msgstr "Vurgu Rengi" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Vurgu Rengi" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Karşıtlık" @@ -1633,8 +1646,8 @@ msgstr "Çoklu Pencere" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Etkinleştir" @@ -1716,7 +1729,8 @@ msgid "Thumbnail Size" msgstr "Küçük Resim Boyutu" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "İçe Aktar" @@ -1736,9 +1750,10 @@ msgstr "RPC Portu" msgid "RPC Server Uptime" msgstr "RPC Sunucu Çalışma Süresi" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF Yolu" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1884,9 +1899,9 @@ msgstr "Kod Katlama" msgid "Word Wrap" msgstr "Kelime Kaydırma" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "Otomatik Kaydırma Kipi" @@ -1903,7 +1918,7 @@ msgid "Draw Spaces" msgstr "Boşluk Karakterlerini Çiz" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Satır Aralığı" @@ -1913,7 +1928,7 @@ msgid "Behavior" msgstr "Davranış" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Gezinti" @@ -2135,16 +2150,16 @@ msgstr "Alet Renkleri" msgid "Instantiated" msgstr "Örneklenmiş" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "Eklem" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Şekil" @@ -2373,6 +2388,11 @@ msgstr "Nokta Yakalama Yarıçapı" msgid "Show Previous Outline" msgstr "Önceki Anahatı Göster" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Otomatik Oynat" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Animasyon İzlerini Otomatik Yeniden Adlandır" @@ -2413,6 +2433,10 @@ msgstr "Mini Harita Şeffaflığı" msgid "Lines Curvature" msgstr "Çizgilerin Eğriliği" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "Izgara Deseni" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Görsel Gölgelendirici" @@ -2456,7 +2480,7 @@ msgid "Output" msgstr "Çıktı" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Yazı Tipi Boyutu" @@ -2712,6 +2736,96 @@ msgstr "Arama Sonuç Rengi" msgid "Search Result Border Color" msgstr "Arama Sonuç Kenar Rengi" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Bağlantı Kenar Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "İşaretleme Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Köşe Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Köşe Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Köşe Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Yer İmi Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Dönüştürme Biçimi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Şekil Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "İmleç Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Çıktı" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "İmleç Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Kritik Renk" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Yazı Tipi Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Metin Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Kritik Renk" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Köşe Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Şekil Rengi" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Parçacık Çarpışması" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2848,13 +2962,17 @@ msgstr "Konum İzlerini Normalize Et" msgid "Overwrite Axis" msgstr "Eksenlerin Üzerine Yaz" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "Taslağı Düzelt" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Filtrele" @@ -2929,20 +3047,22 @@ msgstr "Beden Tipi" msgid "Shape Type" msgstr "Şekil Türü" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "Fizik Malzemenin Üzerine Yaz" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Katman" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Maske" @@ -3052,10 +3172,12 @@ msgstr "İlkel" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Yükseklik" @@ -3064,12 +3186,14 @@ msgstr "Yükseklik" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Yarıçap" @@ -3089,26 +3213,29 @@ msgid "Save to File" msgstr "Dosyaya Kaydet" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Etkin" @@ -3159,8 +3286,8 @@ msgstr "Dilimler" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3214,6 +3341,10 @@ msgstr "Kök Ölçeği Uygula" msgid "Root Scale" msgstr "Kök Ölçeği" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Örgüler" @@ -3357,7 +3488,7 @@ msgstr "Sıkıştır" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Dil" @@ -3466,7 +3597,7 @@ msgstr "Mip-haritaları" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Sınır" @@ -3572,8 +3703,8 @@ msgstr "Bölgeye Kırp" msgid "Trim Alpha Border From Region" msgstr "Alfa Kenarlarını Bölgeden Kırp" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Zorla" @@ -4059,7 +4190,7 @@ msgid "Handheld" msgstr "Elde-taşınır" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Yönelim" @@ -4183,7 +4314,7 @@ msgstr "Kalem Tablet" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Ortam" @@ -4302,11 +4433,11 @@ msgid "Calculate Tangents" msgstr "Teğetleri Hesapla" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Çarpışma" @@ -4318,9 +4449,9 @@ msgstr "Çarpışma Kullan" msgid "Collision Layer" msgstr "Çarpışma Katmanı" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4330,30 +4461,30 @@ msgstr "Çarpışma Maskesi" msgid "Collision Priority" msgstr "Çarpışma Önceliği" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Yüzleri Ters Çevir" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Örgü" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Malzeme" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Dairesel Dilimler" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Halkalar" @@ -4369,11 +4500,11 @@ msgstr "Kenarlar" msgid "Cone" msgstr "Koni" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "İç Yarıçap" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Dış Yarıçap" @@ -4381,16 +4512,16 @@ msgstr "Dış Yarıçap" msgid "Ring Sides" msgstr "Halka Kenarları" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Çokgen" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Derinlik" @@ -4443,6 +4574,24 @@ msgstr "Yol Birleşti" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "İçe Aktar" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "Gömülü Resim İşlemesi" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4538,20 +4687,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "Sürümü İsimlendirme" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "Gömülü Resim İşlemesi" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Renk" @@ -4598,13 +4744,14 @@ msgid "Spec Gloss Img" msgstr "Yansıtıcı Cila Resmi" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Kütle" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4612,14 +4759,14 @@ msgstr "Çizgisel hız" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Açısal Hız" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "Kütle Merkezi" @@ -4803,6 +4950,12 @@ msgstr "Seyrek Değerler Arabellek Görünümü" msgid "Sparse Values Byte Offset" msgstr "Seyrek Değerler Byte Kaydırma" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Eklenti İsmi" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4973,8 +5126,8 @@ msgid "Center Z" msgstr "Merkez Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Öncelik" @@ -5241,8 +5394,8 @@ msgstr "Fraktal Kazanımı" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Genişlik" @@ -5316,7 +5469,8 @@ msgstr "Görüntü Tazeleme Oranı" msgid "Render Target Size Multiplier" msgstr "İşleme Hedefi Boyut Çoklayıcı" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "El" @@ -5332,7 +5486,8 @@ msgstr "El İskeleti" msgid "Skeleton Rig" msgstr "İskelet Teçhizatı" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "Kemik Güncellemesi" @@ -5445,6 +5600,11 @@ msgstr "İstenen Başvuru Uzayı Türleri" msgid "Reference Space Type" msgstr "Başvuru Uzayı Türü" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "İsteğe Bağlı Özellikler" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Görünebilirlik Durumu" @@ -6406,64 +6566,16 @@ msgstr "Merkezde" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Ters Çevir Yatay" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Ters Çevir Dikey" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "İzleme" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "İzlenebilir" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Yer Çekimi" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Uzayın Üzerine Yaz" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Nokta" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "Nokta Birim Mesafe" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "Nokta Merkez" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Yön" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Doğrusal Yavaşlatma" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Açısal Yavaşlatma" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Ses Veriyolu" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6644,43 +6756,6 @@ msgstr "Kenar Boşluğunu Temizle" msgid "Use Mipmaps" msgstr "Mipharitalarıi Kullan" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "Etkisizleştirme Kipi" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Giriş" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Seçilebilir" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Derleme Kipi" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Devre Dışı" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Tek Yönlü Çarpışma" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Tek Yönlü Çarpışma Kenar Boşluğu" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "Hata Ayıklama Rengi" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6762,9 +6837,9 @@ msgid "Rect Extents" msgstr "Dikdörtgen Uzanımları" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Noktalar" @@ -6787,12 +6862,26 @@ msgstr "Parçacık Bayrakları" msgid "Align Y" msgstr "Hizala Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Yön" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Dağılma" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Yer Çekimi" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Başlangıç Hızı" @@ -6843,11 +6932,15 @@ msgstr "Merkezcil İvme" msgid "Tangential Accel" msgstr "Teğetsel İvme" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "Yavaşlatma" @@ -6875,7 +6968,7 @@ msgid "Angle Min" msgstr "Açı En Az" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Açı En Çok" @@ -6990,7 +7083,7 @@ msgstr "Görünürlük Dikdörtgeni" msgid "Trails" msgstr "Kuyruk İzleri" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "Bölümler" @@ -6998,67 +7091,6 @@ msgstr "Bölümler" msgid "Section Subdivisions" msgstr "Bölüm Altbölümleri" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Düğüm A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Düğüm B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Sapma" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Çarpışmayı Devredışı Bırak" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "Yumuşaklık" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Açısal Sınır" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Alt" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Üst" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Motor" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Hedef Hız" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Uzunluk" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Başlangıç Kayması" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Durgun Uzunluk" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Eğilmezlik" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Sadece Düzenleyici" @@ -7203,7 +7235,7 @@ msgstr "Yol En Uzun Mesafe" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7331,6 +7363,60 @@ msgstr "Kaçınmayı Sınırla" msgid "Skew" msgstr "Yamult" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Kaydırılabilir" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Kaydırma Kayması" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Tekrar Et" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Tekrar Et" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Otomatik başlatma" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "İstek Zaman Aşımı" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "Başlangıç" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Bitiş" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Çerçeveyi İzle" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Kamera Yakınlaştırmayı Gözardı Et" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Kaydırma Kayması" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7356,7 +7442,7 @@ msgstr "Sınır Bitiş" msgid "Ignore Camera Zoom" msgstr "Kamera Yakınlaştırmayı Gözardı Et" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Hareket" @@ -7365,8 +7451,9 @@ msgstr "Hareket" msgid "Mirroring" msgstr "Ayna Yansıtması" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Eğri" @@ -7394,183 +7481,406 @@ msgstr "Döndürür" msgid "Cubic Interp" msgstr "Kübik Ara Değerleme" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "Kemik 2B Düğümyolu" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "Kemik 2B İndeks" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "Eklemi Otomatik Yapılandır" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "Fizik Benzetimi Yap" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "Benzetim Yaparken Kemiği Takip et" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Sabit Doğrusal Hız" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Sabit Açısal Hız" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "Fiziğe Eşle" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "İzleme" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "İzlenebilir" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Uzayın Üzerine Yaz" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Nokta" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "Nokta Birim Mesafe" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "Nokta Merkez" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "Doğrusal Yavaşlatma" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Açısal Yavaşlatma" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Ses Veriyolu" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "Hareket Kipi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "Yukarı Yön" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "Tavanda Kay" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "Duvar En Az Kayma Açısı" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "Zemin" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "Yokuşta Dur" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "Sabit Hız" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "Duvarda Engelle" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "En Büyük Açı" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "Tutunma Uzunluğu" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "Hareketli Düzlük" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "Ayrıldığında" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "Zemin Katmanları" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "Duvar Katmanları" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "Güvenli Kenar Boşluğu" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "Etkisizleştirme Kipi" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Giriş" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Seçilebilir" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Derleme Kipi" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Devre Dışı" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Tek Yönlü Çarpışma" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Tek Yönlü Çarpışma Kenar Boşluğu" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "Hata Ayıklama Rengi" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Uzunluk" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Durgun Uzunluk" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Eğilmezlik" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Başlangıç Kayması" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Düğüm A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Düğüm B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Sapma" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Çarpışmayı Devredışı Bırak" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "Yumuşaklık" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Açısal Sınır" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Alt" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Üst" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Motor" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Hedef Hız" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "Kemik 2B Düğümyolu" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "Kemik 2B İndeks" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "Eklemi Otomatik Yapılandır" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "Fizik Benzetimi Yap" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "Benzetim Yaparken Kemiği Takip et" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Üst-Öğeyi Dışarıda Bırak" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "Hedef Konum" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "İçeriden Çarp" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Şununla Çarpış" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Alanlar" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Cisimler" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "Yer Çekimi Ölçeği" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "Kitlesel Dağıtım" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "Kütle Merkezi Kipi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "Eylemsizlik" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "Devre dışı bırakma" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "Uykuda" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "Uyuyabilir" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "Dönmeyi Kilitle" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "Dondur" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "Donma Kipi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "Çözücü" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "Özel Toplayıcı" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "Sürekli Çarpışma Algılayıcı" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "Bildirilen En Fazla Temas" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "Temas İzleyici" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Doğrusal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "Yavaşlatma Kipi" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "Yavaşlat" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "Açısal" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "Sabit Kuvvetler" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "Dönme Kuvveti" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "Hareket Kipi" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Kenar Boşluğu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "Yukarı Yön" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "En Fazla Sonuç" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "Tavanda Kay" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Sabit Doğrusal Hız" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "Duvar En Az Kayma Açısı" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "Zemin" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "Yokuşta Dur" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "Sabit Hız" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "Duvarda Engelle" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "En Büyük Açı" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "Tutunma Uzunluğu" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "Hareketli Düzlük" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "Ayrıldığında" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "Zemin Katmanları" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "Duvar Katmanları" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "Güvenli Kenar Boşluğu" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Sabit Açısal Hız" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7588,38 +7898,6 @@ msgstr "Çokgenler" msgid "Internal Vertex Count" msgstr "Dahili Köşe Sayısı" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Üst-Öğeyi Dışarıda Bırak" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "Hedef Konum" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "İçeriden Çarp" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Şununla Çarpış" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Alanlar" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Cisimler" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Uzak Yol" @@ -7632,18 +7910,6 @@ msgstr "Genel Koordinatları Kullan" msgid "Update" msgstr "Güncelle" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Kenar Boşluğu" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "En Fazla Sonuç" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "Uzunluğu ve Açıyı Otomatik Hesapla" @@ -7742,30 +8008,6 @@ msgstr "Etkinleştiriliyor" msgid "Node Path" msgstr "Düğüm Yolu" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "Rüzgar" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "Kuvvet Büyüklüğü" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "Zayıflama Katsayısı" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "Kaynak Yolu" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "Yankılama Veriyolu" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Tekdüzelik" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Zayıflama Modeli" @@ -7813,7 +8055,7 @@ msgstr "Doppler" msgid "Tracking" msgstr "İzleme" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Kemik İsmi" @@ -7863,14 +8105,6 @@ msgstr "Yakın" msgid "Far" msgstr "Uzak" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "Işın Seçilebilir" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "Sürüklerken Yakala" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "Görünürlük AABB" @@ -7911,13 +8145,14 @@ msgstr "Düzlük" msgid "Scale Curve Z" msgstr "Ölçekle Eğri Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Albedo" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Normal" @@ -7925,8 +8160,8 @@ msgstr "Normal" msgid "Orm" msgstr "Perde/Pürüz/Metal" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Yayılım" @@ -7939,8 +8174,8 @@ msgid "Emission Energy" msgstr "Yayılım Enerjisi" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Ton Değiştir" @@ -7968,11 +8203,6 @@ msgstr "Alttan Solma" msgid "Distance Fade" msgstr "Uzaklık Solması" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "Başlangıç" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "Dönüştürme Hizalama" @@ -7985,7 +8215,7 @@ msgstr "Çizim Geçişleri" msgid "Passes" msgstr "Geçişler" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Kalınlık" @@ -8023,10 +8253,6 @@ msgstr "Görünürlük Aralığı" msgid "Begin Margin" msgstr "Kenar Boşluk Başlama" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Bitiş" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "Kenar Boşluğu Bitiş" @@ -8035,121 +8261,8 @@ msgstr "Kenar Boşluğu Bitiş" msgid "Fade Mode" msgstr "Solma Kipi" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "Çözümleyici Önceliği" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "Düğümleri Çarpışmaların Dışında Tut" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Parametreler" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "Anlık İtme Kırpma" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Gevşeme" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "En Büyük Anlık İtme" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Doğrusal Sınır" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Üst Mesafe" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Alt Mesafe" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Onarım" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Doğrusal Hareket" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Doğrusal Diklik" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Üst Açı" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Alt Açı" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Açısal Hareket" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Açısal Diklik" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Sallanma Genişliği" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Kıvırma Genişliği" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "Doğrusal Motor" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Kuvvet Sınırı" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "Doğrusal Yay" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Denge Noktası" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "Hata Payı" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "Açısal Motor" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "Açısal Yay" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Piksel Boyutu" @@ -8215,7 +8328,7 @@ msgstr "Anahat İşleme Önceliği" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Metin" @@ -8224,54 +8337,54 @@ msgid "Outline Modulate" msgstr "Anahat Ton Değişimi" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Yazı Tipi" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "Yatay Hizalama" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "Dikey Hizalama" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Büyük harf" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "Kenar Hizalama Bayrakları" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "İkiYönlü" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "Metin Yönü" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "Yapısal Metin İkiYönlü Üzerine Yazma" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "Yapısal Metin İkiYönlü Üzerine Yazma Seçenekleri" @@ -8433,7 +8546,8 @@ msgstr "En Büyük Doku Boyutu" msgid "Custom Sky" msgstr "Özel Gökyüzü" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Özel Renk" @@ -8442,7 +8556,7 @@ msgid "Custom Energy" msgstr "Özel Enerji" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "Kamera Öznitelikleri" @@ -8474,7 +8588,7 @@ msgstr "3B Kaçınma Kullan" msgid "Keep Y Velocity" msgstr "Y Hızını Koru" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "Gezinti Örgüsü" @@ -8528,172 +8642,390 @@ msgstr "Modelin Önünü Kullan" msgid "Tilt Enabled" msgstr "Yana Eğilme Etkin" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Eksen Kilidi" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "Rüzgar" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "Doğrusal X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "Kuvvet Büyüklüğü" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Doğrusal Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "Zayıflama Katsayısı" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Doğrusal Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "Kaynak Yolu" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Açısal X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "Yankılama Veriyolu" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Açısal Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Tekdüzelik" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Açısal Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "Işın Seçilebilir" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "Sürüklerken Yakala" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Sallanma Genişliği" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Kıvırma Genişliği" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Gevşeme" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Doğrusal Sınır" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Üst Mesafe" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Alt Mesafe" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Onarım" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "Doğrusal Motor" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Kuvvet Sınırı" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "Doğrusal Yay" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Denge Noktası" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Üst Açı" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Alt Açı" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "Hata Payı" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "Açısal Motor" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "Açısal Yay" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Parametreler" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "En Büyük Anlık İtme" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "Çözümleyici Önceliği" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "Düğümleri Çarpışmaların Dışında Tut" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "Anlık İtme Kırpma" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Doğrusal Hareket" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Doğrusal Diklik" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Açısal Hareket" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Açısal Diklik" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "Eklem Kısıtlamaları" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "Açısal Sınır Etkin" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "Açısal Sınır Üst" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "Açısal Sınır Alt" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "Açısal Sınır Sapma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "Açısal Sınır Yumuşaklık" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "Açısal Sınır Gevşeme" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "Doğrusal Sınır Üst" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "Doğrusal Sınır Alt" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "Doğrusal Sınır Yumuşaklık" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "Doğrusal Sınır Onarım" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "Doğrusal Sınır Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "Açısal Sınır Onarım" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "Açısal Sınır Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "Doğrusal Sınır Etkin" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "Doğrusal Yay Etkin" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "Doğrusal Yay Eğilmezlik" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "Doğrusal Yay Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "Doğrusal Denge Noktası" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "Doğrusal Onarım" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "Doğrusal Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "Açısal Onarım" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "Açısal Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "Açısal Yay Etkin" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "Açısal Yay Eğilmezlik" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "Açısal Yay Yavaşlatma" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "Açısal Denge Noktası" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Cisim Kayması" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Sürtünme" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Sekmeli" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "Doğrusal Yavaşlatma Kipi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "Açısal Yavaşlatma Kipi" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Eksen Kilidi" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "Doğrusal X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Doğrusal Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Doğrusal Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Açısal X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Açısal Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Açısal Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "Geri Çarpma Yüzleri" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Hata Ayıklayıcı Şekil" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Yay Uzunluğu" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Teker-başına Hareket" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Motor Kuvveti" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Fren" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Yönlendirme" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "3B Araç Cismi (VehicleBody3D) Hareketi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "Çekiş için Kullan" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "Yön vermek için Kullan" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Tekerlek" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "Yuvarlama Etkisi" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Sürtünme Kayması" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Askılama" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Seyahat" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "En Fazla Kuvvet" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Sıfır Noktası Kayması" @@ -8750,7 +9082,8 @@ msgstr "Tepe Kemik" msgid "Interpolation" msgstr "Ara Değerleme" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Hedef" @@ -8822,62 +9155,6 @@ msgstr "Yavaşlatma Katsayısı" msgid "Drag Coefficient" msgstr "Sürükleme Katsayısı" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Yay Uzunluğu" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Teker-başına Hareket" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Motor Kuvveti" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Fren" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Yönlendirme" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "3B Araç Cismi (VehicleBody3D) Hareketi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "Çekiş için Kullan" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "Yön vermek için Kullan" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Tekerlek" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "Yuvarlama Etkisi" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Sürtünme Kayması" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Askılama" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Seyahat" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "En Fazla Kuvvet" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Fizik Adımını Takip Et" @@ -8915,8 +9192,8 @@ msgstr "Saydamlık" msgid "Extra Cull Margin" msgstr "Fazladan Kaldırma Kenar Boşluğu" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "Özel Eksen-Hizalı Sınırlayıcı Kutu" @@ -8948,15 +9225,34 @@ msgstr "Yayılma" msgid "Use Two Bounces" msgstr "İki Sekmeli Kullan" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "İzleyici" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Kemik Güncellemesi" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "Yüz İzleyici" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "El Takibi" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "İzleyici" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Duruş" @@ -9548,18 +9844,10 @@ msgstr "Yerel Diyaloğu Kullan" msgid "Reverse Fill" msgstr "Ters Dolgu" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Kaydırma Kayması" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "Izgarayı Göster" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "Izgara Deseni" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "Tutunma Etkin" @@ -10247,7 +10535,7 @@ msgstr "Başlangıç Açısı" msgid "Fill Degrees" msgstr "Dolgulama Derece" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Merkez Kayması" @@ -10351,7 +10639,7 @@ msgstr "Görünürlük Katmanı" msgid "Ordering" msgstr "Sıralama" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z İndeksi" @@ -10363,11 +10651,6 @@ msgstr "Z Göreceli" msgid "Y Sort Enabled" msgstr "Y Sıralama Etkin" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Tekrar Et" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Üst-öğe Malzemesini Kullan" @@ -10384,10 +10667,6 @@ msgstr "NormalHaritası" msgid "Shininess" msgstr "Parlaklık" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Çerçeveyi İzle" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Dosya İndir" @@ -10476,7 +10755,7 @@ msgstr "Hata Ayıklama Gezinti İpucu" msgid "Multiplayer Poll" msgstr "Çokluoyuncu Sorgulama" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Şekiller" @@ -10541,7 +10820,7 @@ msgid "Use TAA" msgstr "Zamansal Kenar Düzeltme Kullan" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "Kuşak Engelleme Kullan" @@ -10860,6 +11139,484 @@ msgstr "3B Fizik" msgid "3D Navigation" msgstr "3B Gezinti" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Dilimler" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "Eğimde Kaydır" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Özel Çözümleyici Sapması" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "Çalıştırma Kipi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "Hedef Düğümyolu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "Tepe Düğümyolu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "CCDIK Veri Zinciri Uzunluğu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "FABRIK Veri Zinciri Uzunluğu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Titreme Veri Zinciri Uzunluğu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "Varsayılan Eklem Ayarları" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "Yerçekimi Kullan" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "Kemik İndeksi" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "2B Kemik Düğümü" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "Fiziksel Kemik Zincir Uzunluğu" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "Hedef En Az Mesafe" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "Hedef En Çok Mesafe" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "Eğilme Yönünü Ters Çevir" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "Değiştirilme Sayısı" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "Sağ Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "Sağ Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "Sağ Alt Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "Sağ Alt Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "Alt Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "Alt Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "Sol Alt Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "Sol Alt Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "Sol Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "Sol Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "Sol Üst Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "Sol Üst Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "Üst Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "Üst Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "Sağ Üst Taraf" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "Sağ Üst Köşe" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Araziler" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Özel Veri" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "Karo Vekilleri" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "Kaynak Seviyesi" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "Konum Seviyesi" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "Diğer Seviye" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "Karo Şekli" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "Karo Yerleşim Düzeni" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "Karo Kayma Ekseni" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "Karo Boyutu" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV Kesme" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "Perdeleme Katmanları" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Fizik Katmanları" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "Arazi Kümeleri" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "Özel Veri Katmanları" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "Sahneler" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Sahne" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "Yer Tutucu Göster" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "Çokgenlerin Sayısı" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "Tek Yön" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "Tek Yön Kenar Boşluğu" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "Arazi Eşleştirme Biti" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Tersini Al" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "Doku Kökeni" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y Sıralama Kökeni" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "Arazi Kümesi" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "Arazi" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "Çeşitli" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Olasılık" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Mesafe" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "Arkayüz Çarpışması" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "Yoğunluk" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "Yükseklik Azalması" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "Kenar Solması" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "Yoğunluk Dokusu" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Harita Genişliği" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Harita Derinliği" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Harita Verisi" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Öğe" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "Ögrü Dönüştürme" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "Gezinti Örgüsü Dönüştürme" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Önizleme" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "UV2 ekle" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "UV2 Dolgulama" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "Altparça Genişliği" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "Altparça Yüksekliği" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "Altparça Derinliği" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Üst Yarıçap" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Alt Yarıçap" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "Kapak Üst" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "Kapak Alt" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "Soldan Sağa" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "Yarım Küre Mi" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "Halka Dilimleri" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "Dairesel Adımlar" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "Kesit Uzunluğu" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "Kesit Halkaları" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "Kesit Dilimleri" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "Eğri Adımı" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "Bağlayıcı Sayısı" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "Bağlayıcı" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "Kemik" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Gökyüzü" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Üst Renk" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Ufuk Çizgisi Rengi" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "Enerji Çarpanı" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "Kapak" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "Kapak Ton Değişimi" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Yer" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Alt Renk" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Güneş" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Geniş-görünüm" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "Rayleigh" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "Katsayı" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "Mie" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "Dışmerkezlilik" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "Bulanıklık" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "Güneş Diski Ölçeği" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Zemin Rengi" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "Gece Gökyüzü" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Sonçare Ortamı" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Düzlem" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Kareler" @@ -11047,14 +11804,6 @@ msgstr "Kompozitör Efektleri" msgid "Load Path" msgstr "Yükleme Yolu" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Dilimler" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "Arkayüz Çarpışması" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Pişirme Çözünürlüğü" @@ -11083,19 +11832,10 @@ msgstr "Eğri Z" msgid "Background" msgstr "Arkaplan" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "Enerji Çarpanı" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "Kanvas En Çok Katman" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Gökyüzü" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "Özel Görüş Alanı" @@ -11300,10 +12040,6 @@ msgstr "Işık Enerjisi" msgid "Sun Scatter" msgstr "Güneş Saçılması" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "Yoğunluk" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "Havadan Görünüm" @@ -11368,18 +12104,6 @@ msgstr "Doygunluk" msgid "Color Correction" msgstr "Renk Düzeltme" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "Yükseklik Azalması" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "Kenar Solması" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "Yoğunluk Dokusu" - #: scene/resources/font.cpp msgid "Base Font" msgstr "Temel Yazı Tipi" @@ -11446,18 +12170,6 @@ msgstr "Şuradan" msgid "To" msgstr "Şuraya" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Harita Genişliği" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Harita Derinliği" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Harita Verisi" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Sonraki Geçiş" @@ -11678,10 +12390,6 @@ msgstr "Parçacık Kuyruk İzleri Kullan" msgid "Proximity Fade" msgstr "Yakınlık Solması" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Mesafe" - #: scene/resources/material.cpp msgid "MSDF" msgstr "Çokkanallı İşaretli Uzaklık Alanı (MSDF)" @@ -11710,22 +12418,6 @@ msgstr "Harmanlama Şekil Kipi" msgid "Shadow Mesh" msgstr "Gölge Örgü" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Öğe" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "Ögrü Dönüştürme" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "Gezinti Örgüsü Dönüştürme" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Önizleme" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Temel Doku" @@ -12034,155 +12726,6 @@ msgstr "Boyut Üzerine Yazma" msgid "Keep Compressed Buffer" msgstr "Sıkıştırılmış Arabelleği Koru" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "UV2 ekle" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "UV2 Dolgulama" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "Altparça Genişliği" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "Altparça Yüksekliği" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "Altparça Derinliği" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Üst Yarıçap" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Alt Yarıçap" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "Kapak Üst" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "Kapak Alt" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "Soldan Sağa" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "Yarım Küre Mi" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "Halka Dilimleri" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "Dairesel Adımlar" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "Kesit Uzunluğu" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "Kesit Halkaları" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "Kesit Dilimleri" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "Eğri Adımı" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "Eğimde Kaydır" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Özel Çözümleyici Sapması" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "Çalıştırma Kipi" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "Hedef Düğümyolu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "Tepe Düğümyolu" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "CCDIK Veri Zinciri Uzunluğu" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "FABRIK Veri Zinciri Uzunluğu" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Titreme Veri Zinciri Uzunluğu" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "Varsayılan Eklem Ayarları" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "Yerçekimi Kullan" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "Kemik İndeksi" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "2B Kemik Düğümü" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "Fiziksel Kemik Zincir Uzunluğu" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "Hedef En Az Mesafe" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "Hedef En Çok Mesafe" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "Eğilme Yönünü Ters Çevir" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "Değiştirilme Sayısı" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "Temel Kemiği Ölçekle" @@ -12195,18 +12738,6 @@ msgstr "Grup Boyutu" msgid "Bone Size" msgstr "Kemik Boyutu" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "Bağlayıcı Sayısı" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "Bağlayıcı" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "Kemik" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "Gökyüzü Malzemesi" @@ -12219,70 +12750,6 @@ msgstr "İşleme Kipi" msgid "Radiance Size" msgstr "Işınım Boyutu" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Üst Renk" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Ufuk Çizgisi Rengi" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "Kapak" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "Kapak Ton Değişimi" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Yer" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Alt Renk" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Güneş" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Geniş-görünüm" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "Rayleigh" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "Katsayı" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "Mie" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "Dışmerkezlilik" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "Bulanıklık" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "Güneş Diski Ölçeği" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Zemin Rengi" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "Gece Gökyüzü" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "İçerik Kenar Boşlukları" @@ -12371,186 +12838,6 @@ msgstr "Varsayılan Yazı Tipi" msgid "Default Font Size" msgstr "Varsayılan Yazı Tipi Boyutu" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "Sağ Taraf" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "Sağ Köşe" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "Sağ Alt Taraf" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "Sağ Alt Köşe" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "Alt Taraf" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "Alt Köşe" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "Sol Alt Taraf" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "Sol Alt Köşe" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "Sol Taraf" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "Sol Köşe" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "Sol Üst Taraf" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "Sol Üst Köşe" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "Üst Taraf" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "Üst Köşe" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "Sağ Üst Taraf" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "Sağ Üst Köşe" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Araziler" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Özel Veri" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "Karo Vekilleri" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "Kaynak Seviyesi" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "Konum Seviyesi" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "Diğer Seviye" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "Karo Şekli" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "Karo Yerleşim Düzeni" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "Karo Kayma Ekseni" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "Karo Boyutu" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV Kesme" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "Perdeleme Katmanları" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Fizik Katmanları" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "Arazi Kümeleri" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "Özel Veri Katmanları" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "Sahneler" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Sahne" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "Yer Tutucu Göster" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "Çokgenlerin Sayısı" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "Tek Yön" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "Tek Yön Kenar Boşluğu" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "Arazi Eşleştirme Biti" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Tersini Al" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "Doku Kökeni" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y Sıralama Kökeni" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "Arazi Kümesi" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "Arazi" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "Çeşitli" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Olasılık" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Dosya" @@ -12656,14 +12943,6 @@ msgstr "Yüzey İndeksi" msgid "Degrees Mode" msgstr "Derece Kipi" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Sonçare Ortamı" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Düzlem" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Panel" @@ -13064,6 +13343,11 @@ msgstr "Gizlileri Aç/Kapat" msgid "Folder" msgstr "Klasör" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Ana Klasör" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "Klasör Simgesi Rengi" @@ -14733,10 +15017,25 @@ msgstr "Gölgelendirici Dili" msgid "Treat Warnings as Errors" msgstr "Uyarılara Hatalar Gibi Davran" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "İzleme Verisi Var mı" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Kabartma Bayrakları" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "Harmanlama Şekilleri" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "El Takibi" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "Birincil mi" @@ -14753,10 +15052,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "Çapa Algılama Etkin mi" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "İzleme Verisi Var mı" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "İzleme Güvenirliği" diff --git a/properties/uk.po b/properties/uk.po index bb45860..dcc74d6 100644 --- a/properties/uk.po +++ b/properties/uk.po @@ -64,9 +64,9 @@ msgstr "Налаштування" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Назва" @@ -158,9 +158,9 @@ msgstr "Вікно" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -342,7 +342,7 @@ msgstr "Вбудовувати підвікна" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Фізика" @@ -420,7 +420,8 @@ msgid "Max Functions" msgstr "Максимум функцій" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Стиснення" @@ -464,7 +465,7 @@ msgstr "Повідомлення" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Рендеринг" @@ -811,8 +812,9 @@ msgstr "Відносний" msgid "Screen Relative" msgstr "Відносний" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Швидкість" @@ -845,8 +847,8 @@ msgid "Action" msgstr "Дія" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Потужність" @@ -956,11 +958,11 @@ msgstr "Область" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "Зміщення" @@ -1098,7 +1100,8 @@ msgstr "Подвійні голосні" msgid "Fake BiDi" msgstr "Фальшивий BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "Перевизначити" @@ -1123,7 +1126,7 @@ msgstr "Пропустити заповнювачі" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1144,7 +1147,7 @@ msgstr "[АРГУМЕНТИ...]" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Тип" @@ -1198,7 +1201,7 @@ msgid "Sync Breakpoints" msgstr "Точки розриву синхронізації" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Файлова система" @@ -1497,6 +1500,11 @@ msgstr "Палітра кольорів за замовчуванням" msgid "Theme" msgstr "Тема" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Дозволити резервну систему" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Набір" @@ -1518,6 +1526,11 @@ msgstr "Базовий колір" msgid "Accent Color" msgstr "Колір акценту" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Колір акценту" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Контрастність" @@ -1608,8 +1621,8 @@ msgstr "Вікно" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Увімкнути" @@ -1693,7 +1706,8 @@ msgid "Thumbnail Size" msgstr "Розмір мініатюр" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Імпорт" @@ -1716,9 +1730,9 @@ msgstr "Порт HTTP" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" +msgstr "" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1867,9 +1881,9 @@ msgstr "Згортання коду" msgid "Word Wrap" msgstr "Перенесення слів" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Автозацикленість" @@ -1887,7 +1901,7 @@ msgid "Draw Spaces" msgstr "Візуалізація пробілів" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "Інтервал між рядками" @@ -1897,7 +1911,7 @@ msgid "Behavior" msgstr "Поведінка" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Навігація" @@ -2121,16 +2135,16 @@ msgstr "Кольори гізмо" msgid "Instantiated" msgstr "Вставлений екземпляр" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "З’єднання" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Форма" @@ -2359,6 +2373,11 @@ msgstr "Радіус захоплення точки" msgid "Show Previous Outline" msgstr "Показувати попередній контур" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Перемкнути автовідтворення" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "Автоматично перейменовувати доріжки анімації" @@ -2401,6 +2420,11 @@ msgstr "Непрозорість мінікарти" msgid "Lines Curvature" msgstr "Кривизна ліній" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Площина XZ сітки" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "Візуальний шейдер" @@ -2445,7 +2469,7 @@ msgid "Output" msgstr "Вивід" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "Розмір шрифту" @@ -2706,6 +2730,96 @@ msgstr "Колір результатів пошуку" msgid "Search Result Border Color" msgstr "Колір рамки результатів пошуку" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Поле з'єднання ребер" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Колір позначок" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Вершина" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Вершина" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Вершина" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Колір закладок" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Формат перетворення" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Колір форми" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Колір каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Вивід" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Колір каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Колір каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Колір шрифту" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Колір тексту" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Колір каретки" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Вершина" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Колір форми" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Вимкнути зіткнення" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2849,13 +2963,17 @@ msgstr "Нормалізація доріжок позиції" msgid "Overwrite Axis" msgstr "Перезаписати вісь" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "Фільтр" @@ -2931,20 +3049,22 @@ msgstr "Тип тіла" msgid "Shape Type" msgstr "Тип форми" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Шар" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "Маска" @@ -3064,10 +3184,12 @@ msgstr "Примітиви" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Висота" @@ -3076,12 +3198,14 @@ msgstr "Висота" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Радіус" @@ -3101,26 +3225,29 @@ msgid "Save to File" msgstr "Зберегти у файл" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Увімкнено" @@ -3173,8 +3300,8 @@ msgstr "Зрізи" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3228,6 +3355,10 @@ msgstr "Додати Шкалу кореня" msgid "Root Scale" msgstr "Root Scale (Шкала кореня)" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "Меші" @@ -3376,7 +3507,7 @@ msgstr "Стиснути" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "Мова" @@ -3490,7 +3621,7 @@ msgstr "MIP-текстурування" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "Обмеження" @@ -3601,8 +3732,8 @@ msgstr "Обрізати до області" msgid "Trim Alpha Border From Region" msgstr "Обрізати прозору рамку з області" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "Сила" @@ -4127,7 +4258,7 @@ msgid "Handheld" msgstr "Кишеньковий пристрій" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Орієнтація" @@ -4261,7 +4392,7 @@ msgstr "Увімкнути" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Середовище" @@ -4383,11 +4514,11 @@ msgid "Calculate Tangents" msgstr "Обчислити дотичні" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Зіткнення" @@ -4399,9 +4530,9 @@ msgstr "Зіткнення" msgid "Collision Layer" msgstr "Режим перешкоди" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4412,30 +4543,30 @@ msgstr "Режим перешкоди" msgid "Collision Priority" msgstr "Точка зіткнення" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "Віддзеркалити поверхні" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Сітка" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "Матеріал" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "Радіальні сегменти" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "Кільця" @@ -4451,11 +4582,11 @@ msgstr "Сторони" msgid "Cone" msgstr "Конус" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "Внутрішній радіус" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "Зовнішній радіус" @@ -4463,16 +4594,16 @@ msgstr "Зовнішній радіус" msgid "Ring Sides" msgstr "Сторони Кільця" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "Багатокутник" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Глибина" @@ -4525,6 +4656,24 @@ msgstr "Контур з'єднано" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Імпорт" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4633,20 +4782,17 @@ msgstr "" msgid "Naming Version" msgstr "Другорядна версія" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "Колір" @@ -4695,13 +4841,14 @@ msgid "Spec Gloss Img" msgstr "Дзеркальне глянцеве зображення" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "Маса" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4709,14 +4856,14 @@ msgstr "Лінійна швидкість" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "Кутова швидкість" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -4912,6 +5059,12 @@ msgstr "Перегляд буфера розріджених значень" msgid "Sparse Values Byte Offset" msgstr "Зміщення байтів розріджених значень" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Назва додатка" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5088,8 +5241,8 @@ msgid "Center Z" msgstr "Центр за Z" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Пріоритетність" @@ -5393,8 +5546,8 @@ msgstr "Поле порталу" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Ширина" @@ -5477,7 +5630,8 @@ msgstr "Перегляд каркасу" msgid "Render Target Size Multiplier" msgstr "Встановити кратність:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Кишеньковий пристрій" @@ -5497,7 +5651,8 @@ msgstr "Каркас" msgid "Skeleton Rig" msgstr "Каркас" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Оновити" @@ -5620,6 +5775,11 @@ msgstr "Запитані типи довідкового простору" msgid "Reference Space Type" msgstr "Довідка типу простору" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Необов'язкові можливості" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "Перемкнути видимість" @@ -6645,66 +6805,16 @@ msgstr "За центром" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "Гор. віддзеркалення" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "Верт. віддзеркалення" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "Спостереження" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "Можна спостерігати" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "Тяжіння" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "Перевизначення" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Точка" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "U-відстань контуру" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Кількість точок" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "Напрямок" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "Лінійний" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "Кутове уповільнення" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "Додавання аудіо шини" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6898,45 +7008,6 @@ msgstr "Встановити поле" msgid "Use Mipmaps" msgstr "Використовувати MIP-текстурування" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Вимкнено" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Введення" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "Можна вибирати" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "Режим вимірювання" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Вимкнено" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "Однобічне зіткнення" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "Створити полігон зіткнення" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Типовий колір" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -7018,9 +7089,9 @@ msgid "Rect Extents" msgstr "Розміри прямокутника" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Точки" @@ -7044,12 +7115,26 @@ msgstr "Частинки" msgid "Align Y" msgstr "Вирівнювання за Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "Напрямок" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "Розсіювання" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "Тяжіння" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "Ініціалізувати" @@ -7104,11 +7189,15 @@ msgstr "Радіальне прискорення" msgid "Tangential Accel" msgstr "Дотичне прискорення" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "В’язкість" @@ -7138,7 +7227,7 @@ msgid "Angle Min" msgstr "Мін. кут" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "Макс. кут" @@ -7270,7 +7359,7 @@ msgstr "Прямокутник видимості" msgid "Trails" msgstr "Слід" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Напрямки" @@ -7279,67 +7368,6 @@ msgstr "Напрямки" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "Вузол A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "Вузол B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "Нахил" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "Вимкнути зіткнення" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "М’якість" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "Кутове обмеження" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "Опустити" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "Верхня" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "Рушій" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "Цільова швидкість" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "Довжина" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "Ініціалізувати" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "Довжина у нерозтягненому стані" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "Жорсткість" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "Лише редактор" @@ -7489,7 +7517,7 @@ msgstr "Макс. відстань контуру" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7641,6 +7669,61 @@ msgstr "Панель редактора обмежень" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "З гортанням" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "Відступ гортання" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "Повторення" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Повторення" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Автозапуск" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Час очікування запиту минув" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Початок циклу" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Кінець" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "Показати панель перегляду" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "Ігнорувати масштабування камери" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Відступ гортання" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7666,7 +7749,7 @@ msgstr "Кінець обмеження" msgid "Ignore Camera Zoom" msgstr "Ігнорувати масштабування камери" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "Рух" @@ -7675,8 +7758,9 @@ msgstr "Рух" msgid "Mirroring" msgstr "Віддзеркалення" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "Крива" @@ -7706,206 +7790,435 @@ msgstr "Обертати" msgid "Cubic Interp" msgstr "Кубічна інтерп" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Товщина кісток" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Індекс кнопки" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Налаштування прив'язки" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Фізика Godot" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "Стала лінійна швидкість" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "Стала кутова швидкість" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Синхронізація з фізикою" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" -msgstr "Масштаб тяжіння" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "Спостереження" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "Можна спостерігати" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "Перевизначення" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Точка" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Mass Distribution" -msgstr "Встановити базовий тип змінної" +msgid "Point Unit Distance" +msgstr "U-відстань контуру" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Center of Mass Mode" -msgstr "Центр мас" +msgid "Point Center" +msgstr "Кількість точок" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" -msgstr "Інерція" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "Опис" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" -msgstr "Сон" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" -msgstr "Може спати" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Lock Rotation" -msgstr "Зафіксувати обертання перегляду" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze" -msgstr "Вільні" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Freeze Mode" -msgstr "Заморозити тіла" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Custom Integrator" -msgstr "Нетиповий інтегратор" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "Неперервне CD" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Contacts Reported" -msgstr "Макс. к-ть показаних контактів" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "Монітор контакту" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "Лінійний" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp Mode" -msgstr "Режим прилипання" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "Кутове уповільнення" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "В’язкість" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "Додавання аудіо шини" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "Кутовий" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "Константи" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "Момент" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "Режим повороту" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "Напрямок" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr "Приховати згортання" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor" msgstr "Поверх:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "Сталий" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "Режим блоків" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "Макс. кут" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr "Максимальна довжина" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "Рухома платформа" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "Шари" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "Макс. к-ть шарів" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "Встановити поле" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Вимкнено" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Введення" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "Можна вибирати" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "Режим вимірювання" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Вимкнено" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "Однобічне зіткнення" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "Створити полігон зіткнення" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Типовий колір" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "Довжина" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "Довжина у нерозтягненому стані" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "Жорсткість" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "Ініціалізувати" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "Вузол A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "Вузол B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "Нахил" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "Вимкнути зіткнення" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "М’якість" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "Кутове обмеження" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "Опустити" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "Верхня" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "Рушій" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "Цільова швидкість" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Товщина кісток" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Індекс кнопки" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Налаштування прив'язки" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Фізика Godot" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "Виключити батьківський" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Встановити криву в позиції" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "Об'єкт зіткнення" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "Області" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "Тіла" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "Масштаб тяжіння" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr "Встановити базовий тип змінної" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr "Центр мас" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "Інерція" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "Опис" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "Сон" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "Може спати" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "Зафіксувати обертання перегляду" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze" +msgstr "Вільні" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "Заморозити тіла" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Custom Integrator" +msgstr "Нетиповий інтегратор" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "Неперервне CD" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Max Contacts Reported" +msgstr "Макс. к-ть показаних контактів" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "Монітор контакту" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "Лінійний" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp Mode" +msgstr "Режим прилипання" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "В’язкість" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "Кутовий" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "Константи" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "Момент" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "Поле" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Результати пошуку" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "Стала лінійна швидкість" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "Стала кутова швидкість" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -7922,39 +8235,6 @@ msgstr "Полігони" msgid "Internal Vertex Count" msgstr "Створити внутрішню вершину" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "Виключити батьківський" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Встановити криву в позиції" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "Об'єкт зіткнення" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "Області" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "Тіла" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "Віддалений шлях" @@ -7967,19 +8247,6 @@ msgstr "Глобальні координати" msgid "Update" msgstr "Оновити" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "Поле" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Результати пошуку" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8089,34 +8356,6 @@ msgstr "Увімкнути" msgid "Node Path" msgstr "Шлях до вузла" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Вікно" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Примусове обмеження" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Анімація" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Шлях до ресурсу" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "Однорідність" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "Анімаційний вузол" @@ -8164,7 +8403,7 @@ msgstr "Доплер" msgid "Tracking" msgstr "Стеження" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "Назва кістки" @@ -8217,15 +8456,6 @@ msgstr "Близько" msgid "Far" msgstr "Далеко" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Захоплення при перетягуванні" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "AABB видимості" @@ -8267,13 +8497,14 @@ msgstr "Пласкість" msgid "Scale Curve Z" msgstr "Крива масштабування" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "Альбедо" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "Звичайний" @@ -8281,8 +8512,8 @@ msgstr "Звичайний" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "Випромінювання" @@ -8296,8 +8527,8 @@ msgid "Emission Energy" msgstr "Кольори випромінювання" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "Модулювати" @@ -8330,12 +8561,6 @@ msgstr "нижній регістр" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Початок циклу" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8349,7 +8574,7 @@ msgstr "Намалювати проходи" msgid "Passes" msgstr "Проходи" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "Товщина" @@ -8394,10 +8619,6 @@ msgstr "Прямокутник видимості" msgid "Begin Margin" msgstr "Встановити поле" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Кінець" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8408,127 +8629,8 @@ msgstr "Розгорнути все" msgid "Fade Mode" msgstr "Режим запікання" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Увімкнути пріоритетність" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Виключити вузли" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "Параметри" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "Релаксація" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "Макс. імпульс" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "Лінійне обмеження" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "Верхня відстань" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "Нижня відстань" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "Відновлення" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "Лінійний рух" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "Лінійне орто" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "Верхній кут" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "Нижній кут" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "Кутовий рух" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "Кутове орто" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "Діапазон гойдання" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "Діапазон обертання" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Лінійний рушій за X" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "Примусове обмеження" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Лінійна пружина за X" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "Точка рівноваги" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Кутовий рушій за X" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Кутова пружина за X" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "Розмір у пікселях" @@ -8599,7 +8701,7 @@ msgstr "Увімкнути пріоритетність" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Текст" @@ -8609,30 +8711,30 @@ msgid "Outline Modulate" msgstr "Примусово розфарбовування білим" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "Шрифт" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Увімкнено горизонтально" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Вирівнювання" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "ВЕРХНІЙ РЕГІСТР" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Імпульсні сповіщення" @@ -8640,27 +8742,27 @@ msgstr "Імпульсні сповіщення" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Напрямок" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -8837,7 +8939,8 @@ msgstr "Макс. к-то рядків тексту" msgid "Custom Sky" msgstr "Нетипове небо" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "Нетиповий колір" @@ -8846,7 +8949,7 @@ msgid "Custom Energy" msgstr "Нетипова енергія" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Камера є активною" @@ -8884,7 +8987,7 @@ msgstr "Додатково" msgid "Keep Y Velocity" msgstr "Швидкість" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Режим навігації" @@ -8945,202 +9048,433 @@ msgstr "" msgid "Tilt Enabled" msgstr "Увімкнено пропускання" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "Вісь" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Wind" +msgstr "Вікно" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "Лінійний за X" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Force Magnitude" +msgstr "Примусове обмеження" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "Лінійний за Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "Анімація" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "Лінійний за Z" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "Шлях до ресурсу" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "Кутовий за X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "Кутовий за Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "Однорідність" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "Кутовий за Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Захоплення при перетягуванні" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "Діапазон гойдання" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "Діапазон обертання" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "Релаксація" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "Лінійне обмеження" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "Верхня відстань" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "Нижня відстань" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "Відновлення" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Лінійний рушій за X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "Примусове обмеження" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Лінійна пружина за X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "Точка рівноваги" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "Верхній кут" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "Нижній кут" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Кутовий рушій за X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Кутова пружина за X" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "Параметри" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "Макс. імпульс" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Увімкнути пріоритетність" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Виключити вузли" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "Лінійний рух" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "Лінійне орто" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "Кутовий рух" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "Кутове орто" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Константи" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Кутове обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Лінійне обмеження за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Лінійна пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Лінійна пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Лінійна пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Точка рівноваги" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Відновлення" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Лінійний" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Відновлення" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Кутове уповільнення" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Кутова пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Stiffness" msgstr "Кутова пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Damping" msgstr "Кутова пружина за X" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Equilibrium Point" msgstr "Точка рівноваги" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "Зміщення вмісту" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "Функція" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "Відскакування" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Лінійний" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Кутове уповільнення" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "Вісь" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "Лінійний за X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "Лінійний за Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "Лінійний за Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "Кутовий за X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "Кутовий за Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "Кутовий за Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Hit Back Faces" msgstr "Стосувати кадри" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "Зневаджувач" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "Довжина пружини" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "Рух за окремими колесами" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "Сила рушія" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "Гальма" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "Керування" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Використовувати тяги" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Керування" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "Колесо" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "Ковзання з тертям" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "Призупинення" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Подорож" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "Максимальна сила" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "Зсув початку координат" @@ -9204,7 +9538,8 @@ msgstr "Кінчик кістки" msgid "Interpolation" msgstr "Інтерполяція" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Призначення" @@ -9278,64 +9613,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "Коефіцієнт опору" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "Довжина пружини" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "Рух за окремими колесами" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "Сила рушія" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "Гальма" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "Керування" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Використовувати тяги" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Керування" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "Колесо" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "Ковзання з тертям" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "Призупинення" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Подорож" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "Максимальна сила" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "Крок стеження за фізикою" @@ -9376,8 +9653,8 @@ msgstr "Прозорість" msgid "Extra Cull Margin" msgstr "Додаткове поле відбракування" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9413,17 +9690,36 @@ msgstr "Навігація" msgid "Use Two Bounces" msgstr "Відскоки" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Доріжка" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Оновити" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Доріжка" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Стеження" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Доріжка" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "Поза" @@ -10094,19 +10390,10 @@ msgstr "Діалогове вікно файлів" msgid "Reverse Fill" msgstr "Обернути поверхню відбраковування" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "Відступ гортання" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Площина XZ сітки" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -10871,7 +11158,7 @@ msgstr "Початковий кут" msgid "Fill Degrees" msgstr "Градуси заповнення" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "Центральний зсув" @@ -10983,7 +11270,7 @@ msgstr "Перемкнути видимість" msgid "Ordering" msgstr "Обробка" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Індекс Z" @@ -10997,11 +11284,6 @@ msgstr "Z як відносне" msgid "Y Sort Enabled" msgstr "Загортання увімкнено" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "Повторення" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "Батьківський матеріал" @@ -11020,10 +11302,6 @@ msgstr "" msgid "Shininess" msgstr "Жорсткість" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "Показати панель перегляду" - #: scene/main/http_request.cpp msgid "Download File" msgstr "Отримання файла" @@ -11120,7 +11398,7 @@ msgstr "Підказка діагностики навігації" msgid "Multiplayer Poll" msgstr "Опитування щодо декількох гравців" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "Форми" @@ -11193,7 +11471,7 @@ msgid "Use TAA" msgstr "Використовувати FXAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11552,6 +11830,558 @@ msgstr "3D фізика" msgid "3D Navigation" msgstr "Навігація" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "Сегменти" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "Б" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Штрих позначеного" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "Нетиповий нахил розв'язування" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Режим піктограм" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Цільовий вузол" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Копіювати вузол шляху" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Типовий крок пересування" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Тяжіння" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Індекс кнопки" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Вузол Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Змінити тривалість анімації" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Мін. відстань" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Макс. відстань контуру" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Напрямок" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Кількість точок" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Сторони Кільця" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Права кнопка" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Внизу праворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Внизу праворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Внизу ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Колір низу" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Внизу ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Внизу ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Встановити поле" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Згори ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Згори ліворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Сторони обертання" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Колір верху" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Згори праворуч" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Згори праворуч" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "Місцевості" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "Спеціальні дані" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Початковий код" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Стиснення" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Видалити компонування" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Відступ заголовка" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "UV Clipping" +msgstr "Вершина" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Режим перешкоди" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "Шари фізики" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Нетипові параметри гри з багатьма гравцями" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Вкладки сцен" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "Сцена" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Проміжний" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Полігони" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Створити полігон зіткнення" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Транспонувати" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Оригінал текстури" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Показати центр" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "Набір плитки" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "Ймовірність" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "Відстань" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Зіткнення" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +#, fuzzy +msgid "Density" +msgstr "Інтенсивність" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Макс. висоти" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Точкова текстура" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "Ширина карти" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "Глибина" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "Дані карти" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Елемент" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Перетворення" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Перетворення полотна" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Попередній перегляд" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "Додати UV2" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Фаска" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "Радіус згори" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "Внизу праворуч" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Top" +msgstr "Обрізати до" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Внизу" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Зліва праворуч" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Радіальні сегменти" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Радіальні сегменти" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Довжина пружини" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Тільки виділити" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Сегменти" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Крива" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Кількість точок" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind" +msgstr "Палітурка" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Кістки" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "Небо" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "Колір верху" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "Колір горизонту" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Встановити кратність:" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover" +msgstr "Наведення" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Самомодуляція" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "Земля" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "Колір низу" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "Сонце" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "Панорама" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Coefficient" +msgstr "Коефіцієнт опору" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "МіБ" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Масштаб показу" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "Колір грунту" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Приготування карти освітлення" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "Перегляд середовища" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "Площина" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "Кадри" @@ -11763,15 +12593,6 @@ msgstr "Перемістити ефект шини" msgid "Load Path" msgstr "Завантажити шаблон" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "Сегменти" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Зіткнення" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "Половина роздільності" @@ -11803,20 +12624,10 @@ msgstr "Крива" msgid "Background" msgstr "Тло" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Встановити кратність:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "Небо" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12039,11 +12850,6 @@ msgstr "Зовнішня енергія" msgid "Sun Scatter" msgstr "Підповерхневе розсіювання" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -#, fuzzy -msgid "Density" -msgstr "Інтенсивність" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12118,20 +12924,6 @@ msgstr "Насиченість" msgid "Color Correction" msgstr "Кольорова компенсація" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Макс. висоти" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Точкова текстура" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12206,18 +12998,6 @@ msgstr "Джерело заповнення" msgid "To" msgstr "До" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "Ширина карти" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "Глибина" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "Дані карти" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "Наступна площина" @@ -12453,10 +13233,6 @@ msgstr "Призупинити частинки" msgid "Proximity Fade" msgstr "Режим пріоритетності" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "Відстань" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12490,24 +13266,6 @@ msgstr "Режим змішування" msgid "Shadow Mesh" msgstr "Режим тіней" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Елемент" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Перетворення" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Перетворення полотна" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Попередній перегляд" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "Вилучити текстуру" @@ -12869,178 +13627,6 @@ msgstr "Перевизначення" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "Додати UV2" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Фаска" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "Радіус згори" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "Внизу праворуч" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Top" -msgstr "Обрізати до" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Внизу" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Зліва праворуч" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Радіальні сегменти" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Радіальні сегменти" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Довжина пружини" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Тільки виділити" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Сегменти" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Крива" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "Б" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Штрих позначеного" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "Нетиповий нахил розв'язування" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Режим піктограм" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Цільовий вузол" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Копіювати вузол шляху" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Типовий крок пересування" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Тяжіння" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Індекс кнопки" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Вузол Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Змінити тривалість анімації" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Мін. відстань" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Макс. відстань контуру" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Напрямок" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Кількість точок" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13056,21 +13642,6 @@ msgstr "Розмір сітки" msgid "Bone Size" msgstr "Розмір рамки" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Кількість точок" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind" -msgstr "Палітурка" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Кістки" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13084,76 +13655,6 @@ msgstr "Режим переміщення" msgid "Radiance Size" msgstr "Розмір сяйва" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "Колір верху" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "Колір горизонту" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover" -msgstr "Наведення" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Самомодуляція" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "Земля" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "Колір низу" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "Сонце" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "Панорама" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Coefficient" -msgstr "Коефіцієнт опору" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "МіБ" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Масштаб показу" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "Колір грунту" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Приготування карти освітлення" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13255,221 +13756,6 @@ msgstr "Типовий шрифт" msgid "Default Font Size" msgstr "Типовий шрифт" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Сторони Кільця" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Права кнопка" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Внизу праворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Внизу праворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Внизу ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Колір низу" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Внизу ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Внизу ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Встановити поле" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Згори ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Згори ліворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Сторони обертання" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Колір верху" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Згори праворуч" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Згори праворуч" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "Місцевості" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "Спеціальні дані" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Початковий код" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Стиснення" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Видалити компонування" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Відступ заголовка" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "UV Clipping" -msgstr "Вершина" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Режим перешкоди" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "Шари фізики" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Нетипові параметри гри з багатьма гравцями" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Вкладки сцен" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "Сцена" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Проміжний" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Полігони" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Створити полігон зіткнення" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Транспонувати" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Оригінал текстури" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Показати центр" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "Набір плитки" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "Ймовірність" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Файл" @@ -13587,14 +13873,6 @@ msgstr "Індекс поверхні" msgid "Degrees Mode" msgstr "Градуси" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "Перегляд середовища" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "Площина" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "Панель" @@ -14051,6 +14329,11 @@ msgstr "Перемкнути приховані файли" msgid "Folder" msgstr "Тека" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Батьківська тека" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -15954,11 +16237,27 @@ msgstr "Мова редактора" msgid "Treat Warnings as Errors" msgstr "вважати попередження помилками" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Стеження за руками" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Прапорці" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Режим змішування" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Стеження" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -15976,11 +16275,6 @@ msgstr "ar" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Стеження за руками" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/ur_PK.po b/properties/ur_PK.po index af4f068..67de951 100644 --- a/properties/ur_PK.po +++ b/properties/ur_PK.po @@ -36,9 +36,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "" @@ -132,9 +132,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -331,7 +331,7 @@ msgstr "سب سکریپشن بنائیں" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "" @@ -413,7 +413,8 @@ msgid "Max Functions" msgstr ".تمام کا انتخاب" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "سب سکریپشن بنائیں" @@ -463,7 +464,7 @@ msgstr "کمیونٹی" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -825,8 +826,9 @@ msgstr "" msgid "Screen Relative" msgstr ".تمام کا انتخاب" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -859,8 +861,8 @@ msgid "Action" msgstr "ایکشن منتقل کریں" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -977,11 +979,11 @@ msgstr "ایکشن منتقل کریں" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1131,7 +1133,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "" @@ -1156,7 +1159,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1178,7 +1181,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1237,7 +1240,7 @@ msgid "Sync Breakpoints" msgstr ".تمام کا انتخاب" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "" @@ -1547,6 +1550,11 @@ msgstr ".تمام کا انتخاب" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr ".تمام کا انتخاب" + #: editor/editor_settings.cpp msgid "Preset" msgstr "" @@ -1569,6 +1577,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "ایکشن منتقل کریں" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1662,8 +1675,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "" @@ -1754,7 +1767,8 @@ msgid "Thumbnail Size" msgstr "" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "درآمد" @@ -1777,8 +1791,8 @@ msgstr ".تمام کا انتخاب" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1931,9 +1945,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "ایکشن منتقل کریں" @@ -1951,7 +1965,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -1961,7 +1975,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2195,17 +2209,17 @@ msgstr "" msgid "Instantiated" msgstr "" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr ".تمام کا انتخاب" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2449,6 +2463,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "ایکشن منتقل کریں" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2494,6 +2513,10 @@ msgstr "" msgid "Lines Curvature" msgstr "ایکشن منتقل کریں" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2540,7 +2563,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2819,6 +2842,96 @@ msgstr "سب سکریپشن بنائیں" msgid "Search Result Border Color" msgstr "سب سکریپشن بنائیں" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "نمونے" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "ایکشن منتقل کریں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "سب سکریپشن بنائیں" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr ".تمام کا انتخاب" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2972,13 +3085,17 @@ msgstr "انیم ٹریک ہٹائیں" msgid "Overwrite Axis" msgstr ".تمام کا انتخاب" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3064,20 +3181,22 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Shape Type" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3199,10 +3318,12 @@ msgstr "" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3211,12 +3332,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3239,26 +3362,29 @@ msgid "Save to File" msgstr ".تمام کا انتخاب" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "" @@ -3314,8 +3440,8 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3377,6 +3503,10 @@ msgstr "ایکشن منتقل کریں" msgid "Root Scale" msgstr "ایکشن منتقل کریں" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3534,7 +3664,7 @@ msgstr "" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "" @@ -3654,7 +3784,7 @@ msgstr "سگنلز" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3770,8 +3900,8 @@ msgstr "ایکشن منتقل کریں" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4302,7 +4432,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4437,7 +4567,7 @@ msgstr "" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4564,11 +4694,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "سب سکریپشن بنائیں" @@ -4583,9 +4713,9 @@ msgstr "سب سکریپشن بنائیں" msgid "Collision Layer" msgstr "سب سکریپشن بنائیں" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4597,30 +4727,30 @@ msgstr "سب سکریپشن بنائیں" msgid "Collision Priority" msgstr "سب سکریپشن بنائیں" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "" @@ -4636,11 +4766,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4648,17 +4778,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "سب سکریپشن بنائیں" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4717,6 +4847,24 @@ msgstr "مستقل" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "درآمد" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4824,20 +4972,17 @@ msgstr "" msgid "Naming Version" msgstr "ایکشن منتقل کریں" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -4885,13 +5030,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4899,14 +5045,14 @@ msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5109,6 +5255,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr ".تمام کا انتخاب" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5296,8 +5448,8 @@ msgid "Center Z" msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "" @@ -5588,8 +5740,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5668,7 +5820,8 @@ msgstr "ایکشن منتقل کریں" msgid "Render Target Size Multiplier" msgstr "" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5687,7 +5840,8 @@ msgstr ".تمام کا انتخاب" msgid "Skeleton Rig" msgstr ".تمام کا انتخاب" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "ریموٹ " @@ -5807,6 +5961,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr ".تمام کا انتخاب" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -6868,68 +7027,16 @@ msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "ایک مینو منظر چنیں" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr ".تمام کا انتخاب" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "سب سکریپشن بنائیں" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "ایکشن منتقل کریں" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7131,49 +7238,6 @@ msgstr "ایکشن منتقل کریں" msgid "Use Mipmaps" msgstr "سگنلز" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "ایکشن منتقل کریں" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "سب سکریپشن بنائیں" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "سب سکریپشن بنائیں" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7257,9 +7321,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr ".تمام کا انتخاب" @@ -7284,12 +7348,27 @@ msgstr ".تمام کا انتخاب" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "سب سکریپشن بنائیں" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7346,11 +7425,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7381,7 +7464,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7517,7 +7600,7 @@ msgstr "" msgid "Trails" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "سب سکریپشن بنائیں" @@ -7526,71 +7609,6 @@ msgstr "سب سکریپشن بنائیں" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "نوڈ" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "نوڈ" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7747,7 +7765,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -7897,6 +7915,58 @@ msgstr "مستقل" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/parallax_2d.cpp +msgid "Autoscroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Repeat Times" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "ایکشن منتقل کریں" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7924,7 +7994,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -7934,8 +8004,9 @@ msgstr "ایکشن منتقل کریں" msgid "Mirroring" msgstr "" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "" @@ -7966,201 +8037,439 @@ msgstr "مستقل" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "سب سکریپشن بنائیں" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Gravity Scale" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Mass Distribution" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Center of Mass Mode" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Inertia" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Deactivation" -msgstr "سب سکریپشن بنائیں" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Sleeping" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Can Sleep" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Lock Rotation" -msgstr "مستقل" +msgid "Point Unit Distance" +msgstr "ایک مینو منظر چنیں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Freeze" +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr ".تمام کا انتخاب" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Freeze Mode" +msgid "Audio Bus" msgstr "ایکشن منتقل کریں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Solver" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Custom Integrator" -msgstr "ایکشن منتقل کریں" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Continuous CD" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Contacts Reported" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Contact Monitor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Damp Mode" -msgstr "ایکشن منتقل کریں" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Damp" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Forces" -msgstr "مستقل" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Torque" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Motion Mode" msgstr "ایکشن منتقل کریں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Up Direction" msgstr "سب سکریپشن بنائیں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Slide on Ceiling" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Wall Min Slide Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Floor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Stop on Slope" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Constant Speed" msgstr "مستقل" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Block on Wall" msgstr "ایکشن منتقل کریں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Max Angle" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Snap Length" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Moving Platform" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "On Leave" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Floor Layers" msgstr "سب سکریپشن بنائیں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp #, fuzzy msgid "Wall Layers" msgstr "سب سکریپشن بنائیں" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp msgid "Safe Margin" msgstr "" +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "نوڈ" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "نوڈ" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr ".تمام کا انتخاب" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Gravity Scale" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Mass Distribution" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Center of Mass Mode" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Inertia" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Deactivation" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Sleeping" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +msgid "Can Sleep" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Lock Rotation" +msgstr "مستقل" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Freeze" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Freeze Mode" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Solver" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Custom Integrator" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Continuous CD" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Max Contacts Reported" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Contact Monitor" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Linear" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Damp Mode" +msgstr "ایکشن منتقل کریں" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Damp" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Angular" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +#, fuzzy +msgid "Constant Forces" +msgstr "مستقل" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp +msgid "Torque" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "" + +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "سب سکریپشن بنائیں" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "" @@ -8180,39 +8489,6 @@ msgstr "سب سکریپشن بنائیں" msgid "Internal Vertex Count" msgstr "سب سکریپشن بنائیں" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr ".تمام کا انتخاب" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8227,19 +8503,6 @@ msgstr "سب سکریپشن بنائیں" msgid "Update" msgstr "" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "سب سکریپشن بنائیں" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8349,32 +8612,6 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Node Path" msgstr "نوڈ" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "گنتی" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "نوڈ" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8425,7 +8662,7 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "ریموٹ " @@ -8480,14 +8717,6 @@ msgstr "" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "" @@ -8531,13 +8760,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "ایکشن منتقل کریں" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8545,8 +8775,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8560,8 +8790,8 @@ msgid "Emission Energy" msgstr "ایکشن منتقل کریں" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8593,12 +8823,6 @@ msgstr "ایک مینو منظر چنیں" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "ایکشن منتقل کریں" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8612,7 +8836,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8657,10 +8881,6 @@ msgstr "" msgid "Begin Margin" msgstr "سب سکریپشن بنائیں" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8671,134 +8891,8 @@ msgstr ".تمام کا انتخاب" msgid "Fade Mode" msgstr "ایکشن منتقل کریں" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "ایکشن منتقل کریں" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr ".تمام کا انتخاب" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr ".تمام کا انتخاب" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "ایک مینو منظر چنیں" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "ایک مینو منظر چنیں" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "سب سکریپشن بنائیں" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "ایکشن منتقل کریں" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "گنتی" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "ایکشن منتقل کریں" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "گنتی" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "گنتی" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -8868,7 +8962,7 @@ msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "" @@ -8878,30 +8972,30 @@ msgid "Outline Modulate" msgstr "ایکشن منتقل کریں" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "سب سکریپشن بنائیں" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "سب سکریپشن بنائیں" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "مستقل" @@ -8909,27 +9003,27 @@ msgstr "مستقل" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "سب سکریپشن بنائیں" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9110,7 +9204,8 @@ msgstr "سب سکریپشن بنائیں" msgid "Custom Sky" msgstr "ایکشن منتقل کریں" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "ایکشن منتقل کریں" @@ -9121,7 +9216,7 @@ msgid "Custom Energy" msgstr "ایکشن منتقل کریں" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "" @@ -9157,7 +9252,7 @@ msgstr "سب سکریپشن بنائیں" msgid "Keep Y Velocity" msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "سب سکریپشن بنائیں" @@ -9217,193 +9312,429 @@ msgstr "" msgid "Tilt Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "گنتی" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "نوڈ" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr ".تمام کا انتخاب" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "ایک مینو منظر چنیں" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "ایک مینو منظر چنیں" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "سب سکریپشن بنائیں" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "ایکشن منتقل کریں" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "گنتی" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "گنتی" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr ".تمام کا انتخاب" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "ایکشن منتقل کریں" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "ایکشن منتقل کریں" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "گنتی" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "مستقل" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "ایکشن منتقل کریں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr ".تمام کا انتخاب" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "گنتی" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr ".تمام کا انتخاب" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "گنتی" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr ".تمام کا انتخاب" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "سگنلز" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr ".تمام کا انتخاب" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9469,7 +9800,8 @@ msgstr "" msgid "Interpolation" msgstr "گنتی" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "" @@ -9548,65 +9880,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr ".تمام کا انتخاب" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "سگنلز" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr ".تمام کا انتخاب" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "" @@ -9646,8 +9919,8 @@ msgstr "سب سکریپشن بنائیں" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9682,15 +9955,33 @@ msgstr "سب سکریپشن بنائیں" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "ریموٹ " + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "" +#: scene/3d/xr_hand_modifier_3d.cpp +msgid "Hand Tracker" +msgstr "" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10353,18 +10644,10 @@ msgstr "" msgid "Reverse Fill" msgstr "ریموٹ " -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11124,7 +11407,7 @@ msgstr "" msgid "Fill Degrees" msgstr "" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" @@ -11239,7 +11522,7 @@ msgstr "" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11252,11 +11535,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "سب سکریپشن بنائیں" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11274,10 +11552,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11379,7 +11653,7 @@ msgstr "سب سکریپشن بنائیں" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11446,7 +11720,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -11794,6 +12068,546 @@ msgstr "" msgid "3D Navigation" msgstr "سب سکریپشن بنائیں" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "نوڈ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "ایک مینو منظر چنیں" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "ایک مینو منظر چنیں" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr ".تمام کا انتخاب" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "ایک مینو منظر چنیں" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "ریموٹ " + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "سب سکریپشن بنائیں" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "ایکشن منتقل کریں" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr ".تمام کا انتخاب" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12002,15 +12816,6 @@ msgstr "ایکشن منتقل کریں" msgid "Load Path" msgstr "" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "سب سکریپشن بنائیں" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12043,19 +12848,10 @@ msgstr "ایکشن منتقل کریں" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12275,10 +13071,6 @@ msgstr "سب سکریپشن بنائیں" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12353,20 +13145,6 @@ msgstr ".تمام کا انتخاب" msgid "Color Correction" msgstr ".تمام کا انتخاب" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr ".تمام کا انتخاب" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12441,18 +13219,6 @@ msgstr "ایکشن منتقل کریں" msgid "To" msgstr "" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -12699,11 +13465,6 @@ msgstr "" msgid "Proximity Fade" msgstr "" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "ایک مینو منظر چنیں" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -12736,24 +13497,6 @@ msgstr "ایکشن منتقل کریں" msgid "Shadow Mesh" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr ".تمام کا انتخاب" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr ".تمام کا انتخاب" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13111,172 +13854,6 @@ msgstr ".تمام کا انتخاب" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr ".تمام کا انتخاب" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr ".تمام کا انتخاب" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr ".تمام کا انتخاب" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr ".تمام کا انتخاب" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr ".تمام کا انتخاب" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "نوڈ" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "ایک مینو منظر چنیں" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "ایک مینو منظر چنیں" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr ".تمام کا انتخاب" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13292,20 +13869,6 @@ msgstr ".تمام کا انتخاب" msgid "Bone Size" msgstr "سب سکریپشن بنائیں" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr ".تمام کا انتخاب" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "ریموٹ " - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "" @@ -13319,78 +13882,6 @@ msgstr "ایکشن منتقل کریں" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr ".تمام کا انتخاب" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr ".تمام کا انتخاب" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr ".تمام کا انتخاب" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr ".تمام کا انتخاب" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13490,215 +13981,6 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Default Font Size" msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr ".اینیمیشن کی کیز کو ڈیلیٹ کرو" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "ایکشن منتقل کریں" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "سب سکریپشن بنائیں" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr ".تمام کا انتخاب" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "" @@ -13821,14 +14103,6 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Degrees Mode" msgstr "ایکشن منتقل کریں" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14296,6 +14570,11 @@ msgstr "" msgid "Folder" msgstr "سب سکریپشن بنائیں" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "سب سکریپشن بنائیں" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16183,11 +16462,24 @@ msgstr ".نوٹفئر کے اکسٹنٹ کو تبدیل کیجیۓ" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "ایکشن منتقل کریں" +#: servers/xr/xr_hand_tracker.cpp +msgid "Hand Tracking Source" +msgstr "" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16205,10 +16497,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/vi.po b/properties/vi.po index b7bf97a..337bc0d 100644 --- a/properties/vi.po +++ b/properties/vi.po @@ -57,9 +57,9 @@ msgstr "Cấu hình" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Tên" @@ -155,9 +155,9 @@ msgstr "Cửa sổ" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -351,7 +351,7 @@ msgstr "Bật Dính" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "Vật lí" @@ -432,7 +432,8 @@ msgid "Max Functions" msgstr "Hàm" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "Nén" @@ -481,7 +482,7 @@ msgstr "Thông điệp" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "Kết xuất" @@ -858,8 +859,9 @@ msgstr "Tương đối" msgid "Screen Relative" msgstr "Tương đối" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "Vận tốc" @@ -891,8 +893,8 @@ msgid "Action" msgstr "Hành động" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "Độ mạnh" @@ -1009,11 +1011,11 @@ msgstr "Khu vực" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp #, fuzzy msgid "Offset" @@ -1162,7 +1164,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "Ghi đè" @@ -1189,7 +1192,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1212,7 +1215,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "Kiểu" @@ -1275,7 +1278,7 @@ msgid "Sync Breakpoints" msgstr "Điểm dừng" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "Hệ thống tệp tin" @@ -1589,6 +1592,11 @@ msgstr "Nạp bố cục Bus mặc định." msgid "Theme" msgstr "Tông màu" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "Tìm kiếm" + #: editor/editor_settings.cpp msgid "Preset" msgstr "Cài sẵn" @@ -1611,6 +1619,11 @@ msgstr "Màu cơ sở" msgid "Accent Color" msgstr "Màu đặc trưng" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "Màu đặc trưng" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "Tương phản" @@ -1707,8 +1720,8 @@ msgstr "Cửa sổ" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "Mở" @@ -1795,7 +1808,8 @@ msgid "Thumbnail Size" msgstr "Cỡ ảnh thu nhỏ" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "Nhập" @@ -1818,8 +1832,8 @@ msgstr "Cổng" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -1977,9 +1991,9 @@ msgstr "Gập mã" msgid "Word Wrap" msgstr "Bọc văn bản" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "Tự nạp" @@ -1999,7 +2013,7 @@ msgid "Draw Spaces" msgstr "Lượt gọi" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2009,7 +2023,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "Điều hướng" @@ -2246,17 +2260,17 @@ msgstr "Màu" msgid "Instantiated" msgstr "Thêm vào Cảnh" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "Điểm" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "Hình dạng" @@ -2514,6 +2528,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "Mặt phẳng trước đó" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "Chuyển đổi Tự động chạy" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2560,6 +2579,11 @@ msgstr "" msgid "Lines Curvature" msgstr "Đóng đường cong" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "Bản đồ Lưới" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2608,7 +2632,7 @@ msgid "Output" msgstr "Đầu ra" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp #, fuzzy msgid "Font Size" @@ -2899,6 +2923,96 @@ msgstr "Kết quả tìm kiếm" msgid "Search Result Border Color" msgstr "Kết quả tìm kiếm" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "Chỉnh sửa kết nối:" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "Chọn màu" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "Đỉnh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "Đỉnh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "Đỉnh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "Dấu trang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "Hủy Biến đổi." + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "Màu cơ sở" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "Xóa mục Lớp" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "Đầu ra" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "Dấu trang" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "Tọa độ tiếp theo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "Chọn màu" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "Tọa độ tiếp theo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "Tọa độ tiếp theo" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "Đỉnh" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "Chỉ chọn" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "Tắt" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3049,13 +3163,17 @@ msgstr "Đổi tên Hoạt ảnh" msgid "Overwrite Axis" msgstr "Ghi đè" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3144,20 +3262,22 @@ msgstr "Kiểu" msgid "Shape Type" msgstr "Đổi Kiểu" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "Lớp" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3284,10 +3404,12 @@ msgstr "Chế độ Ưu tiên" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "Chiều cao" @@ -3296,12 +3418,14 @@ msgstr "Chiều cao" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "Bán kính" @@ -3324,26 +3448,29 @@ msgid "Save to File" msgstr "Lưu thành tệp tin" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "Bật" @@ -3401,8 +3528,8 @@ msgstr "Tất cả thiết bị" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy @@ -3467,6 +3594,10 @@ msgstr "Tỷ lệ:" msgid "Root Scale" msgstr "Tỷ lệ:" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp #, fuzzy msgid "Meshes" @@ -3631,7 +3762,7 @@ msgstr "Thành phần" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3756,7 +3887,7 @@ msgstr "Tín hiệu" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3876,8 +4007,8 @@ msgstr "Xóa Animation" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Force" msgstr "Lưới nguồn:" @@ -4428,7 +4559,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "Hướng xoay" @@ -4568,7 +4699,7 @@ msgstr "Mở" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "Môi trường" @@ -4698,11 +4829,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "Va chạm" @@ -4716,9 +4847,9 @@ msgstr "Va chạm" msgid "Collision Layer" msgstr "Chế độ va chạm" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4730,7 +4861,7 @@ msgstr "Chế độ va chạm" msgid "Collision Priority" msgstr "Chế độ va chạm" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Flip Faces" msgstr "Lật Ngang" @@ -4738,25 +4869,25 @@ msgstr "Lật Ngang" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "Lưới" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "Đối số đã thay đổi" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Radial Segments" msgstr "Tham số Cảnh chính:" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "Cảnh báo" @@ -4774,12 +4905,12 @@ msgstr "Hiện đường căn" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Inner Radius" msgstr "Thay Đổi Bán Kính Trong Của Hình Xuyến" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Outer Radius" msgstr "Thay Đổi Bán Kính Ngoài Của Hình Xuyến" @@ -4788,17 +4919,17 @@ msgstr "Thay Đổi Bán Kính Ngoài Của Hình Xuyến" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "Đa giác" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "Chiều sâu" @@ -4856,6 +4987,24 @@ msgstr "Xoay ngẫu nhiên:" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "Nhập" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4967,20 +5116,17 @@ msgstr "" msgid "Naming Version" msgstr "Phiên bản" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Color" msgstr "Màu" @@ -5031,13 +5177,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5046,14 +5193,14 @@ msgstr "Khởi tạo" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5265,6 +5412,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "Tên Tiện ích:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5461,8 +5614,8 @@ msgid "Center Z" msgstr "Giữa" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "Ưu tiên" @@ -5762,8 +5915,8 @@ msgstr "Đặt Lề" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "Chiều rộng" @@ -5848,7 +6001,8 @@ msgstr "Hiển thị tất cả" msgid "Render Target Size Multiplier" msgstr "Gán nhiều:" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp #, fuzzy msgid "Hand" msgstr "Đặt tay nắm" @@ -5868,7 +6022,8 @@ msgstr "Khung xương" msgid "Skeleton Rig" msgstr "Khung xương" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "Cập nhật" @@ -5998,6 +6153,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "Tính năng chính:" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7098,72 +7258,16 @@ msgstr "Giữa" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitoring" -msgstr "Màn hình" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Monitorable" -msgstr "Màn hình" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "Ghi đè" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "Điểm" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Thêm vào Cảnh" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "Thêm cổng vào" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "Hướng đi" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "Tịnh tuyến" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "Thêm Bus âm thanh" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7375,49 +7479,6 @@ msgstr "Đặt Lề" msgid "Use Mipmaps" msgstr "Tín hiệu" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "Các mục tắt" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "Đầu vào" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "Chọn ô" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "Chế độ thước" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "Vô hiệu" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "Tạo đa giác va chạm" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "Tạo đa giác va chạm" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "Mặc định" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7507,9 +7568,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "Các Điểm" @@ -7535,12 +7596,27 @@ msgstr "Hạt" msgid "Align Y" msgstr "Gán" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "Hướng đi" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #, fuzzy msgid "Initial Velocity" @@ -7599,11 +7675,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7634,7 +7714,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7772,7 +7852,7 @@ msgstr "Chế độ Ưu tiên" msgid "Trails" msgstr "Nạp mặc định" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "Hướng đi" @@ -7781,74 +7861,6 @@ msgstr "Hướng đi" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "Nút" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "Nút" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "Tắt" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower" -msgstr "Chữ thường" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper" -msgstr "Chữ hoa" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "Khởi tạo" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Initial Offset" -msgstr "Khởi tạo" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -8015,7 +8027,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8168,6 +8180,62 @@ msgstr "Hằng" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "Độ lệch lưới:" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Scroll Offset" +msgstr "Độ lệch lưới:" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "Chọn Thuộc tính" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "Tự khởi động lại:" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "Yêu cầu thất bại, quá thời gian chờ" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "Chế độ Di chuyển" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "Cuối" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +#, fuzzy +msgid "Follow Viewport" +msgstr "Hiện Cổng xem" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "Độ lệch lưới:" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8196,7 +8264,7 @@ msgstr "Ở cuối" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8207,8 +8275,9 @@ msgstr "Chọn tất cả" msgid "Mirroring" msgstr "Phản chiếu" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "Chia đường Curve" @@ -8242,217 +8311,463 @@ msgstr "Chế độ Xoay" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "Kết nối dữ liệu nút" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "Chỉ số của phím" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Auto Configure Joint" -msgstr "Cài đặt Dính" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "Vật lí" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "Khởi tạo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "Khởi tạo" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "Khung hình Vật lý %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitoring" +msgstr "Màn hình" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Monitorable" +msgstr "Màn hình" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "Ghi đè" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "Điểm" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Thêm vào Cảnh" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "Thêm cổng vào" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "Tịnh tuyến" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "Thêm Bus âm thanh" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "Chế độ Xoay" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "Hướng đi" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "Tắt" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor" +msgstr "Tầng:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "Hằng số" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "Mở khoá nút" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Max Angle" +msgstr "Giá trị" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "Thiết lập Dính" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Moving Platform" +msgstr "Nền tảng" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "Lớp" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "Lớp" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Safe Margin" +msgstr "Đặt Lề" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "Các mục tắt" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "Đầu vào" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "Chọn ô" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "Chế độ thước" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "Vô hiệu" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "Tạo đa giác va chạm" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "Tạo đa giác va chạm" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "Mặc định" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +#, fuzzy +msgid "Initial Offset" +msgstr "Khởi tạo" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "Nút" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "Nút" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "Tắt" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Lower" +msgstr "Chữ thường" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Upper" +msgstr "Chữ hoa" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "Khởi tạo" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "Kết nối dữ liệu nút" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "Chỉ số của phím" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Auto Configure Joint" +msgstr "Cài đặt Dính" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "Vật lí" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "Đặt vị trí điểm uốn" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "Đặt loại biến" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "Giữa bên trái" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Inertia" msgstr "Dọc:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "Mô tả" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "Dính thông minh" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Can Sleep" msgstr "Tốc độ:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "Khóa xoay ở chế độ xem" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "Tự do" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "Chế độ Ưu tiên" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "Cắt các nút" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "Liên tục" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Contact Monitor" msgstr "Chọn màu" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "Tịnh tuyến" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "Chế độ Dính:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "Hằng" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp #, fuzzy -msgid "Motion Mode" -msgstr "Chế độ Xoay" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "Hướng đi" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "Tắt" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor" -msgstr "Tầng:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Speed" -msgstr "Hằng số" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Block on Wall" -msgstr "Mở khoá nút" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Max Angle" -msgstr "Giá trị" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Snap Length" -msgstr "Thiết lập Dính" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Moving Platform" -msgstr "Nền tảng" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "Lớp" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "Lớp" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Safe Margin" +msgid "Margin" msgstr "Đặt Lề" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +#, fuzzy +msgid "Max Results" +msgstr "Kết quả tìm kiếm" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Linear Velocity" +msgstr "Khởi tạo" + +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +#, fuzzy +msgid "Constant Angular Velocity" +msgstr "Khởi tạo" + #: scene/2d/polygon_2d.cpp msgid "UV" msgstr "UV" @@ -8471,39 +8786,6 @@ msgstr "Đa giác" msgid "Internal Vertex Count" msgstr "Giá trị đếm ban đầu" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "Đặt vị trí điểm uốn" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8518,20 +8800,6 @@ msgstr "Tọa độ tiếp theo" msgid "Update" msgstr "Cập nhật" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -#, fuzzy -msgid "Margin" -msgstr "Đặt Lề" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "Kết quả tìm kiếm" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8648,35 +8916,6 @@ msgstr "Mở" msgid "Node Path" msgstr "Sao chép đường dẫn nút" -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Wind" -msgstr "Cửa sổ" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Force Magnitude" -msgstr "Lượt gọi" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "Hoạt ảnh" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "Đường dẫn Tài nguyên" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "Đối số đã thay đổi" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8731,7 +8970,7 @@ msgstr "Kích hoạt lọc" msgid "Tracking" msgstr "Đóng gói" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Tên Node:" @@ -8789,15 +9028,6 @@ msgstr "Gần nhất" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "Chụp" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8847,13 +9077,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "Đóng đường cong" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp #, fuzzy msgid "Normal" msgstr "Định dạng" @@ -8862,8 +9093,8 @@ msgstr "Định dạng" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp #, fuzzy msgid "Emission" msgstr "Đặt phép diễn đạt" @@ -8879,8 +9110,8 @@ msgid "Emission Energy" msgstr "Nguồn phát ra: " #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp #, fuzzy msgid "Modulate" msgstr "Điền" @@ -8913,12 +9144,6 @@ msgstr "Chữ thường" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "Chế độ Di chuyển" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8934,7 +9159,7 @@ msgstr "Lượt gọi" msgid "Passes" msgstr "Lượt gọi" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8980,10 +9205,6 @@ msgstr "Chế độ Ưu tiên" msgid "Begin Margin" msgstr "Đặt Lề" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "Cuối" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8994,142 +9215,8 @@ msgstr "Mở rộng Tất cả" msgid "Fade Mode" msgstr "Chế độ Bitmask" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "Ưu tiên" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "Xoá các nút" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "Đối số đã thay đổi" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "Thu phóng (theo tỉ lệ):" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "Tốc độ:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "Tịnh tuyến" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Thêm vào Cảnh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Thêm vào Cảnh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "Nội dung" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "Khởi tạo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "Vuông góc" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Angle" -msgstr "Chữ hoa" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Angle" -msgstr "Chữ thường" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "Hoạt ảnh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "Sai lệch góc lớn nhất:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "Lưu cảnh" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "Khởi tạo" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Force Limit" -msgstr "Lượt gọi" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "Tịnh tuyến" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "Hoạt ảnh" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "Hoạt ảnh" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Pixel Size" msgstr "Dính Điểm ảnh" @@ -9202,7 +9289,7 @@ msgstr "Ưu tiên" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "Văn bản" @@ -9212,31 +9299,31 @@ msgid "Outline Modulate" msgstr "Bắt buộc Modulate trắng" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp #, fuzzy msgid "Font" msgstr "Phông chữ" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "Ngang:" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "Lọc tín hiệu" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "Chữ hoa" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "Xoay ngẫu nhiên:" @@ -9244,27 +9331,27 @@ msgstr "Xoay ngẫu nhiên:" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "Hướng đi" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9453,7 +9540,8 @@ msgstr "Gộp từ Scene" msgid "Custom Sky" msgstr "Cắt các nút" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "Cắt các nút" @@ -9464,7 +9552,7 @@ msgid "Custom Energy" msgstr "Di chuyển hiệu ứng Bus" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "Phân biệt hoa thường" @@ -9503,7 +9591,7 @@ msgstr "Nâng cao" msgid "Keep Y Velocity" msgstr "Vận tốc" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "Chế độ di chuyển" @@ -9566,205 +9654,458 @@ msgstr "" msgid "Tilt Enabled" msgstr "Lọc tín hiệu" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Axis Lock" -msgstr "Trục" +msgid "Wind" +msgstr "Cửa sổ" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear X" -msgstr "Tịnh tuyến" +msgid "Force Magnitude" +msgstr "Lượt gọi" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Y" -msgstr "Tịnh tuyến" +msgid "Attenuation Factor" +msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp #, fuzzy -msgid "Linear Z" -msgstr "Tịnh tuyến" +msgid "Source Path" +msgstr "Đường dẫn Tài nguyên" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "Đối số đã thay đổi" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "Chụp" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "Lưu cảnh" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "Thu phóng (theo tỉ lệ):" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "Tịnh tuyến" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Thêm vào Cảnh" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Thêm vào Cảnh" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "Nội dung" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "Khởi tạo" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Force Limit" +msgstr "Lượt gọi" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "Tịnh tuyến" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Angle" +msgstr "Chữ hoa" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Angle" +msgstr "Chữ thường" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "Hoạt ảnh" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "Hoạt ảnh" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "Đối số đã thay đổi" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "Tốc độ:" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "Ưu tiên" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "Xoá các nút" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "Khởi tạo" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "Vuông góc" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "Hoạt ảnh" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "Sai lệch góc lớn nhất:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "Hằng" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "Lọc tín hiệu" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "Sai lệch góc lớn nhất:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "Nội dung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "Nội dung" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "Hoạt ảnh" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "Lọc tín hiệu" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Body Offset" msgstr "Độ dời:" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "Hàm" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "Tịnh tuyến" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "Hoạt ảnh" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "Trục" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "Tịnh tuyến" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "Tịnh tuyến" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "Tịnh tuyến" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Debug Shape" msgstr "Trình gỡ lỗi" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Per-Wheel Motion" +msgstr "Phím Lăn Xuống" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "Tài liệu trực tuyến" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "Thu phóng (theo tỉ lệ):" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "Dính theo bước tỉ lệ" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "Lăn Lên." + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "Hàm" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Suspension" +msgstr "Đặt phép diễn đạt" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "Di chuyển" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "Lỗi" + #: scene/3d/reflection_probe.cpp #, fuzzy msgid "Origin Offset" @@ -9833,7 +10174,8 @@ msgstr "Xương" msgid "Interpolation" msgstr "Nội suy" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "Mục tiêu" @@ -9915,70 +10257,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Per-Wheel Motion" -msgstr "Phím Lăn Xuống" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "Tài liệu trực tuyến" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "Thu phóng (theo tỉ lệ):" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "Dính theo bước tỉ lệ" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "Lăn Lên." - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "Hàm" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Suspension" -msgstr "Đặt phép diễn đạt" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "Di chuyển" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "Lỗi" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -10023,8 +10301,8 @@ msgstr "Chuyển vị" msgid "Extra Cull Margin" msgstr "Đối số mở rộng được gọi:" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -10060,17 +10338,36 @@ msgstr "Điều hướng" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "Rãnh" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "Cập nhật" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "Rãnh" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "Đóng gói" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "Rãnh" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp #, fuzzy msgid "Pose" msgstr "Sao chép Tư thế" @@ -10772,20 +11069,10 @@ msgstr "Hộp thoại tệp" msgid "Reverse Fill" msgstr "Đặt lại âm lượng Bus" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Scroll Offset" -msgstr "Độ lệch lưới:" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "Bản đồ Lưới" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11591,7 +11878,7 @@ msgstr "Khởi tạo" msgid "Fill Degrees" msgstr "Xoay %s độ." -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "Giữa bên trái" @@ -11712,7 +11999,7 @@ msgstr "Chế độ Ưu tiên" msgid "Ordering" msgstr "Kết xuất" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Chỉ số Z" @@ -11726,11 +12013,6 @@ msgstr "Dính tương đối" msgid "Y Sort Enabled" msgstr "Mở" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11748,11 +12030,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -#, fuzzy -msgid "Follow Viewport" -msgstr "Hiện Cổng xem" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11858,7 +12135,7 @@ msgstr "Chế độ di chuyển" msgid "Multiplayer Poll" msgstr "Gán nhiều:" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11930,7 +12207,7 @@ msgid "Use TAA" msgstr "Sử dụng Dính" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12310,6 +12587,569 @@ msgstr "Vật lí" msgid "3D Navigation" msgstr "Điều hướng" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +#, fuzzy +msgid "Segments" +msgstr "Tham số Cảnh chính:" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "Chọn Thuộc tính" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "Bật tắt Chức năng" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "Đổi mẹ của nút" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "Sao chép đường dẫn nút" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "Mặc định" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "Cập nhật bản xem trước" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "Chỉ số của phím" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "Nút Blend2" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "Thay Độ Dài Hoạt Ảnh" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Thêm vào Cảnh" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Thêm vào Cảnh" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "Hướng đi" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "Thêm cổng vào" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "Rộng bên phải" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "Phím Phải" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "Góc dưới phải" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "Góc dưới phải" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "Góc dưới trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "Dấu trang" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Side" +msgstr "Góc dưới trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "Góc dưới trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "Trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "Đặt Lề" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "Góc trên trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Corner" +msgstr "Góc trên trái" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "Bước lưới:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "Tọa độ tiếp theo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Side" +msgstr "Góc trên phải" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "Góc trên phải" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "Giao diện người dùng" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "Mã nguồn" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "Nén" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "Xoá bố cục" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "Độ lệch lưới:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "Tạo" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "Khung hình Vật lý %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "Gán nhiều:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "Thẻ cảnh" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "Cảnh chính" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "Chế độ hiển thị" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "Đa giác" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "Tạo đa giác va chạm" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "Chuyển vị" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "Đặt Lề" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "Hiện Gốc" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Thêm vào Cảnh" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "Va chạm" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "Ánh sáng" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "Nguồn phát ra: " + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Depth" +msgstr "Chiều sâu" + +#: scene/resources/3d/height_map_shape_3d.cpp +#, fuzzy +msgid "Map Data" +msgstr "Chiều sâu" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "Mục" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "Biến đổi" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "Xóa biến đổi" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "Xem thử" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Add UV2" +msgstr "Thêm %s" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "UV2 Padding" +msgstr "Đệm" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Top Radius" +msgstr "Bán kính:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Bottom Radius" +msgstr "Góc dưới phải" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "Góc dưới trái" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Left to Right" +msgstr "Góc trên phải" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "Tham số Cảnh chính:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "Tham số Cảnh chính:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "Thay Độ Dài Hoạt Ảnh" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "Chỉ chọn" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "Tham số Cảnh chính:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "Chia đường Curve" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "Thêm cổng vào" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Xương" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "Tọa độ tiếp theo" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "Lưu trữ tệp tin:" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +#, fuzzy +msgid "Energy Multiplier" +msgstr "Gán nhiều:" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "Điền" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Nhóm" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "Dấu trang" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "Chạy" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "Tỉ lệ hiển thị" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "Chọn màu" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Night Sky" +msgstr "Ánh sáng" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "Mặt phẳng:" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12530,16 +13370,6 @@ msgstr "Di chuyển hiệu ứng Bus" msgid "Load Path" msgstr "Nạp cài đặt trước" -#: scene/resources/concave_polygon_shape_2d.cpp -#, fuzzy -msgid "Segments" -msgstr "Tham số Cảnh chính:" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "Va chạm" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12573,20 +13403,10 @@ msgstr "Chia đường Curve" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Energy Multiplier" -msgstr "Gán nhiều:" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12814,10 +13634,6 @@ msgstr "Nguồn phát ra: " msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Aerial Perspective" @@ -12895,20 +13711,6 @@ msgstr "Thu phóng (theo tỉ lệ):" msgid "Color Correction" msgstr "hàm màu" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "Ánh sáng" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "Nguồn phát ra: " - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12988,20 +13790,6 @@ msgstr "Chế độ chơi:" msgid "To" msgstr "Trên đầu" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Depth" -msgstr "Chiều sâu" - -#: scene/resources/height_map_shape_3d.cpp -#, fuzzy -msgid "Map Data" -msgstr "Chiều sâu" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13260,11 +14048,6 @@ msgstr "Hạt" msgid "Proximity Fade" msgstr "Chế độ Ưu tiên" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Thêm vào Cảnh" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13298,24 +14081,6 @@ msgstr "Nút Blend2" msgid "Shadow Mesh" msgstr "Shader" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "Mục" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "Biến đổi" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "Xóa biến đổi" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "Xem thử" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13683,180 +14448,6 @@ msgstr "Ghi đè" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Add UV2" -msgstr "Thêm %s" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "UV2 Padding" -msgstr "Đệm" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Top Radius" -msgstr "Bán kính:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Bottom Radius" -msgstr "Góc dưới phải" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "Góc dưới trái" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Left to Right" -msgstr "Góc trên phải" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "Tham số Cảnh chính:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "Tham số Cảnh chính:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "Thay Độ Dài Hoạt Ảnh" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "Chỉ chọn" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "Tham số Cảnh chính:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "Chia đường Curve" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "Chọn Thuộc tính" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "Bật tắt Chức năng" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "Đổi mẹ của nút" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "Sao chép đường dẫn nút" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "Mặc định" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "Cập nhật bản xem trước" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "Chỉ số của phím" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "Nút Blend2" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "Thay Độ Dài Hoạt Ảnh" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Thêm vào Cảnh" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Thêm vào Cảnh" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "Hướng đi" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "Thêm cổng vào" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13872,20 +14463,6 @@ msgstr "Bước lưới:" msgid "Bone Size" msgstr "Cỡ viền" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "Thêm cổng vào" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Xương" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13901,80 +14478,6 @@ msgstr "Chế độ Di chuyển" msgid "Radiance Size" msgstr "Kích cỡ viền:" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "Tọa độ tiếp theo" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "Lưu trữ tệp tin:" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "Điền" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Nhóm" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "Dấu trang" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "Chạy" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "Tỉ lệ hiển thị" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "Chọn màu" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Night Sky" -msgstr "Ánh sáng" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -14077,223 +14580,6 @@ msgstr "Mặc định" msgid "Default Font Size" msgstr "Mặc định" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "Rộng bên phải" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "Phím Phải" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "Góc dưới phải" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "Góc dưới phải" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "Góc dưới trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "Dấu trang" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Side" -msgstr "Góc dưới trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "Góc dưới trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "Trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "Đặt Lề" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "Góc trên trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Corner" -msgstr "Góc trên trái" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "Bước lưới:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "Tọa độ tiếp theo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Side" -msgstr "Góc trên phải" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "Góc trên phải" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "Giao diện người dùng" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "Mã nguồn" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "Nén" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "Xoá bố cục" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "Độ lệch lưới:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "Tạo" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "Khung hình Vật lý %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "Gán nhiều:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "Thẻ cảnh" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "Cảnh chính" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "Chế độ hiển thị" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "Đa giác" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "Tạo đa giác va chạm" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "Chuyển vị" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "Đặt Lề" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "Hiện Gốc" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "Tệp" @@ -14419,15 +14705,6 @@ msgstr "Chỉ số Z" msgid "Degrees Mode" msgstr "Xoay %s độ." -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "Mặt phẳng:" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14909,6 +15186,11 @@ msgstr "Bật tắt File ẩn" msgid "Folder" msgstr "Thư mục:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "Tạo thư mục" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16868,11 +17150,27 @@ msgstr "Ngôn ngữ trình chỉnh sửa" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "Đóng gói" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "Kích thước: " + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "Nút Blend2" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "Đóng gói" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16890,11 +17188,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "Đóng gói" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/zh_CN.po b/properties/zh_CN.po index de695f3..fbe7e13 100644 --- a/properties/zh_CN.po +++ b/properties/zh_CN.po @@ -122,9 +122,9 @@ msgstr "配置" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "名称" @@ -214,9 +214,9 @@ msgstr "窗口" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -395,7 +395,7 @@ msgstr "嵌入式子窗口" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "物理" @@ -472,7 +472,8 @@ msgid "Max Functions" msgstr "最大函数数" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "压缩" @@ -516,7 +517,7 @@ msgstr "消息" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "渲染" @@ -850,8 +851,9 @@ msgstr "相对" msgid "Screen Relative" msgstr "相对屏幕" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "速度" @@ -882,8 +884,8 @@ msgid "Action" msgstr "动作" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "强度" @@ -992,11 +994,11 @@ msgstr "区域" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "偏移" @@ -1132,7 +1134,8 @@ msgstr "元音双写" msgid "Fake BiDi" msgstr "伪 BiDi" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "覆盖" @@ -1157,7 +1160,7 @@ msgstr "跳过占位符" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1178,7 +1181,7 @@ msgstr "参数" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "类型" @@ -1232,7 +1235,7 @@ msgid "Sync Breakpoints" msgstr "同步断点" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "文件系统" @@ -1522,6 +1525,11 @@ msgstr "默认取色器形状" msgid "Theme" msgstr "主题" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "强制系统用户" + #: editor/editor_settings.cpp msgid "Preset" msgstr "预设" @@ -1542,6 +1550,11 @@ msgstr "基础颜色" msgid "Accent Color" msgstr "强调颜色" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "强调颜色" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "对比度" @@ -1630,8 +1643,8 @@ msgstr "多窗口" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "启用" @@ -1713,7 +1726,8 @@ msgid "Thumbnail Size" msgstr "缩略图大小" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "导入" @@ -1733,9 +1747,10 @@ msgstr "RPC 端口" msgid "RPC Server Uptime" msgstr "RPC 服务器在线时间" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF 路径" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1881,9 +1896,9 @@ msgstr "代码折叠" msgid "Word Wrap" msgstr "自动换行" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "自动换行模式" @@ -1900,7 +1915,7 @@ msgid "Draw Spaces" msgstr "绘制空格" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "行间距" @@ -1910,7 +1925,7 @@ msgid "Behavior" msgstr "行为" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "导航" @@ -2132,16 +2147,16 @@ msgstr "小工具颜色" msgid "Instantiated" msgstr "实例化的" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "关节" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "形状" @@ -2370,6 +2385,11 @@ msgstr "点抓取半径" msgid "Show Previous Outline" msgstr "显示旧有轮廓" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "自动播放" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "自动重命名动画轨道" @@ -2410,6 +2430,10 @@ msgstr "小地图不透明度" msgid "Lines Curvature" msgstr "线条曲率" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +msgid "Grid Pattern" +msgstr "网格图案" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "可视化着色器" @@ -2453,7 +2477,7 @@ msgid "Output" msgstr "输出" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "字体大小" @@ -2709,6 +2733,96 @@ msgstr "搜索结果颜色" msgid "Search Result Border Color" msgstr "搜索结果边框颜色" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "连接边缘颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "标记颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "顶点颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "顶点颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "顶点颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "书签颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "变换格式" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "形状颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "光标颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "输出" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "光标颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "危急颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "字体颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "文本颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "危急颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "顶点颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "形状颜色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "粒子碰撞" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2845,13 +2959,17 @@ msgstr "归一化位置轨道" msgid "Overwrite Axis" msgstr "覆盖轴" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "修复剪影" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "过滤" @@ -2926,20 +3044,22 @@ msgstr "实体类型" msgid "Shape Type" msgstr "形状类型" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "物理材质覆盖" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "层" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "遮罩" @@ -3049,10 +3169,12 @@ msgstr "图元" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "高度" @@ -3061,12 +3183,14 @@ msgstr "高度" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "半径" @@ -3086,26 +3210,29 @@ msgid "Save to File" msgstr "保存为文件" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "启用" @@ -3156,8 +3283,8 @@ msgstr "切片" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3211,6 +3338,10 @@ msgstr "应用根缩放" msgid "Root Scale" msgstr "根缩放" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "网格" @@ -3354,7 +3485,7 @@ msgstr "压缩" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "语言" @@ -3463,7 +3594,7 @@ msgstr "Mipmap" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "限制" @@ -3569,8 +3700,8 @@ msgstr "裁剪至区域" msgid "Trim Alpha Border From Region" msgstr "从区域修剪 Alpha 边框" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "强制" @@ -4056,7 +4187,7 @@ msgid "Handheld" msgstr "手持设备" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "朝向" @@ -4180,7 +4311,7 @@ msgstr "数位板" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "环境" @@ -4299,11 +4430,11 @@ msgid "Calculate Tangents" msgstr "计算切线" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "碰撞" @@ -4315,9 +4446,9 @@ msgstr "使用碰撞" msgid "Collision Layer" msgstr "碰撞层" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4327,30 +4458,30 @@ msgstr "碰撞遮罩" msgid "Collision Priority" msgstr "碰撞优先级" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "翻转表面" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "网格" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "材质" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "径向段数" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "环数" @@ -4366,11 +4497,11 @@ msgstr "边数" msgid "Cone" msgstr "圆锥" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "内径" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "外径" @@ -4378,16 +4509,16 @@ msgstr "外径" msgid "Ring Sides" msgstr "环边数" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "多边形" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "深度" @@ -4440,6 +4571,24 @@ msgstr "路径接合" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "导入" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "嵌入图像处理" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4535,20 +4684,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "命名版本" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "嵌入图像处理" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "颜色" @@ -4595,13 +4741,14 @@ msgid "Spec Gloss Img" msgstr "高光光泽图像" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "质量" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4609,14 +4756,14 @@ msgstr "线性速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "角速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "质心" @@ -4800,6 +4947,12 @@ msgstr "稀疏值缓冲视图" msgid "Sparse Values Byte Offset" msgstr "稀疏值字节偏移" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "插件名" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4970,8 +5123,8 @@ msgid "Center Z" msgstr "Z 轴居中" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "优先级" @@ -5238,8 +5391,8 @@ msgstr "分形增益" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "宽度" @@ -5313,7 +5466,8 @@ msgstr "显示刷新率" msgid "Render Target Size Multiplier" msgstr "渲染目标大小倍数" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "手别" @@ -5329,7 +5483,8 @@ msgstr "手骨架" msgid "Skeleton Rig" msgstr "骨架系统" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp msgid "Bone Update" msgstr "骨骼更新" @@ -5442,6 +5597,11 @@ msgstr "请求参照空间类型" msgid "Reference Space Type" msgstr "参照空间类型" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "可选特性" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "可见状态" @@ -6403,64 +6563,16 @@ msgstr "居中" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "水平翻转" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "垂直翻转" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "监视" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "可被监视" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "重力" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "空间覆盖" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "点" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "点单位距离" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "点中心" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "方向" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "线性阻尼" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "角度阻尼" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "音频总线" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6641,43 +6753,6 @@ msgstr "清除边距" msgid "Use Mipmaps" msgstr "使用 Mipmap" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "禁用模式" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "输入" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "可拾取" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "构建模式" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "禁用" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "单向碰撞" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "单向碰撞边距" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "调试颜色" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6759,9 +6834,9 @@ msgid "Rect Extents" msgstr "矩形大小" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "点" @@ -6784,12 +6859,26 @@ msgstr "粒子标志" msgid "Align Y" msgstr "对齐 Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "方向" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "发散" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "重力" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "初速度" @@ -6840,11 +6929,15 @@ msgstr "径向加速度" msgid "Tangential Accel" msgstr "切向加速度" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "阻尼" @@ -6872,7 +6965,7 @@ msgid "Angle Min" msgstr "最小角度" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "最大角度" @@ -6987,7 +7080,7 @@ msgstr "可见矩形" msgid "Trails" msgstr "尾迹" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "节" @@ -6995,67 +7088,6 @@ msgstr "节" msgid "Section Subdivisions" msgstr "节细分" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "节点 A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "节点 B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "偏置" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "禁用碰撞" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "软度" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "角度限制" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "下端" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "上端" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "电机" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "目标速度" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "长度" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "初始偏移" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "放松长度" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "硬度" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "仅编辑器" @@ -7200,7 +7232,7 @@ msgstr "路径最大距离" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7328,6 +7360,60 @@ msgstr "约束避障" msgid "Skew" msgstr "偏斜" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "可滚动" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "滚动偏移" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "重复" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "重复" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "自动开始" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "请求超时" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "起点" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "行尾" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "跟随视口" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "忽略相机缩放" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "滚动偏移" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7353,7 +7439,7 @@ msgstr "终点限制" msgid "Ignore Camera Zoom" msgstr "忽略相机缩放" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "运动" @@ -7362,8 +7448,9 @@ msgstr "运动" msgid "Mirroring" msgstr "镜像" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "曲线" @@ -7391,183 +7478,406 @@ msgstr "旋转" msgid "Cubic Interp" msgstr "三次插值" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "骨骼 2D 节点路径" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "骨骼 2D 索引" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "自动配置关节" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "模拟物理" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "模拟时跟随骨骼" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "常线速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "常角速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "同步到物理" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "监视" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "可被监视" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "空间覆盖" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "点" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "点单位距离" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "点中心" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "线性阻尼" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "角度阻尼" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "音频总线" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "运动模式" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "向上方向" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "在天花板上滑动" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "墙体最小滑动角度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "地面" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "在斜坡上停止" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "恒定速度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "阻止上墙" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "最大角" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "吸附长度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "可移动平台" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "离开时" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "地面层" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "墙体层" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "安全边距" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "禁用模式" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "输入" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "可拾取" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "构建模式" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "禁用" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "单向碰撞" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "单向碰撞边距" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "调试颜色" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "长度" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "放松长度" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "硬度" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "初始偏移" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "节点 A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "节点 B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "偏置" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "禁用碰撞" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "软度" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "角度限制" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "下端" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "上端" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "电机" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "目标速度" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "骨骼 2D 节点路径" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "骨骼 2D 索引" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "自动配置关节" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "模拟物理" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "模拟时跟随骨骼" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "排除父节点" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "目标位置" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "从内部命中" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "参与碰撞" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "区域" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "实体" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "重力缩放" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "质量分布" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "质心模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "惯性" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "失活" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "睡眠" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "可以睡眠" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "锁定旋转" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "冻结" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "冻结模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "求解器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "自定义集成器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "连续碰撞检测" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "报告的最大接触" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "接触监视器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "线性" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "阻尼模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "阻尼" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "角" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "恒力" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "力矩" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "运动模式" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "边距" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "向上方向" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "最大结果" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "在天花板上滑动" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "常线速度" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "墙体最小滑动角度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "地面" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "在斜坡上停止" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "恒定速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "阻止上墙" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "最大角" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "吸附长度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "可移动平台" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "离开时" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "地面层" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "墙体层" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "安全边距" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "常角速度" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7585,38 +7895,6 @@ msgstr "多边形" msgid "Internal Vertex Count" msgstr "内部顶点数" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "排除父节点" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "目标位置" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "从内部命中" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "参与碰撞" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "区域" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "实体" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "远程路径" @@ -7629,18 +7907,6 @@ msgstr "使用全局坐标" msgid "Update" msgstr "更新" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "边距" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "最大结果" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "自动计算长度和角度" @@ -7739,30 +8005,6 @@ msgstr "启用" msgid "Node Path" msgstr "节点路径" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "风" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "力量大小" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "衰减系数" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "来源路径" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "混响总线" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "统一性" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "衰减模型" @@ -7810,7 +8052,7 @@ msgstr "多普勒" msgid "Tracking" msgstr "跟踪" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "骨骼名称" @@ -7860,14 +8102,6 @@ msgstr "近平面" msgid "Far" msgstr "远平面" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "射线可拾取" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "拖拽时捕获" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "可见性 AABB" @@ -7908,13 +8142,14 @@ msgstr "扁平度" msgid "Scale Curve Z" msgstr "缩放曲线 Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "反照率" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "正常" @@ -7922,8 +8157,8 @@ msgstr "正常" msgid "Orm" msgstr "Orm" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "自发光" @@ -7936,8 +8171,8 @@ msgid "Emission Energy" msgstr "自发光能量" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "调制" @@ -7965,11 +8200,6 @@ msgstr "下侧淡出" msgid "Distance Fade" msgstr "距离淡出" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "起点" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "变换对齐" @@ -7982,7 +8212,7 @@ msgstr "绘制阶段" msgid "Passes" msgstr "阶段" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "粗细" @@ -8020,10 +8250,6 @@ msgstr "能见度范围" msgid "Begin Margin" msgstr "起始边距" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "行尾" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "结束边距" @@ -8032,121 +8258,8 @@ msgstr "结束边距" msgid "Fade Mode" msgstr "淡化模式" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "求解器优先级" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "从碰撞中排除节点" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "参数" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "冲量限制" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "松驰" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "最大冲量" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "线性限制" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "距离上限" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "距离下限" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "复原" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "线性运动" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "线性正交" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "上端角" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "下端角" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "角度运动" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "角度正交" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "摆动范围" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "扭转范围" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "线性马达" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "力度限制" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "线性弹簧" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "平衡点" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "角度马达" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "角度弹簧" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "像素大小" @@ -8212,7 +8325,7 @@ msgstr "轮廓渲染优先级" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "文本" @@ -8221,54 +8334,54 @@ msgid "Outline Modulate" msgstr "轮廓调制" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "字体" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "水平对齐" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "垂直对齐" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "大写" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "调整标志" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "BiDi" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "文本方向" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "结构化文本 BiDi 覆盖" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "结构化文本 BiDi 覆盖选项" @@ -8430,7 +8543,8 @@ msgstr "最大纹理大小" msgid "Custom Sky" msgstr "自定义天空" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "自定义颜色" @@ -8439,7 +8553,7 @@ msgid "Custom Energy" msgstr "自定义能量" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "相机属性" @@ -8471,7 +8585,7 @@ msgstr "使用 3D 避障" msgid "Keep Y Velocity" msgstr "保持 Y 速度" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "导航网格" @@ -8525,172 +8639,390 @@ msgstr "使用模型正面" msgid "Tilt Enabled" msgstr "启用倾斜" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "轴锁定" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "风" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "线性 X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "力量大小" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "线性 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "衰减系数" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "线性 Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "来源路径" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "角 X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "混响总线" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "角 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "统一性" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "角 Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "射线可拾取" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "拖拽时捕获" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "摆动范围" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "扭转范围" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "松驰" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "线性限制" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "距离上限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "距离下限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "复原" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "线性马达" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "力度限制" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "线性弹簧" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "平衡点" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "上端角" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "下端角" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "角度马达" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "角度弹簧" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "参数" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "最大冲量" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "求解器优先级" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "从碰撞中排除节点" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "冲量限制" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "线性运动" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "线性正交" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "角度运动" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "角度正交" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "关节约束" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "角度限制启用" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "角度上限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "角度下限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "角度限制偏置" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "角度限制软度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "角度限制松弛" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "线性上限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "线性下限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "线性限制软度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "线性限制复原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "线性限制阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "角度限制复原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "角度限制阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "线性限制启用" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "线性弹簧启用" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "线性弹簧硬度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "线性弹簧阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "线性平衡点" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "线性复原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "线性阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "角度复原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "角度阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "角度弹簧启用" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "角度弹簧硬度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "角度弹簧阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "角度平衡点" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "实体偏移" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "摩擦" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "反弹" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "线性阻尼模式" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "角度阻尼模式" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "轴锁定" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "线性 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "线性 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "线性 Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "角 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "角 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "角 Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "命中背面" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "调试形状" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "弹簧长度" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "单车轮运动" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "引擎力度" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "刹车" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "方向控制" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 运动" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "用作牵引" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "用作转向" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "车轮" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "翻滚影响" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "摩擦滑动" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "悬架" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "行程" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "最大力度" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "原点偏移" @@ -8747,7 +9079,8 @@ msgstr "尖端骨骼" msgid "Interpolation" msgstr "插值" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "目标" @@ -8819,62 +9152,6 @@ msgstr "阻尼系数" msgid "Drag Coefficient" msgstr "阻力系数" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "弹簧长度" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "单车轮运动" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "引擎力度" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "刹车" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "方向控制" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 运动" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "用作牵引" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "用作转向" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "车轮" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "翻滚影响" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "摩擦滑动" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "悬架" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "行程" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "最大力度" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "跟踪物理迭代" @@ -8912,8 +9189,8 @@ msgstr "透明" msgid "Extra Cull Margin" msgstr "额外剔除边距" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "自定义 AABB" @@ -8945,15 +9222,34 @@ msgstr "传播" msgid "Use Two Bounces" msgstr "使用二次反弹" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "追踪器" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "骨骼更新" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp msgid "Face Tracker" msgstr "面部追踪器" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "手部跟踪" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "追踪器" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "姿势" @@ -9545,18 +9841,10 @@ msgstr "使用原生对话框" msgid "Reverse Fill" msgstr "翻转填充" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "滚动偏移" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "显示网格" -#: scene/gui/graph_edit.cpp -msgid "Grid Pattern" -msgstr "网格图案" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "启用吸附" @@ -10244,7 +10532,7 @@ msgstr "初始角" msgid "Fill Degrees" msgstr "填充角度" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "中心偏移" @@ -10348,7 +10636,7 @@ msgstr "可见层" msgid "Ordering" msgstr "排序" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z 索引" @@ -10360,11 +10648,6 @@ msgstr "Z 为相对量" msgid "Y Sort Enabled" msgstr "启用 Y 排序" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "重复" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "使用父级材质" @@ -10381,10 +10664,6 @@ msgstr "法线贴图" msgid "Shininess" msgstr "光泽度" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "跟随视口" - #: scene/main/http_request.cpp msgid "Download File" msgstr "下载文件" @@ -10473,7 +10752,7 @@ msgstr "调试导航提示" msgid "Multiplayer Poll" msgstr "多人轮询" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "形状" @@ -10538,7 +10817,7 @@ msgid "Use TAA" msgstr "使用 TAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "使用去条带" @@ -10857,6 +11136,484 @@ msgstr "3D 物理" msgid "3D Navigation" msgstr "3D 导航" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "分段" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "斜坡滑动" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "自定义求解器偏置" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "执行模式" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "目标节点路径" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "尖端节点路径" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "CCDIK 数据链长度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "FABRIK 数据链长度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Jiggle 数据链长度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "默认关节设置" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "使用重力" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "骨骼索引" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "Bone2D 节点" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "物理骨链长度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "目标最小距离" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "目标最大距离" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "翻转弯曲方向" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "修改数" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "右侧边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "右侧角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "右下边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "右下角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "下侧边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "下侧角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "左下边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "左下角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "左侧边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "左侧角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "左上边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "左上角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "上侧边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "上侧角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "右上边缘" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "右上角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "地形" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "自定义数据" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "图块代理" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "源级别" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "坐标级别" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "备选级别" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "图块形状" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "图块布局" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "图块偏移轴" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "图块大小" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV 裁剪" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "遮挡层" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "物理层" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "地形集" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "自定义数据层" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "场景" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "场景" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "显示占位符" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "多边形数" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "单向" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "单向边距" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "地形临接位" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "转置" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "纹理原点" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y 排序原点" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "地形集" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "地形" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "杂项" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "概率" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "距离" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "背面碰撞" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "密度" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "高度衰减" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "边缘淡化" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "密度纹理" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "贴图宽度" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "贴图深度" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "地图数据" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "项目" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "网格变换" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "导航网格变换" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "预览" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "添加 UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "UV2 填充" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "细分宽度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "细分高度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "细分深度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "顶部半径" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "底部半径" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "顶盖" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "底盖" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "从左到右" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "是否半球" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "环段数" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "径向步数" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "节长度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "节环数" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "节段数" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "曲线步长" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "绑定数" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "绑定" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "骨骼" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "天空" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "顶部颜色" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "地平线颜色" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "能量倍数" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "天穹" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "天穹调制" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "地面" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "底部颜色" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "太阳" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "全景" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "瑞利散射" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "系数" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "米氏散射" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "偏心率" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "浊度" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "太阳盘缩放" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "地面颜色" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "夜空" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "回退环境" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "平面" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "帧" @@ -11044,14 +11801,6 @@ msgstr "合成器效果" msgid "Load Path" msgstr "加载路径" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "分段" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "背面碰撞" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "烘焙分辨率" @@ -11080,19 +11829,10 @@ msgstr "曲线 Z" msgid "Background" msgstr "背景" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "能量倍数" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "画布最大层" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "天空" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "自定义 FOV" @@ -11297,10 +12037,6 @@ msgstr "光线能量" msgid "Sun Scatter" msgstr "太阳散射" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "密度" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "空气透视" @@ -11365,18 +12101,6 @@ msgstr "饱和度" msgid "Color Correction" msgstr "颜色校正" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "高度衰减" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "边缘淡化" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "密度纹理" - #: scene/resources/font.cpp msgid "Base Font" msgstr "基础字体" @@ -11443,18 +12167,6 @@ msgstr "起点" msgid "To" msgstr "终点" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "贴图宽度" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "贴图深度" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "地图数据" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "下一阶段" @@ -11675,10 +12387,6 @@ msgstr "使用粒子尾迹" msgid "Proximity Fade" msgstr "邻近淡出" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "距离" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11707,22 +12415,6 @@ msgstr "混合形状模式" msgid "Shadow Mesh" msgstr "阴影网格" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "项目" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "网格变换" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "导航网格变换" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "预览" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "基础纹理" @@ -12031,155 +12723,6 @@ msgstr "尺寸覆盖" msgid "Keep Compressed Buffer" msgstr "保持压缩缓冲" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "添加 UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "UV2 填充" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "细分宽度" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "细分高度" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "细分深度" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "顶部半径" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "底部半径" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "顶盖" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "底盖" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "从左到右" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "是否半球" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "环段数" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "径向步数" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "节长度" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "节环数" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "节段数" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "曲线步长" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "斜坡滑动" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "自定义求解器偏置" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "执行模式" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "目标节点路径" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "尖端节点路径" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "CCDIK 数据链长度" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "FABRIK 数据链长度" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Jiggle 数据链长度" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "默认关节设置" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "使用重力" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "骨骼索引" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "Bone2D 节点" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "物理骨链长度" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "目标最小距离" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "目标最大距离" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "翻转弯曲方向" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "修改数" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "缩放基础骨骼" @@ -12192,18 +12735,6 @@ msgstr "分组大小" msgid "Bone Size" msgstr "骨骼大小" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "绑定数" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "绑定" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "骨骼" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "天空材质" @@ -12216,70 +12747,6 @@ msgstr "处理模式" msgid "Radiance Size" msgstr "辐射大小" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "顶部颜色" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "地平线颜色" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "天穹" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "天穹调制" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "地面" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "底部颜色" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "太阳" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "全景" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "瑞利散射" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "系数" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "米氏散射" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "偏心率" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "浊度" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "太阳盘缩放" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "地面颜色" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "夜空" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "内容边距" @@ -12368,186 +12835,6 @@ msgstr "默认字体" msgid "Default Font Size" msgstr "默认字体大小" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "右侧边缘" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "右侧角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "右下边缘" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "右下角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "下侧边缘" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "下侧角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "左下边缘" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "左下角落" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "左侧边缘" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "左侧角落" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "左上边缘" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "左上角落" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "上侧边缘" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "上侧角落" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "右上边缘" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "右上角落" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "地形" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "自定义数据" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "图块代理" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "源级别" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "坐标级别" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "备选级别" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "图块形状" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "图块布局" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "图块偏移轴" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "图块大小" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV 裁剪" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "遮挡层" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "物理层" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "地形集" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "自定义数据层" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "场景" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "场景" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "显示占位符" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "多边形数" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "单向" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "单向边距" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "地形临接位" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "转置" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "纹理原点" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y 排序原点" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "地形集" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "地形" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "杂项" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "概率" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "文件" @@ -12653,14 +12940,6 @@ msgstr "表面索引" msgid "Degrees Mode" msgstr "度数模式" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "回退环境" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "平面" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "面板" @@ -13061,6 +13340,11 @@ msgstr "切换隐藏" msgid "Folder" msgstr "文件夹" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "父文件夹" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "文件夹图标颜色" @@ -14730,10 +15014,25 @@ msgstr "着色器语言" msgid "Treat Warnings as Errors" msgstr "将警告当作错误" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "有跟踪数据" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "字形标志" + #: servers/xr/xr_face_tracker.cpp msgid "Blend Shapes" msgstr "混合形状" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "手部跟踪" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "是否主要" @@ -14750,10 +15049,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "锚点检测是否启用" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "有跟踪数据" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "追踪置信度" diff --git a/properties/zh_HK.po b/properties/zh_HK.po index 00f4b20..58b3c8c 100644 --- a/properties/zh_HK.po +++ b/properties/zh_HK.po @@ -38,9 +38,9 @@ msgstr "" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "名稱" @@ -140,9 +140,9 @@ msgstr "" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -341,7 +341,7 @@ msgstr "啟用" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy msgid "Physics" @@ -426,7 +426,8 @@ msgid "Max Functions" msgstr "行為" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp #, fuzzy msgid "Compression" msgstr "無干擾模式" @@ -476,7 +477,7 @@ msgstr "同步更新腳本" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "" @@ -855,8 +856,9 @@ msgstr "" msgid "Screen Relative" msgstr "縮放selection" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "" @@ -889,8 +891,8 @@ msgid "Action" msgstr "行動" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "" @@ -1009,11 +1011,11 @@ msgstr "無干擾模式" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "" @@ -1165,7 +1167,8 @@ msgstr "" msgid "Fake BiDi" msgstr "" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp #, fuzzy msgid "Override" msgstr "覆蓋" @@ -1192,7 +1195,7 @@ msgstr "" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1215,7 +1218,7 @@ msgstr "" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "" @@ -1276,7 +1279,7 @@ msgid "Sync Breakpoints" msgstr "刪除" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "檔案系統" @@ -1599,6 +1602,11 @@ msgstr "刪除佈局" msgid "Theme" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "搜尋" + #: editor/editor_settings.cpp #, fuzzy msgid "Preset" @@ -1622,6 +1630,11 @@ msgstr "" msgid "Accent Color" msgstr "" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "貼上" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "" @@ -1719,8 +1732,8 @@ msgstr "" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp #, fuzzy msgid "Enable" msgstr "啟用" @@ -1818,7 +1831,8 @@ msgid "Thumbnail Size" msgstr "縮圖" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "導入" @@ -1841,8 +1855,8 @@ msgstr "只限選中" msgid "RPC Server Uptime" msgstr "" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +msgid "FBX2glTF" msgstr "" #: editor/editor_settings.cpp @@ -2002,9 +2016,9 @@ msgstr "" msgid "Word Wrap" msgstr "" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Autowrap Mode" msgstr "開/關自動播放" @@ -2022,7 +2036,7 @@ msgid "Draw Spaces" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "" @@ -2032,7 +2046,7 @@ msgid "Behavior" msgstr "" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp #, fuzzy msgid "Navigation" @@ -2270,17 +2284,17 @@ msgstr "" msgid "Instantiated" msgstr "Instance" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint" msgstr "下移" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "" @@ -2539,6 +2553,11 @@ msgstr "" msgid "Show Previous Outline" msgstr "上一個tab" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "開/關自動播放" + #: editor/editor_settings.cpp #, fuzzy msgid "Autorename Animation Tracks" @@ -2585,6 +2604,11 @@ msgstr "" msgid "Lines Curvature" msgstr "編輯Node Curve" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "設定" + #: editor/editor_settings.cpp #, fuzzy msgid "Visual Shader" @@ -2633,7 +2657,7 @@ msgid "Output" msgstr "" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "" @@ -2919,6 +2943,96 @@ msgstr "在幫助檔搜尋" msgid "Search Result Border Color" msgstr "在幫助檔搜尋" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "編輯連接" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "只限選中" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "只限選中" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "只限選中" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "移除選項" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "縮放selection" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "移除選項" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "貼上" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "行為" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "下一個腳本" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "只限選中" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "只限選中" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "已停用" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -3075,13 +3189,17 @@ msgstr "重新命名動畫" msgid "Overwrite Axis" msgstr "覆蓋" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Filter" @@ -3168,20 +3286,22 @@ msgstr "新增節點" msgid "Shape Type" msgstr "更改動畫循環" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "" @@ -3307,10 +3427,12 @@ msgstr "匯出" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "" @@ -3319,12 +3441,14 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "" @@ -3347,26 +3471,29 @@ msgid "Save to File" msgstr "儲存檔案" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp #, fuzzy msgid "Enabled" @@ -3424,8 +3551,8 @@ msgstr "設備" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3490,6 +3617,10 @@ msgstr "選擇模式" msgid "Root Scale" msgstr "選擇模式" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "" @@ -3649,7 +3780,7 @@ msgstr "內容:" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h #, fuzzy msgid "Language" @@ -3771,7 +3902,7 @@ msgstr "訊號" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "" @@ -3887,8 +4018,8 @@ msgstr "無干擾模式" msgid "Trim Alpha Border From Region" msgstr "" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "" @@ -4436,7 +4567,7 @@ msgid "Handheld" msgstr "" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp #, fuzzy msgid "Orientation" @@ -4575,7 +4706,7 @@ msgstr "啟用" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "" @@ -4703,11 +4834,11 @@ msgid "Calculate Tangents" msgstr "" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp #, fuzzy msgid "Collision" msgstr "無干擾模式" @@ -4722,9 +4853,9 @@ msgstr "無干擾模式" msgid "Collision Layer" msgstr "無干擾模式" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp #, fuzzy @@ -4736,31 +4867,31 @@ msgstr "無干擾模式" msgid "Collision Priority" msgstr "無干擾模式" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Material" msgstr "當改變時更新" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Rings" msgstr "警告" @@ -4777,11 +4908,11 @@ msgstr "" msgid "Cone" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "" @@ -4789,17 +4920,17 @@ msgstr "" msgid "Ring Sides" msgstr "" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp #, fuzzy msgid "Polygon" msgstr "插件" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "" @@ -4858,6 +4989,24 @@ msgstr "貼上動畫" msgid "CSG" msgstr "" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "導入" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp #, fuzzy @@ -4969,20 +5118,17 @@ msgstr "" msgid "Naming Version" msgstr "版本:" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "" @@ -5031,13 +5177,14 @@ msgid "Spec Gloss Img" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp #, fuzzy @@ -5046,14 +5193,14 @@ msgstr "線性" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Center of Mass" @@ -5261,6 +5408,12 @@ msgstr "" msgid "Sparse Values Byte Offset" msgstr "" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "插件列表:" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -5452,8 +5605,8 @@ msgid "Center Z" msgstr "不選" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp #, fuzzy msgid "Priority" @@ -5751,8 +5904,8 @@ msgstr "" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "" @@ -5835,7 +5988,8 @@ msgstr "全部取代" msgid "Render Target Size Multiplier" msgstr "目標" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "" @@ -5854,7 +6008,8 @@ msgstr "只限選中" msgid "Skeleton Rig" msgstr "只限選中" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "更新" @@ -5981,6 +6136,11 @@ msgstr "" msgid "Reference Space Type" msgstr "" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "管理輸出範本" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "" @@ -7067,70 +7227,16 @@ msgstr "不選" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Space Override" -msgstr "覆蓋" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Unit Distance" -msgstr "Instance" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Point Center" -msgstr "新增訊號" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -#, fuzzy -msgid "Direction" -msgstr "描述:" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Damp" -msgstr "線性" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -#, fuzzy -msgid "Audio Bus" -msgstr "移動 Audio Bus" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp #, fuzzy @@ -7338,50 +7444,6 @@ msgstr "內容:" msgid "Use Mipmaps" msgstr "訊號" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -#, fuzzy -msgid "Disable Mode" -msgstr "已停用" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "" - -#: scene/2d/collision_object_2d.cpp -#, fuzzy -msgid "Pickable" -msgstr "貼上" - -#: scene/2d/collision_polygon_2d.cpp -#, fuzzy -msgid "Build Mode" -msgstr "選擇模式" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -#, fuzzy -msgid "Disabled" -msgstr "已停用" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision" -msgstr "縮放selection" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "One Way Collision Margin" -msgstr "縮放selection" - -#: scene/2d/collision_shape_2d.cpp -#, fuzzy -msgid "Debug Color" -msgstr "預設" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy @@ -7468,9 +7530,9 @@ msgid "Rect Extents" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp #, fuzzy msgid "Points" msgstr "下移" @@ -7495,12 +7557,27 @@ msgstr "貼上動畫" msgid "Align Y" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +#, fuzzy +msgid "Direction" +msgstr "描述:" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "" @@ -7558,11 +7635,15 @@ msgstr "" msgid "Tangential Accel" msgstr "" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "" @@ -7593,7 +7674,7 @@ msgid "Angle Min" msgstr "" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "" @@ -7731,7 +7812,7 @@ msgstr "匯出" msgid "Trails" msgstr "預設" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Sections" msgstr "描述:" @@ -7740,71 +7821,6 @@ msgstr "描述:" msgid "Section Subdivisions" msgstr "" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node A" -msgstr "貼上" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Node B" -msgstr "貼上" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "" - -#: scene/2d/joint_2d.cpp -#, fuzzy -msgid "Disable Collision" -msgstr "已停用" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -#, fuzzy -msgid "Target Velocity" -msgstr "線性" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp #, fuzzy msgid "Editor Only" @@ -7964,7 +7980,7 @@ msgstr "" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp #, fuzzy @@ -8114,6 +8130,60 @@ msgstr "常數" msgid "Skew" msgstr "" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "運行場景" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "選擇模式" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "儲存檔案" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "請求失敗," + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +#, fuzzy +msgid "Begin" +msgstr "移動模式" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "頁尾" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "" + +#: scene/2d/parallax_2d.cpp +msgid "Ignore Camera Scroll" +msgstr "" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "移動模式" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -8141,7 +8211,7 @@ msgstr "" msgid "Ignore Camera Zoom" msgstr "" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Motion" @@ -8152,8 +8222,9 @@ msgstr "行為" msgid "Mirroring" msgstr "對稱" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp #, fuzzy msgid "Curve" msgstr "編輯Node Curve" @@ -8185,208 +8256,449 @@ msgstr "本地化" msgid "Cubic Interp" msgstr "" -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Nodepath" -msgstr "連到:" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Bone 2D Index" -msgstr "按鍵" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "" - -#: scene/2d/physical_bone_2d.cpp -#, fuzzy -msgid "Simulate Physics" -msgstr "物理幀 %" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Linear Velocity" -msgstr "只限常數" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Constant Angular Velocity" -msgstr "只限常數" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp #, fuzzy msgid "Sync to Physics" msgstr "物理幀 %" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Space Override" +msgstr "覆蓋" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Unit Distance" +msgstr "Instance" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Point Center" +msgstr "新增訊號" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Linear Damp" +msgstr "線性" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Audio Bus" +msgstr "移動 Audio Bus" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Motion Mode" +msgstr "無干擾模式" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Up Direction" +msgstr "描述:" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Slide on Ceiling" +msgstr "已停用" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Constant Speed" +msgstr "常數" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Block on Wall" +msgstr "不選" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Snap Length" +msgstr "預設" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Floor Layers" +msgstr "無干擾模式" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +#, fuzzy +msgid "Wall Layers" +msgstr "無干擾模式" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#, fuzzy +msgid "Disable Mode" +msgstr "已停用" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "" + +#: scene/2d/physics/collision_object_2d.cpp +#, fuzzy +msgid "Pickable" +msgstr "貼上" + +#: scene/2d/physics/collision_polygon_2d.cpp +#, fuzzy +msgid "Build Mode" +msgstr "選擇模式" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +#, fuzzy +msgid "Disabled" +msgstr "已停用" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision" +msgstr "縮放selection" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "One Way Collision Margin" +msgstr "縮放selection" + +#: scene/2d/physics/collision_shape_2d.cpp +#, fuzzy +msgid "Debug Color" +msgstr "預設" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node A" +msgstr "貼上" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Node B" +msgstr "貼上" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "" + +#: scene/2d/physics/joints/joint_2d.cpp +#, fuzzy +msgid "Disable Collision" +msgstr "已停用" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Target Velocity" +msgstr "線性" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Nodepath" +msgstr "連到:" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Bone 2D Index" +msgstr "按鍵" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "" + +#: scene/2d/physics/physical_bone_2d.cpp +#, fuzzy +msgid "Simulate Physics" +msgstr "物理幀 %" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +#, fuzzy +msgid "Target Position" +msgstr "只限選中" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Mass Distribution" msgstr "更改動畫循環" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Center of Mass Mode" msgstr "不選" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Deactivation" msgstr "描述:" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #, fuzzy msgid "Sleeping" msgstr "選項" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Lock Rotation" msgstr "本地化" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze" msgstr "自由" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Freeze Mode" msgstr "匯出" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Custom Integrator" msgstr "貼上" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Continuous CD" msgstr "連續" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "線性" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Damp Mode" msgstr "選擇模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #, fuzzy msgid "Constant Forces" msgstr "常數" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Motion Mode" -msgstr "無干擾模式" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Up Direction" -msgstr "描述:" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Slide on Ceiling" -msgstr "已停用" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" msgstr "" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp #, fuzzy -msgid "Constant Speed" -msgstr "常數" +msgid "Max Results" +msgstr "在幫助檔搜尋" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Block on Wall" -msgstr "不選" +msgid "Constant Linear Velocity" +msgstr "只限常數" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp #, fuzzy -msgid "Snap Length" -msgstr "預設" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Floor Layers" -msgstr "無干擾模式" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Wall Layers" -msgstr "無干擾模式" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "" +msgid "Constant Angular Velocity" +msgstr "只限常數" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -8407,39 +8719,6 @@ msgstr "插件" msgid "Internal Vertex Count" msgstr "新增" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -#, fuzzy -msgid "Target Position" -msgstr "只限選中" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp #, fuzzy msgid "Remote Path" @@ -8454,19 +8733,6 @@ msgstr "下一個腳本" msgid "Update" msgstr "更新" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -#, fuzzy -msgid "Max Results" -msgstr "在幫助檔搜尋" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "" @@ -8582,33 +8848,6 @@ msgstr "啟用" msgid "Node Path" msgstr "複製路徑" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Attenuation Factor" -msgstr "新增動畫" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Source Path" -msgstr "場景路徑:" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "" - -#: scene/3d/area_3d.cpp -#, fuzzy -msgid "Uniformity" -msgstr "當改變時更新" - #: scene/3d/audio_stream_player_3d.cpp #, fuzzy msgid "Attenuation Model" @@ -8659,7 +8898,7 @@ msgstr "更改動畫長度" msgid "Tracking" msgstr "" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Bone Name" msgstr "Node名稱" @@ -8715,15 +8954,6 @@ msgstr "最近" msgid "Far" msgstr "" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "" - -#: scene/3d/collision_object_3d.cpp -#, fuzzy -msgid "Capture on Drag" -msgstr "捕捉" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Visibility AABB" @@ -8772,13 +9002,14 @@ msgstr "" msgid "Scale Curve Z" msgstr "編輯Node Curve" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "" @@ -8786,8 +9017,8 @@ msgstr "" msgid "Orm" msgstr "" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "" @@ -8802,8 +9033,8 @@ msgid "Emission Energy" msgstr "可見碰撞圖形" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "" @@ -8835,12 +9066,6 @@ msgstr "Instance" msgid "Distance Fade" msgstr "" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -#, fuzzy -msgid "Begin" -msgstr "移動模式" - #: scene/3d/gpu_particles_3d.cpp #, fuzzy msgid "Transform Align" @@ -8854,7 +9079,7 @@ msgstr "" msgid "Passes" msgstr "" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "" @@ -8900,10 +9125,6 @@ msgstr "匯出" msgid "Begin Margin" msgstr "按鍵" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "頁尾" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp #, fuzzy msgid "End Margin" @@ -8914,139 +9135,8 @@ msgstr "全部展開" msgid "Fade Mode" msgstr "選擇模式" -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Solver Priority" -msgstr "檔案" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Exclude Nodes From Collision" -msgstr "不選" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Params" -msgstr "當改變時更新" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Relaxation" -msgstr "翻譯:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Max Impulse" -msgstr "管理輸出範本" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Limit" -msgstr "線性" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Upper Distance" -msgstr "Instance" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Lower Distance" -msgstr "Instance" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Restitution" -msgstr "描述:" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motion" -msgstr "線性" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Ortho" -msgstr "線性" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motion" -msgstr "新增動畫" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Ortho" -msgstr "最大的角度錯誤:" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Swing Span" -msgstr "場景儲存中" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Motor" -msgstr "線性" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Linear Spring" -msgstr "線性" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Motor" -msgstr "新增動畫" - -#: scene/3d/joint_3d.cpp -#, fuzzy -msgid "Angular Spring" -msgstr "新增動畫" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "" @@ -9118,7 +9208,7 @@ msgstr "檔案" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "文字" @@ -9128,30 +9218,30 @@ msgid "Outline Modulate" msgstr "選擇模式" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Horizontal Alignment" msgstr "篩選檔案..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Vertical Alignment" msgstr "篩選檔案..." #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp #, fuzzy msgid "Justification Flags" msgstr "貼上動畫" @@ -9159,27 +9249,27 @@ msgstr "貼上動畫" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Text Direction" msgstr "描述:" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "" @@ -9364,7 +9454,8 @@ msgstr "下一個腳本" msgid "Custom Sky" msgstr "貼上" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp #, fuzzy msgid "Custom Color" msgstr "貼上" @@ -9375,7 +9466,7 @@ msgid "Custom Energy" msgstr "貼上" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp #, fuzzy msgid "Camera Attributes" msgstr "區分大小寫" @@ -9413,7 +9504,7 @@ msgstr "進階" msgid "Keep Y Velocity" msgstr "線性" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp #, fuzzy msgid "Navigation Mesh" msgstr "插件" @@ -9476,203 +9567,449 @@ msgstr "" msgid "Tilt Enabled" msgstr "篩選檔案..." -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Axis Lock" -msgstr "中軸" - -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear X" -msgstr "線性" - -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Y" -msgstr "線性" - -#: scene/3d/physics_body_3d.cpp -#, fuzzy -msgid "Linear Z" -msgstr "線性" - -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" msgstr "" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Attenuation Factor" +msgstr "新增動畫" + +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Source Path" +msgstr "場景路徑:" + +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/area_3d.cpp +#, fuzzy +msgid "Uniformity" +msgstr "當改變時更新" + +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "" + +#: scene/3d/physics/collision_object_3d.cpp +#, fuzzy +msgid "Capture on Drag" +msgstr "捕捉" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#, fuzzy +msgid "Swing Span" +msgstr "場景儲存中" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Relaxation" +msgstr "翻譯:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Limit" +msgstr "線性" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Upper Distance" +msgstr "Instance" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Lower Distance" +msgstr "Instance" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Restitution" +msgstr "描述:" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Motor" +msgstr "線性" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Linear Spring" +msgstr "線性" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Motor" +msgstr "新增動畫" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#, fuzzy +msgid "Angular Spring" +msgstr "新增動畫" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#, fuzzy +msgid "Params" +msgstr "當改變時更新" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#, fuzzy +msgid "Max Impulse" +msgstr "管理輸出範本" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Solver Priority" +msgstr "檔案" + +#: scene/3d/physics/joints/joint_3d.cpp +#, fuzzy +msgid "Exclude Nodes From Collision" +msgstr "不選" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Motion" +msgstr "線性" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Linear Ortho" +msgstr "線性" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Motion" +msgstr "新增動畫" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +#, fuzzy +msgid "Angular Ortho" +msgstr "最大的角度錯誤:" + +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Joint Constraints" msgstr "常數" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Enabled" msgstr "篩選檔案..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Upper" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Lower" msgstr "最大的角度錯誤:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Bias" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Softness" msgstr "新增動畫" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Relaxation" msgstr "新增動畫" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Upper" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Lower" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Softness" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Restitution" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Damping" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Restitution" msgstr "新增動畫" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Limit Damping" msgstr "新增動畫" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Limit Enabled" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Enabled" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Stiffness" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Spring Damping" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Equilibrium Point" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Restitution" msgstr "描述:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damping" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Restitution" msgstr "描述:" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damping" msgstr "新增動畫" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Spring Enabled" msgstr "篩選檔案..." -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp #, fuzzy msgid "Friction" msgstr "行為" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Linear Damp Mode" msgstr "線性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp #, fuzzy msgid "Angular Damp Mode" msgstr "新增動畫" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Axis Lock" +msgstr "中軸" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear X" +msgstr "線性" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Y" +msgstr "線性" + +#: scene/3d/physics/physics_body_3d.cpp +#, fuzzy +msgid "Linear Z" +msgstr "線性" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Engine Force" +msgstr "關閉場景" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Traction" +msgstr "翻譯:" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Use as Steering" +msgstr "訊號" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Wheel" +msgstr "上滾" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Friction Slip" +msgstr "行為" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "" + +#: scene/3d/physics/vehicle_body_3d.cpp +#, fuzzy +msgid "Max Force" +msgstr "錯誤!" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "" @@ -9739,7 +10076,8 @@ msgstr "" msgid "Interpolation" msgstr "模式" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "目標" @@ -9819,68 +10157,6 @@ msgstr "" msgid "Drag Coefficient" msgstr "" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Engine Force" -msgstr "關閉場景" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Traction" -msgstr "翻譯:" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Use as Steering" -msgstr "訊號" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Wheel" -msgstr "上滾" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Friction Slip" -msgstr "行為" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "" - -#: scene/3d/vehicle_body_3d.cpp -#, fuzzy -msgid "Max Force" -msgstr "錯誤!" - #: scene/3d/velocity_tracker_3d.cpp #, fuzzy msgid "Track Physics Step" @@ -9923,8 +10199,8 @@ msgstr "翻譯" msgid "Extra Cull Margin" msgstr "" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "" @@ -9960,17 +10236,36 @@ msgstr "插件" msgid "Use Two Bounces" msgstr "" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "新增動畫軌跡" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "更新" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "新增動畫軌跡" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "新增動畫軌跡" + #: scene/3d/xr_nodes.cpp #, fuzzy msgid "Tracker" msgstr "新增動畫軌跡" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "" @@ -10663,19 +10958,10 @@ msgstr "貼上參數" msgid "Reverse Fill" msgstr "重設縮放比例" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "設定" - #: scene/gui/graph_edit.cpp #, fuzzy msgid "Snapping Enabled" @@ -11463,7 +11749,7 @@ msgstr "" msgid "Fill Degrees" msgstr "設備" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp #, fuzzy msgid "Center Offset" msgstr "不選" @@ -11584,7 +11870,7 @@ msgstr "匯出" msgid "Ordering" msgstr "" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "" @@ -11597,11 +11883,6 @@ msgstr "" msgid "Y Sort Enabled" msgstr "啟用" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "" @@ -11619,10 +11900,6 @@ msgstr "" msgid "Shininess" msgstr "" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "" - #: scene/main/http_request.cpp #, fuzzy msgid "Download File" @@ -11727,7 +12004,7 @@ msgstr "插件" msgid "Multiplayer Poll" msgstr "" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "" @@ -11796,7 +12073,7 @@ msgid "Use TAA" msgstr "" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "" @@ -12159,6 +12436,556 @@ msgstr "物理幀 %" msgid "3D Navigation" msgstr "插件" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +#, fuzzy +msgid "Slide on Slope" +msgstr "選擇模式" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#, fuzzy +msgid "Execution Mode" +msgstr "移動模式" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Nodepath" +msgstr "目標" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#, fuzzy +msgid "Tip Nodepath" +msgstr "複製路徑" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Default Joint Settings" +msgstr "預設" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#, fuzzy +msgid "Use Gravity" +msgstr "預覽:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone Index" +msgstr "按鍵" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#, fuzzy +msgid "Bone 2D Node" +msgstr "儲存場景" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +#, fuzzy +msgid "Physical Bone Chain Length" +msgstr "更改動畫名稱:" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Minimum Distance" +msgstr "Instance" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Target Maximum Distance" +msgstr "Instance" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +#, fuzzy +msgid "Flip Bend Direction" +msgstr "描述:" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +#, fuzzy +msgid "Modification Count" +msgstr "新增訊號" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Side" +msgstr "線性" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Right Corner" +msgstr "右𨫡" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Side" +msgstr "按鍵" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Right Corner" +msgstr "移除選項" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Side" +msgstr "移除選項" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Corner" +msgstr "移除選項" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Bottom Left Corner" +msgstr "移除選項" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Side" +msgstr "左" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Left Corner" +msgstr "內容:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Left Side" +msgstr "開發者" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Side" +msgstr "設定" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Corner" +msgstr "下一個腳本" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Top Right Corner" +msgstr "右𨫡" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data" +msgstr "開啟 Project Manager?" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Proxies" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Source Level" +msgstr "來源:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Coords Level" +msgstr "無干擾模式" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Shape" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Layout" +msgstr "刪除佈局" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Offset Axis" +msgstr "編輯Node Curve" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Tile Size" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Occlusion Layers" +msgstr "插件" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Physics Layers" +msgstr "物理幀 %" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Sets" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Custom Data Layers" +msgstr "貼上" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scenes" +msgstr "切換scene tab" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Scene" +msgstr "切換scene tab" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Display Placeholder" +msgstr "匯出" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Polygons Count" +msgstr "插件" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "One Way Margin" +msgstr "縮放selection" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrains Peering Bit" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Texture Origin" +msgstr "文字" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Y Sort Origin" +msgstr "排序:" + +#: scene/resources/2d/tile_set.cpp +#, fuzzy +msgid "Terrain Set" +msgstr "TileSet..." + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#, fuzzy +msgid "Distance" +msgstr "Instance" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +#, fuzzy +msgid "Backface Collision" +msgstr "無干擾模式" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Height Falloff" +msgstr "線性" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "" + +#: scene/resources/3d/fog_material.cpp +#, fuzzy +msgid "Density Texture" +msgstr "文字" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Mesh Transform" +msgstr "檔案" + +#: scene/resources/3d/mesh_library.cpp +#, fuzzy +msgid "Navigation Mesh Transform" +msgstr "動畫變化過渡" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Cap Bottom" +msgstr "移除選項" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Ring Segments" +msgstr "測試" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Radial Steps" +msgstr "管理輸出範本" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Length" +msgstr "更改動畫名稱:" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Rings" +msgstr "只限選中" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Section Segments" +msgstr "選擇模式" + +#: scene/resources/3d/primitive_meshes.cpp +#, fuzzy +msgid "Curve Step" +msgstr "編輯Node Curve" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bind Count" +msgstr "新增訊號" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "" + +#: scene/resources/3d/skin.cpp +#, fuzzy +msgid "Bone" +msgstr "Node名稱" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Top Color" +msgstr "下一個腳本" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Horizon Color" +msgstr "行為" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Cover Modulate" +msgstr "選擇模式" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground" +msgstr "Groups" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Bottom Color" +msgstr "移除選項" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun" +msgstr "運行" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Mie" +msgstr "MiB" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Sun Disk Scale" +msgstr "全部取代" + +#: scene/resources/3d/sky_material.cpp +#, fuzzy +msgid "Ground Color" +msgstr "無效名稱" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +#, fuzzy +msgid "Plane" +msgstr "下一個" + #: scene/resources/animated_texture.cpp #, fuzzy msgid "Frames" @@ -12376,15 +13203,6 @@ msgstr "移動模式" msgid "Load Path" msgstr "載入錯誤" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "" - -#: scene/resources/concave_polygon_shape_3d.cpp -#, fuzzy -msgid "Backface Collision" -msgstr "無干擾模式" - #: scene/resources/curve.cpp #, fuzzy msgid "Bake Resolution" @@ -12418,19 +13236,10 @@ msgstr "編輯Node Curve" msgid "Background" msgstr "" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "" - #: scene/resources/environment.cpp #, fuzzy msgid "Custom FOV" @@ -12652,10 +13461,6 @@ msgstr "線性" msgid "Sun Scatter" msgstr "" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "" @@ -12730,20 +13535,6 @@ msgstr "翻譯:" msgid "Color Correction" msgstr "行為" -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Height Falloff" -msgstr "線性" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "" - -#: scene/resources/fog_material.cpp -#, fuzzy -msgid "Density Texture" -msgstr "文字" - #: scene/resources/font.cpp #, fuzzy msgid "Base Font" @@ -12821,18 +13612,6 @@ msgstr "匯出" msgid "To" msgstr "最頂" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "" - #: scene/resources/material.cpp #, fuzzy msgid "Next Pass" @@ -13083,11 +13862,6 @@ msgstr "貼上參數" msgid "Proximity Fade" msgstr "匯出" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -#, fuzzy -msgid "Distance" -msgstr "Instance" - #: scene/resources/material.cpp msgid "MSDF" msgstr "" @@ -13121,24 +13895,6 @@ msgstr "選擇模式" msgid "Shadow Mesh" msgstr "更改動畫長度" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Mesh Transform" -msgstr "檔案" - -#: scene/resources/mesh_library.cpp -#, fuzzy -msgid "Navigation Mesh Transform" -msgstr "動畫變化過渡" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "" - #: scene/resources/mesh_texture.cpp #, fuzzy msgid "Base Texture" @@ -13501,175 +14257,6 @@ msgstr "覆蓋" msgid "Keep Compressed Buffer" msgstr "" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Cap Bottom" -msgstr "移除選項" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Ring Segments" -msgstr "測試" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Radial Steps" -msgstr "管理輸出範本" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Length" -msgstr "更改動畫名稱:" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Rings" -msgstr "只限選中" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Section Segments" -msgstr "選擇模式" - -#: scene/resources/primitive_meshes.cpp -#, fuzzy -msgid "Curve Step" -msgstr "編輯Node Curve" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -#, fuzzy -msgid "Slide on Slope" -msgstr "選擇模式" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "" - -#: scene/resources/skeleton_modification_2d.cpp -#, fuzzy -msgid "Execution Mode" -msgstr "移動模式" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Nodepath" -msgstr "目標" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#, fuzzy -msgid "Tip Nodepath" -msgstr "複製路徑" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Default Joint Settings" -msgstr "預設" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#, fuzzy -msgid "Use Gravity" -msgstr "預覽:" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone Index" -msgstr "按鍵" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -#, fuzzy -msgid "Bone 2D Node" -msgstr "儲存場景" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -#, fuzzy -msgid "Physical Bone Chain Length" -msgstr "更改動畫名稱:" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Minimum Distance" -msgstr "Instance" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Target Maximum Distance" -msgstr "Instance" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -#, fuzzy -msgid "Flip Bend Direction" -msgstr "描述:" - -#: scene/resources/skeleton_modification_stack_2d.cpp -#, fuzzy -msgid "Modification Count" -msgstr "新增訊號" - #: scene/resources/skeleton_profile.cpp #, fuzzy msgid "Scale Base Bone" @@ -13685,20 +14272,6 @@ msgstr "設定" msgid "Bone Size" msgstr "下一個腳本" -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bind Count" -msgstr "新增訊號" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "" - -#: scene/resources/skin.cpp -#, fuzzy -msgid "Bone" -msgstr "Node名稱" - #: scene/resources/sky.cpp #, fuzzy msgid "Sky Material" @@ -13713,79 +14286,6 @@ msgstr "移動模式" msgid "Radiance Size" msgstr "" -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Top Color" -msgstr "下一個腳本" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Horizon Color" -msgstr "行為" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Cover Modulate" -msgstr "選擇模式" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground" -msgstr "Groups" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Bottom Color" -msgstr "移除選項" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun" -msgstr "運行" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Mie" -msgstr "MiB" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Sun Disk Scale" -msgstr "全部取代" - -#: scene/resources/sky_material.cpp -#, fuzzy -msgid "Ground Color" -msgstr "無效名稱" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "" - #: scene/resources/style_box.cpp #, fuzzy msgid "Content Margins" @@ -13886,220 +14386,6 @@ msgstr "預設" msgid "Default Font Size" msgstr "預設" -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Side" -msgstr "線性" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Right Corner" -msgstr "右𨫡" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Side" -msgstr "按鍵" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Right Corner" -msgstr "移除選項" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Side" -msgstr "移除選項" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Corner" -msgstr "移除選項" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Bottom Left Corner" -msgstr "移除選項" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Side" -msgstr "左" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Left Corner" -msgstr "內容:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Left Side" -msgstr "開發者" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Side" -msgstr "設定" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Corner" -msgstr "下一個腳本" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Top Right Corner" -msgstr "右𨫡" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data" -msgstr "開啟 Project Manager?" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Proxies" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Source Level" -msgstr "來源:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Coords Level" -msgstr "無干擾模式" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Shape" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Layout" -msgstr "刪除佈局" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Offset Axis" -msgstr "編輯Node Curve" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Tile Size" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Occlusion Layers" -msgstr "插件" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Physics Layers" -msgstr "物理幀 %" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Sets" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Custom Data Layers" -msgstr "貼上" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scenes" -msgstr "切換scene tab" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Scene" -msgstr "切換scene tab" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Display Placeholder" -msgstr "匯出" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Polygons Count" -msgstr "插件" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "One Way Margin" -msgstr "縮放selection" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrains Peering Bit" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Texture Origin" -msgstr "文字" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Y Sort Origin" -msgstr "排序:" - -#: scene/resources/tile_set.cpp -#, fuzzy -msgid "Terrain Set" -msgstr "TileSet..." - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "檔案" @@ -14225,15 +14511,6 @@ msgstr "當改變時更新" msgid "Degrees Mode" msgstr "延遲" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "" - -#: scene/resources/world_boundary_shape_3d.cpp -#, fuzzy -msgid "Plane" -msgstr "下一個" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "" @@ -14710,6 +14987,11 @@ msgstr "(不)顯示隱藏的文件" msgid "Folder" msgstr "資料夾:" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "新增資料夾" + #: scene/theme/default_theme.cpp #, fuzzy msgid "Folder Icon Color" @@ -16641,11 +16923,26 @@ msgstr "編輯器佈局" msgid "Treat Warnings as Errors" msgstr "" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +#, fuzzy +msgid "Has Tracking Data" +msgstr "新增動畫軌跡" + +#: servers/xr/xr_body_tracker.cpp +msgid "Body Flags" +msgstr "" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "選擇模式" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "新增動畫軌跡" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "" @@ -16663,11 +16960,6 @@ msgstr "" msgid "Is Anchor Detection Enabled" msgstr "" -#: servers/xr/xr_pose.cpp -#, fuzzy -msgid "Has Tracking Data" -msgstr "新增動畫軌跡" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "" diff --git a/properties/zh_TW.po b/properties/zh_TW.po index 6f62b81..e286726 100644 --- a/properties/zh_TW.po +++ b/properties/zh_TW.po @@ -78,9 +78,9 @@ msgstr "設置" #: core/config/project_settings.cpp core/io/resource.cpp #: editor/animation_track_editor.cpp #: editor/plugins/tiles/tile_set_atlas_source_editor.cpp -#: platform/android/export/export_plugin.cpp scene/2d/area_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/skeleton_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/skin.cpp +#: platform/android/export/export_plugin.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/skeleton_3d.cpp +#: scene/resources/3d/mesh_library.cpp scene/resources/3d/skin.cpp #: servers/xr/xr_pose.cpp servers/xr/xr_positional_tracker.cpp msgid "Name" msgstr "Name" @@ -171,9 +171,9 @@ msgstr "視窗" #: scene/3d/light_3d.cpp scene/3d/occluder_instance_3d.cpp #: scene/3d/reflection_probe.cpp scene/3d/voxel_gi.cpp scene/gui/code_edit.cpp #: scene/gui/control.cpp scene/gui/graph_edit.cpp scene/main/viewport.cpp -#: scene/main/window.cpp scene/resources/box_shape_3d.cpp +#: scene/main/window.cpp scene/resources/2d/rectangle_shape_2d.cpp +#: scene/resources/3d/box_shape_3d.cpp scene/resources/3d/primitive_meshes.cpp #: scene/resources/label_settings.cpp scene/resources/placeholder_textures.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/rectangle_shape_2d.cpp #: scene/resources/style_box_flat.cpp scene/resources/visual_shader.cpp #: servers/rendering_server.cpp msgid "Size" @@ -353,7 +353,7 @@ msgstr "嵌入式子視窗" #: core/config/project_settings.cpp #: editor/import/3d/resource_importer_scene.cpp main/main.cpp #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/resources/2d/tile_set.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Physics" msgstr "物理" @@ -430,7 +430,8 @@ msgid "Max Functions" msgstr "最大函式數" #: core/config/project_settings.cpp -#: editor/import/3d/resource_importer_scene.cpp scene/3d/vehicle_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/3d/physics/vehicle_body_3d.cpp msgid "Compression" msgstr "壓縮" @@ -474,7 +475,7 @@ msgstr "訊息" #: editor/import/dynamic_font_import_settings.cpp #: editor/import/resource_importer_dynamic_font.cpp main/main.cpp #: modules/lightmapper_rd/register_types.cpp scene/main/scene_tree.cpp -#: scene/main/viewport.cpp scene/resources/tile_set.cpp +#: scene/main/viewport.cpp scene/resources/2d/tile_set.cpp #: servers/rendering/renderer_scene_cull.cpp servers/rendering_server.cpp msgid "Rendering" msgstr "算繪" @@ -816,8 +817,9 @@ msgstr "相對" msgid "Screen Relative" msgstr "相對" -#: core/input/input_event.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: core/input/input_event.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/particle_process_material.cpp msgid "Velocity" msgstr "速度" @@ -849,8 +851,8 @@ msgid "Action" msgstr "動作" #: core/input/input_event.cpp scene/3d/gpu_particles_collision_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp msgid "Strength" msgstr "強度" @@ -959,11 +961,11 @@ msgstr "區域" #: scene/2d/animated_sprite_2d.cpp scene/2d/camera_2d.cpp scene/2d/light_2d.cpp #: scene/2d/parallax_background.cpp scene/2d/parallax_layer.cpp #: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp scene/3d/label_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/soft_body_3d.cpp #: scene/3d/sprite_3d.cpp scene/3d/visual_instance_3d.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_layer.cpp -#: scene/resources/font.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/font.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp #: scene/resources/style_box_flat.cpp msgid "Offset" msgstr "偏移量" @@ -1100,7 +1102,8 @@ msgstr "重複母音" msgid "Fake BiDi" msgstr "模擬雙向文本 (BiDi)" -#: core/string/translation.cpp scene/2d/area_2d.cpp scene/3d/area_3d.cpp +#: core/string/translation.cpp scene/2d/parallax_2d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp msgid "Override" msgstr "覆蓋" @@ -1125,7 +1128,7 @@ msgstr "跳過佔位字元" #: editor/import/3d/resource_importer_scene.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/node_2d.cpp #: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp -#: scene/3d/node_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/node_3d.cpp scene/3d/physics/physical_bone_3d.cpp #: scene/3d/remote_transform_3d.cpp scene/3d/skeleton_3d.cpp #: scene/gui/control.cpp scene/main/canvas_layer.cpp #: scene/resources/environment.cpp @@ -1146,7 +1149,7 @@ msgstr "參數" #: editor/animation_track_editor.cpp editor/editor_settings.cpp #: modules/gltf/structures/gltf_accessor.cpp modules/noise/fastnoise_lite.cpp -#: scene/3d/physics_body_3d.cpp scene/gui/text_edit.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/gui/text_edit.cpp #: scene/resources/visual_shader_nodes.cpp servers/xr/xr_positional_tracker.cpp msgid "Type" msgstr "型別" @@ -1200,7 +1203,7 @@ msgid "Sync Breakpoints" msgstr "同步中斷點" #: editor/debugger/editor_file_server.cpp editor/editor_settings.cpp -#: modules/gltf/register_types.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp msgid "FileSystem" msgstr "檔案系統" @@ -1493,6 +1496,11 @@ msgstr "預設顏色挑選器形狀" msgid "Theme" msgstr "主題" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Follow System Theme" +msgstr "強制系統使用者" + #: editor/editor_settings.cpp msgid "Preset" msgstr "預設" @@ -1514,6 +1522,11 @@ msgstr "基礎顏色" msgid "Accent Color" msgstr "強調顏色" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Use System Accent Color" +msgstr "強調顏色" + #: editor/editor_settings.cpp scene/resources/environment.cpp msgid "Contrast" msgstr "對比度" @@ -1603,8 +1616,8 @@ msgstr "多視窗" #: editor/editor_settings.cpp #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: modules/gdscript/gdscript.cpp platform/android/export/export_plugin.cpp -#: platform/windows/export/export_plugin.cpp scene/3d/joint_3d.cpp -#: servers/rendering_server.cpp +#: platform/windows/export/export_plugin.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp servers/rendering_server.cpp msgid "Enable" msgstr "啟用" @@ -1686,7 +1699,8 @@ msgid "Thumbnail Size" msgstr "縮圖大小" #: editor/editor_settings.cpp editor/import/3d/resource_importer_scene.cpp -#: editor/register_editor_types.cpp modules/gltf/register_types.cpp +#: editor/register_editor_types.cpp modules/fbx/register_types.cpp +#: modules/gltf/register_types.cpp msgid "Import" msgstr "匯入" @@ -1707,9 +1721,10 @@ msgstr "RPC 埠" msgid "RPC Server Uptime" msgstr "RPC 伺服器上線時間" -#: editor/editor_settings.cpp modules/gltf/register_types.cpp -msgid "FBX" -msgstr "FBX" +#: editor/editor_settings.cpp modules/fbx/register_types.cpp +#, fuzzy +msgid "FBX2glTF" +msgstr "FBX2glTF 路徑" #: editor/editor_settings.cpp msgid "FBX2glTF Path" @@ -1857,9 +1872,9 @@ msgstr "程式碼折疊" msgid "Word Wrap" msgstr "自動換行" -#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: editor/editor_settings.cpp scene/3d/label_3d.cpp scene/gui/button.cpp +#: scene/gui/label.cpp scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Autowrap Mode" msgstr "自動換行模式" @@ -1876,7 +1891,7 @@ msgid "Draw Spaces" msgstr "繪製空格" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Line Spacing" msgstr "行間距" @@ -1886,7 +1901,7 @@ msgid "Behavior" msgstr "行為" #: editor/editor_settings.cpp editor/plugins/node_3d_editor_plugin.cpp -#: modules/gridmap/grid_map.cpp scene/resources/tile_set.cpp +#: modules/gridmap/grid_map.cpp scene/resources/2d/tile_set.cpp #: servers/navigation_server_3d.cpp msgid "Navigation" msgstr "導覽" @@ -2108,16 +2123,16 @@ msgstr "小工具顏色" msgid "Instantiated" msgstr "已實體化" -#: editor/editor_settings.cpp scene/3d/physics_body_3d.cpp +#: editor/editor_settings.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Joint" msgstr "交點" -#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp -#: scene/2d/cpu_particles_2d.cpp scene/2d/shape_cast_2d.cpp -#: scene/2d/touch_screen_button.cpp scene/3d/collision_shape_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/fog_volume.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/primitive_meshes.cpp servers/physics_server_2d.cpp +#: editor/editor_settings.cpp scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/touch_screen_button.cpp scene/3d/cpu_particles_3d.cpp +#: scene/3d/fog_volume.cpp scene/3d/physics/collision_shape_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Shape" msgstr "形狀" @@ -2346,6 +2361,11 @@ msgstr "點抓取半徑" msgid "Show Previous Outline" msgstr "顯示舊有輪廓" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Auto Bake Delay" +msgstr "自動播放" + #: editor/editor_settings.cpp msgid "Autorename Animation Tracks" msgstr "自動重新命名動畫軌道" @@ -2386,6 +2406,11 @@ msgstr "迷你地圖不透明度" msgid "Lines Curvature" msgstr "線條曲率" +#: editor/editor_settings.cpp scene/gui/graph_edit.cpp +#, fuzzy +msgid "Grid Pattern" +msgstr "網格XZ平面" + #: editor/editor_settings.cpp msgid "Visual Shader" msgstr "視覺著色器" @@ -2429,7 +2454,7 @@ msgid "Output" msgstr "輸出" #: editor/editor_settings.cpp scene/3d/label_3d.cpp -#: scene/resources/primitive_meshes.cpp scene/theme/default_theme.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/theme/default_theme.cpp #: scene/theme/theme_db.cpp msgid "Font Size" msgstr "字體大小" @@ -2690,6 +2715,96 @@ msgstr "搜尋結果顏色" msgid "Search Result Border Color" msgstr "搜尋結果邊界顏色" +#: editor/editor_settings.cpp +#, fuzzy +msgid "Connection Colors" +msgstr "邊界連接顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Scalar Color" +msgstr "標記顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector2 Color" +msgstr "頂點顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 3 Color" +msgstr "頂點顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector 4 Color" +msgstr "頂點顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Boolean Color" +msgstr "書籤顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Transform Color" +msgstr "變換格式" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Sampler Color" +msgstr "形狀顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Category Colors" +msgstr "游標顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Output Color" +msgstr "輸出" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Color Color" +msgstr "游標顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Conditional Color" +msgstr "危急顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Input Color" +msgstr "字體顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Textures Color" +msgstr "文字顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Utility Color" +msgstr "危急顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Vector Color" +msgstr "頂點顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Special Color" +msgstr "形狀顏色" + +#: editor/editor_settings.cpp +#, fuzzy +msgid "Particle Color" +msgstr "粒子碰撞" + #: editor/export/editor_export_platform_pc.cpp #: platform/android/export/export_plugin.cpp #: platform/ios/export/export_plugin.cpp @@ -2828,13 +2943,17 @@ msgstr "正規化位置軌道" msgid "Overwrite Axis" msgstr "覆蓋軸" +#: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp +msgid "Reset All Bone Poses After Import" +msgstr "" + #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp msgid "Fix Silhouette" msgstr "修復剪影" #: editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp #: scene/2d/light_2d.cpp scene/gui/control.cpp scene/main/canvas_item.cpp -#: scene/resources/material.cpp scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Filter" msgstr "篩選" @@ -2910,20 +3029,22 @@ msgstr "實體型別" msgid "Shape Type" msgstr "形狀型別" -#: editor/import/3d/resource_importer_scene.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/3d/resource_importer_scene.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/2d/physics/static_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp scene/3d/physics/static_body_3d.cpp msgid "Physics Material Override" msgstr "物理材質覆蓋" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/canvas_layer.cpp +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/canvas_layer.cpp msgid "Layer" msgstr "圖層" #: editor/import/3d/resource_importer_scene.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/occluder_instance_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/occluder_instance_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp #: scene/resources/material.cpp msgid "Mask" msgstr "遮罩" @@ -3033,10 +3154,12 @@ msgstr "像素" #: modules/gltf/structures/gltf_node.cpp modules/noise/noise_texture_2d.cpp #: modules/noise/noise_texture_3d.cpp scene/2d/light_2d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_obstacle_3d.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/cylinder_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/environment.cpp #: scene/resources/gradient_texture.cpp scene/resources/material.cpp -#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/navigation_mesh.cpp msgid "Height" msgstr "光照" @@ -3045,12 +3168,14 @@ msgstr "光照" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_obstacle_2d.cpp #: scene/3d/gpu_particles_collision_3d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_obstacle_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/3d/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp -#: scene/resources/capsule_shape_2d.cpp scene/resources/capsule_shape_3d.cpp -#: scene/resources/circle_shape_2d.cpp scene/resources/cylinder_shape_3d.cpp -#: scene/resources/environment.cpp scene/resources/navigation_mesh.cpp -#: scene/resources/navigation_polygon.cpp scene/resources/primitive_meshes.cpp -#: scene/resources/sphere_shape_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp scene/animation/root_motion_view.cpp +#: scene/resources/2d/capsule_shape_2d.cpp +#: scene/resources/2d/circle_shape_2d.cpp +#: scene/resources/3d/capsule_shape_3d.cpp +#: scene/resources/3d/cylinder_shape_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp +#: scene/resources/3d/sphere_shape_3d.cpp scene/resources/environment.cpp +#: scene/resources/navigation_mesh.cpp scene/resources/navigation_polygon.cpp msgid "Radius" msgstr "半徑" @@ -3070,26 +3195,29 @@ msgid "Save to File" msgstr "儲存為檔案" #: editor/import/3d/resource_importer_scene.cpp main/main.cpp -#: modules/gltf/register_types.cpp modules/noise/fastnoise_lite.cpp -#: platform/linuxbsd/export/export_plugin.cpp +#: modules/fbx/register_types.cpp modules/gltf/register_types.cpp +#: modules/noise/fastnoise_lite.cpp platform/linuxbsd/export/export_plugin.cpp #: platform/macos/export/export_plugin.cpp #: platform/web/export/export_plugin.cpp #: platform/windows/export/export_plugin.cpp scene/2d/camera_2d.cpp -#: scene/2d/gpu_particles_2d.cpp scene/2d/joint_2d.cpp scene/2d/light_2d.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/light_2d.cpp #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp -#: scene/2d/navigation_region_2d.cpp scene/2d/polygon_2d.cpp -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/2d/sprite_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp +#: scene/2d/navigation_region_2d.cpp scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/2d/polygon_2d.cpp scene/2d/sprite_2d.cpp +#: scene/3d/audio_stream_player_3d.cpp scene/3d/decal.cpp +#: scene/3d/gpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/navigation_agent_3d.cpp scene/3d/navigation_link_3d.cpp -#: scene/3d/navigation_region_3d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp -#: scene/gui/code_edit.cpp scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/3d/navigation_region_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: scene/3d/skeleton_3d.cpp scene/3d/sprite_3d.cpp scene/gui/code_edit.cpp +#: scene/gui/graph_edit.cpp scene/main/canvas_layer.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp #: scene/resources/camera_attributes.cpp scene/resources/compositor.cpp #: scene/resources/curve.cpp scene/resources/environment.cpp #: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d.cpp -#: scene/resources/skeleton_modification_stack_2d.cpp #: servers/rendering_server.cpp msgid "Enabled" msgstr "已啟用" @@ -3140,8 +3268,8 @@ msgstr "切片" #: editor/import/3d/resource_importer_scene.cpp #: editor/import/resource_importer_layered_texture.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/3d/area_3d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/resources/camera_attributes.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/area_3d.cpp scene/resources/camera_attributes.cpp #: scene/resources/environment.cpp scene/resources/material.cpp #: servers/rendering_server.cpp msgid "Amount" @@ -3195,6 +3323,10 @@ msgstr "套用根縮放" msgid "Root Scale" msgstr "根縮放" +#: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp +msgid "Import as Skeleton Bones" +msgstr "" + #: editor/import/3d/resource_importer_scene.cpp modules/gltf/gltf_state.cpp msgid "Meshes" msgstr "網格" @@ -3339,7 +3471,7 @@ msgstr "壓縮" #: scene/gui/button.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp #: servers/rendering/rendering_device_binds.h msgid "Language" msgstr "語言" @@ -3450,7 +3582,7 @@ msgstr "Mipmap" #: editor/import/resource_importer_layered_texture.cpp #: editor/import/resource_importer_texture.cpp scene/2d/camera_2d.cpp -#: servers/rendering_server.cpp +#: scene/2d/parallax_2d.cpp servers/rendering_server.cpp msgid "Limit" msgstr "極限" @@ -3556,8 +3688,8 @@ msgstr "裁剪至區域" msgid "Trim Alpha Border From Region" msgstr "從區域修剪 Alpha 邊框" -#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp -#: scene/3d/physics_body_3d.cpp +#: editor/import/resource_importer_wav.cpp scene/2d/physics/rigid_body_2d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Force" msgstr "強制" @@ -4049,7 +4181,7 @@ msgid "Handheld" msgstr "掌上型" #: main/main.cpp platform/web/export/export_plugin.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Orientation" msgstr "朝向" @@ -4176,7 +4308,7 @@ msgstr "數位板" #: main/main.cpp scene/3d/camera_3d.cpp scene/3d/lightmap_gi.cpp #: scene/3d/world_environment.cpp scene/main/scene_tree.cpp -#: scene/resources/world_3d.cpp servers/rendering_server.cpp +#: scene/resources/3d/world_3d.cpp servers/rendering_server.cpp msgid "Environment" msgstr "環境" @@ -4295,11 +4427,11 @@ msgid "Calculate Tangents" msgstr "計算切線" #: modules/csg/csg_shape.cpp modules/gridmap/grid_map.cpp -#: scene/2d/collision_object_2d.cpp scene/2d/gpu_particles_2d.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/gpu_particles_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/soft_body_3d.cpp scene/main/scene_tree.cpp -#: scene/resources/particle_process_material.cpp +#: scene/2d/gpu_particles_2d.cpp scene/2d/physics/character_body_2d.cpp +#: scene/2d/physics/collision_object_2d.cpp scene/3d/gpu_particles_3d.cpp +#: scene/3d/physics/character_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +#: scene/main/scene_tree.cpp scene/resources/particle_process_material.cpp msgid "Collision" msgstr "碰撞" @@ -4311,9 +4443,9 @@ msgstr "使用碰撞" msgid "Collision Layer" msgstr "碰撞圖層" -#: modules/csg/csg_shape.cpp scene/2d/ray_cast_2d.cpp -#: scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp +#: modules/csg/csg_shape.cpp scene/2d/physics/ray_cast_2d.cpp +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp #: scene/resources/navigation_mesh.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp msgid "Collision Mask" @@ -4323,30 +4455,30 @@ msgstr "碰撞遮罩" msgid "Collision Priority" msgstr "碰撞優先順序" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Flip Faces" msgstr "翻轉表面" #: modules/csg/csg_shape.cpp modules/gltf/structures/gltf_mesh.cpp #: modules/gltf/structures/gltf_node.cpp scene/2d/mesh_instance_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/mesh_instance_3d.cpp scene/resources/mesh_library.cpp -#: scene/resources/mesh_texture.cpp scene/resources/multimesh.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/mesh_instance_3d.cpp scene/resources/3d/mesh_library.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/mesh_texture.cpp +#: scene/resources/multimesh.cpp #: scene/resources/visual_shader_particle_nodes.cpp msgid "Mesh" msgstr "網格" #: modules/csg/csg_shape.cpp scene/3d/fog_volume.cpp scene/main/canvas_item.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/primitive_meshes.cpp msgid "Material" msgstr "材質" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Radial Segments" msgstr "徑向段數" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Rings" msgstr "環數" @@ -4362,11 +4494,11 @@ msgstr "邊數" msgid "Cone" msgstr "圓錐體" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Inner Radius" msgstr "內半徑" -#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp +#: modules/csg/csg_shape.cpp scene/resources/3d/primitive_meshes.cpp msgid "Outer Radius" msgstr "外半徑" @@ -4374,16 +4506,16 @@ msgstr "外半徑" msgid "Ring Sides" msgstr "環邊數" -#: modules/csg/csg_shape.cpp scene/2d/collision_polygon_2d.cpp -#: scene/2d/light_occluder_2d.cpp scene/2d/polygon_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/occluder_instance_3d.cpp -#: scene/resources/tile_set.cpp +#: modules/csg/csg_shape.cpp scene/2d/light_occluder_2d.cpp +#: scene/2d/physics/collision_polygon_2d.cpp scene/2d/polygon_2d.cpp +#: scene/3d/occluder_instance_3d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/2d/tile_set.cpp msgid "Polygon" msgstr "多邊形" #: modules/csg/csg_shape.cpp modules/noise/noise_texture_3d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/resources/material.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/material.cpp #: servers/audio/effects/audio_effect_phaser.cpp msgid "Depth" msgstr "深度" @@ -4436,6 +4568,24 @@ msgstr "路徑接合" msgid "CSG" msgstr "CSG" +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +msgid "FBX" +msgstr "FBX" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#, fuzzy +msgid "Importer" +msgstr "匯入" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp modules/fbx/fbx_state.cpp +msgid "Allow Geometry Helper Nodes" +msgstr "" + +#: modules/fbx/editor/editor_scene_importer_ufbx.cpp +#: modules/gltf/editor/editor_scene_importer_gltf.cpp +msgid "Embedded Image Handling" +msgstr "嵌入影像處理" + #: modules/gdscript/editor/gdscript_highlighter.cpp #: modules/gdscript/gdscript.cpp msgid "GDScript" @@ -4532,20 +4682,17 @@ msgstr "glTF" msgid "Naming Version" msgstr "次版號" -#: modules/gltf/editor/editor_scene_importer_gltf.cpp -msgid "Embedded Image Handling" -msgstr "嵌入影像處理" - #: modules/gltf/extensions/gltf_light.cpp scene/2d/canvas_modulate.cpp #: scene/2d/cpu_particles_2d.cpp scene/2d/light_2d.cpp scene/2d/polygon_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/light_3d.cpp #: scene/3d/reflection_probe.cpp scene/animation/root_motion_view.cpp #: scene/gui/color_picker.cpp scene/gui/color_rect.cpp #: scene/gui/rich_text_effect.cpp scene/main/canvas_item.cpp -#: scene/resources/environment.cpp scene/resources/label_settings.cpp -#: scene/resources/material.cpp scene/resources/particle_process_material.cpp -#: scene/resources/sky_material.cpp scene/resources/style_box_flat.cpp -#: scene/resources/style_box_line.cpp scene/resources/style_box_texture.cpp +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/label_settings.cpp scene/resources/material.cpp +#: scene/resources/particle_process_material.cpp +#: scene/resources/style_box_flat.cpp scene/resources/style_box_line.cpp +#: scene/resources/style_box_texture.cpp msgid "Color" msgstr "顏色" @@ -4592,13 +4739,14 @@ msgid "Spec Gloss Img" msgstr "規格光澤圖像" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp msgid "Mass" msgstr "質量" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/tile_set.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp #: servers/xr/xr_pose.cpp msgid "Linear Velocity" @@ -4606,14 +4754,14 @@ msgstr "線性速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/tile_set.cpp servers/physics_server_2d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/particle_process_material.cpp servers/physics_server_2d.cpp #: servers/physics_server_3d.cpp servers/xr/xr_pose.cpp msgid "Angular Velocity" msgstr "角速度" #: modules/gltf/extensions/physics/gltf_physics_body.cpp -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Center of Mass" msgstr "質心" @@ -4799,6 +4947,12 @@ msgstr "稀疏值緩衝區視圖" msgid "Sparse Values Byte Offset" msgstr "稀疏值位元組偏移" +#: modules/gltf/structures/gltf_animation.cpp +#: modules/gltf/structures/gltf_mesh.cpp modules/gltf/structures/gltf_node.cpp +#, fuzzy +msgid "Original Name" +msgstr "外掛名稱" + #: modules/gltf/structures/gltf_animation.cpp #: modules/minimp3/audio_stream_mp3.cpp #: modules/minimp3/resource_importer_mp3.cpp @@ -4969,8 +5123,8 @@ msgid "Center Z" msgstr "Z 軸居中" #: modules/gridmap/grid_map.cpp modules/openxr/action_map/openxr_action_set.cpp -#: scene/2d/area_2d.cpp scene/2d/collision_object_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/collision_object_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/area_3d.cpp scene/3d/physics/collision_object_3d.cpp #: scene/animation/animation_node_state_machine.cpp scene/main/node.cpp msgid "Priority" msgstr "優先順序" @@ -5239,8 +5393,8 @@ msgstr "分形增益" #: modules/noise/noise_texture_2d.cpp modules/noise/noise_texture_3d.cpp #: scene/2d/line_2d.cpp scene/3d/label_3d.cpp scene/gui/text_edit.cpp -#: scene/resources/curve_texture.cpp scene/resources/gradient_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_line.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/curve_texture.cpp +#: scene/resources/gradient_texture.cpp scene/resources/text_line.cpp #: scene/resources/text_paragraph.cpp msgid "Width" msgstr "寬度" @@ -5315,7 +5469,8 @@ msgstr "顯示更新率" msgid "Render Target Size Multiplier" msgstr "算繪目標大小倍數" -#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_positional_tracker.cpp +#: modules/openxr/scene/openxr_hand.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_positional_tracker.cpp msgid "Hand" msgstr "掌上" @@ -5332,7 +5487,8 @@ msgstr "手骨架" msgid "Skeleton Rig" msgstr "骨架" -#: modules/openxr/scene/openxr_hand.cpp +#: modules/openxr/scene/openxr_hand.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_hand_modifier_3d.cpp #, fuzzy msgid "Bone Update" msgstr "更新" @@ -5446,6 +5602,11 @@ msgstr "被請求的參照空間型別" msgid "Reference Space Type" msgstr "參照空間型別" +#: modules/webxr/webxr_interface.cpp +#, fuzzy +msgid "Enabled Features" +msgstr "可選特性" + #: modules/webxr/webxr_interface.cpp msgid "Visibility State" msgstr "切換可見/隱藏" @@ -6415,64 +6576,16 @@ msgstr "置中" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip H" msgstr "水準翻轉" #: scene/2d/animated_sprite_2d.cpp scene/2d/sprite_2d.cpp #: scene/3d/sprite_3d.cpp scene/gui/texture_button.cpp -#: scene/gui/texture_rect.cpp scene/resources/tile_set.cpp +#: scene/gui/texture_rect.cpp scene/resources/2d/tile_set.cpp msgid "Flip V" msgstr "垂直翻轉" -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitoring" -msgstr "監視" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Monitorable" -msgstr "可被監視" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Gravity" -msgstr "重力" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Space Override" -msgstr "空間覆蓋" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point" -msgstr "點" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Unit Distance" -msgstr "點單位距離" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Point Center" -msgstr "點中心" - -#: scene/2d/area_2d.cpp scene/2d/cpu_particles_2d.cpp scene/3d/area_3d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/particle_process_material.cpp -#: scene/resources/text_line.cpp scene/resources/text_paragraph.cpp -msgid "Direction" -msgstr "方向" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Linear Damp" -msgstr "線性阻尼" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Angular Damp" -msgstr "角度阻尼" - -#: scene/2d/area_2d.cpp scene/3d/area_3d.cpp -msgid "Audio Bus" -msgstr "音訊匯流排" - #: scene/2d/audio_listener_2d.cpp scene/3d/audio_listener_3d.cpp #: scene/3d/camera_3d.cpp scene/3d/xr_nodes.cpp msgid "Current" @@ -6653,43 +6766,6 @@ msgstr "清除邊距" msgid "Use Mipmaps" msgstr "使用 Mipmap" -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/3d/soft_body_3d.cpp -msgid "Disable Mode" -msgstr "停用模式" - -#: scene/2d/collision_object_2d.cpp scene/3d/collision_object_3d.cpp -#: scene/gui/control.cpp -msgid "Input" -msgstr "輸入" - -#: scene/2d/collision_object_2d.cpp -msgid "Pickable" -msgstr "可拾取" - -#: scene/2d/collision_polygon_2d.cpp -msgid "Build Mode" -msgstr "建構模式" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -#: scene/3d/collision_polygon_3d.cpp scene/3d/collision_shape_3d.cpp -#: scene/gui/base_button.cpp scene/gui/texture_button.cpp -#: scene/theme/default_theme.cpp -msgid "Disabled" -msgstr "已停用的專案" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision" -msgstr "單向碰撞" - -#: scene/2d/collision_polygon_2d.cpp scene/2d/collision_shape_2d.cpp -msgid "One Way Collision Margin" -msgstr "單向碰撞邊距" - -#: scene/2d/collision_shape_2d.cpp -msgid "Debug Color" -msgstr "除錯顏色" - #: scene/2d/cpu_particles_2d.cpp scene/2d/gpu_particles_2d.cpp #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Emitting" @@ -6771,9 +6847,9 @@ msgid "Rect Extents" msgstr "矩形大小" #: scene/2d/cpu_particles_2d.cpp scene/2d/line_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/resources/convex_polygon_shape_2d.cpp -#: scene/resources/convex_polygon_shape_3d.cpp scene/resources/curve.cpp -#: scene/resources/tile_set.cpp +#: scene/3d/cpu_particles_3d.cpp scene/resources/2d/convex_polygon_shape_2d.cpp +#: scene/resources/2d/tile_set.cpp +#: scene/resources/3d/convex_polygon_shape_3d.cpp scene/resources/curve.cpp msgid "Points" msgstr "點" @@ -6796,12 +6872,26 @@ msgstr "粒子旗標" msgid "Align Y" msgstr "對齊 Y" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/particle_process_material.cpp scene/resources/text_line.cpp +#: scene/resources/text_paragraph.cpp +msgid "Direction" +msgstr "方向" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp #: scene/resources/particle_process_material.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Spread" msgstr "發散" +#: scene/2d/cpu_particles_2d.cpp scene/2d/physics/area_2d.cpp +#: scene/3d/cpu_particles_3d.cpp scene/3d/physics/area_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/particle_process_material.cpp +msgid "Gravity" +msgstr "重力" + #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp msgid "Initial Velocity" msgstr "初速度" @@ -6852,11 +6942,15 @@ msgstr "徑向加速度" msgid "Tangential Accel" msgstr "切向加速度" -#: scene/2d/cpu_particles_2d.cpp scene/2d/joint_2d.cpp -#: scene/3d/cpu_particles_3d.cpp scene/3d/joint_3d.cpp -#: scene/3d/physics_body_3d.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/cpu_particles_2d.cpp +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/cpu_particles_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp #: scene/resources/particle_process_material.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp #: servers/audio/effects/audio_effect_reverb.cpp msgid "Damping" msgstr "阻尼" @@ -6884,7 +6978,7 @@ msgid "Angle Min" msgstr "最小角度" #: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles_3d.cpp -#: scene/resources/sky_material.cpp +#: scene/resources/3d/sky_material.cpp msgid "Angle Max" msgstr "最大角度" @@ -7001,7 +7095,7 @@ msgstr "可見矩形" msgid "Trails" msgstr "尾跡" -#: scene/2d/gpu_particles_2d.cpp scene/resources/primitive_meshes.cpp +#: scene/2d/gpu_particles_2d.cpp scene/resources/3d/primitive_meshes.cpp msgid "Sections" msgstr "節" @@ -7009,67 +7103,6 @@ msgstr "節" msgid "Section Subdivisions" msgstr "節細分" -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node A" -msgstr "節點 A" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Node B" -msgstr "節點 B" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/light_3d.cpp -#: scene/3d/lightmap_gi.cpp scene/3d/physics_body_3d.cpp scene/3d/voxel_gi.cpp -msgid "Bias" -msgstr "偏置" - -#: scene/2d/joint_2d.cpp -msgid "Disable Collision" -msgstr "停用碰撞" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Softness" -msgstr "柔軟度" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Angular Limit" -msgstr "角度極限" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Lower" -msgstr "下端" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Upper" -msgstr "上端" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Motor" -msgstr "馬達" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp -msgid "Target Velocity" -msgstr "目標速度" - -#: scene/2d/joint_2d.cpp scene/2d/skeleton_2d.cpp scene/3d/decal.cpp -#: scene/3d/light_3d.cpp scene/resources/animation.cpp -#: scene/resources/environment.cpp scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Length" -msgstr "長度" - -#: scene/2d/joint_2d.cpp -msgid "Initial Offset" -msgstr "初始偏移" - -#: scene/2d/joint_2d.cpp scene/3d/vehicle_body_3d.cpp -msgid "Rest Length" -msgstr "放鬆長度" - -#: scene/2d/joint_2d.cpp scene/3d/joint_3d.cpp scene/3d/vehicle_body_3d.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Stiffness" -msgstr "硬度" - #: scene/2d/light_2d.cpp scene/3d/light_3d.cpp scene/gui/reference_rect.cpp msgid "Editor Only" msgstr "僅編輯器" @@ -7214,7 +7247,7 @@ msgstr "路徑最大距離" #: scene/2d/navigation_agent_2d.cpp scene/2d/navigation_link_2d.cpp #: scene/2d/navigation_region_2d.cpp scene/3d/navigation_agent_3d.cpp #: scene/3d/navigation_link_3d.cpp scene/3d/navigation_region_3d.cpp -#: scene/resources/mesh_library.cpp scene/resources/tile_set.cpp +#: scene/resources/2d/tile_set.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation/navigation_path_query_parameters_2d.cpp #: servers/navigation/navigation_path_query_parameters_3d.cpp msgid "Navigation Layers" @@ -7342,6 +7375,60 @@ msgstr "約束避障" msgid "Skew" msgstr "偏斜" +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Scroll Scale" +msgstr "可滾動" + +#: scene/2d/parallax_2d.cpp scene/gui/graph_edit.cpp +msgid "Scroll Offset" +msgstr "滾動偏移" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_item.cpp +#: scene/resources/gradient_texture.cpp scene/resources/material.cpp +msgid "Repeat" +msgstr "重覆" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Size" +msgstr "重覆" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Autoscroll" +msgstr "自動開始" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Repeat Times" +msgstr "要求失敗,逾時" + +#: scene/2d/parallax_2d.cpp scene/3d/decal.cpp +#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/light_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "Begin" +msgstr "起點" + +#: scene/2d/parallax_2d.cpp scene/3d/importer_mesh_instance_3d.cpp +#: scene/3d/visual_instance_3d.cpp +msgid "End" +msgstr "頁尾" + +#: scene/2d/parallax_2d.cpp scene/main/canvas_layer.cpp +msgid "Follow Viewport" +msgstr "跟隨檢視區" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Ignore Camera Scroll" +msgstr "忽略相機縮放" + +#: scene/2d/parallax_2d.cpp +#, fuzzy +msgid "Screen Offset" +msgstr "滾動偏移" + #: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp #: scene/gui/text_edit.cpp scene/theme/default_theme.cpp msgid "Scroll" @@ -7367,7 +7454,7 @@ msgstr "終點極限" msgid "Ignore Camera Zoom" msgstr "忽略相機縮放" -#: scene/2d/parallax_layer.cpp scene/3d/vehicle_body_3d.cpp +#: scene/2d/parallax_layer.cpp scene/3d/physics/vehicle_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Motion" msgstr "運動" @@ -7376,8 +7463,9 @@ msgstr "運動" msgid "Mirroring" msgstr "鏡像" -#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp scene/resources/curve_texture.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/sky_material.cpp +#: scene/2d/path_2d.cpp scene/3d/path_3d.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/3d/sky_material.cpp +#: scene/resources/curve_texture.cpp msgid "Curve" msgstr "曲線" @@ -7405,183 +7493,406 @@ msgstr "旋轉" msgid "Cubic Interp" msgstr "三次插值" -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Nodepath" -msgstr "骨骼 2D 節點路徑" - -#: scene/2d/physical_bone_2d.cpp -msgid "Bone 2D Index" -msgstr "骨骼 2D 索引" - -#: scene/2d/physical_bone_2d.cpp -msgid "Auto Configure Joint" -msgstr "自動配置關節" - -#: scene/2d/physical_bone_2d.cpp -msgid "Simulate Physics" -msgstr "類比物理" - -#: scene/2d/physical_bone_2d.cpp -msgid "Follow Bone When Simulating" -msgstr "模擬時跟隨骨骼" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Linear Velocity" -msgstr "常線速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Angular Velocity" -msgstr "常角速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/animatable_body_2d.cpp +#: scene/3d/physics/animatable_body_3d.cpp msgid "Sync to Physics" msgstr "與物理同步" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitoring" +msgstr "監視" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Monitorable" +msgstr "可被監視" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Space Override" +msgstr "空間覆蓋" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point" +msgstr "點" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Unit Distance" +msgstr "點單位距離" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Point Center" +msgstr "點中心" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Linear Damp" +msgstr "線性阻尼" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Angular Damp" +msgstr "角度阻尼" + +#: scene/2d/physics/area_2d.cpp scene/3d/physics/area_3d.cpp +msgid "Audio Bus" +msgstr "音訊匯流排" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Motion Mode" +msgstr "運動模式" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Up Direction" +msgstr "向上方向" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Slide on Ceiling" +msgstr "在天花板上滑動" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Min Slide Angle" +msgstr "牆體最小滑動角度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor" +msgstr "地面" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Stop on Slope" +msgstr "在斜坡上停止" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Constant Speed" +msgstr "恒定速度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Block on Wall" +msgstr "阻止上牆" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Max Angle" +msgstr "最大角度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Snap Length" +msgstr "吸附長度" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Moving Platform" +msgstr "可移動平臺" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "On Leave" +msgstr "離開時" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Floor Layers" +msgstr "地面圖層" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Wall Layers" +msgstr "牆體圖層" + +#: scene/2d/physics/character_body_2d.cpp +#: scene/3d/physics/character_body_3d.cpp +msgid "Safe Margin" +msgstr "安全邊距" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Disable Mode" +msgstr "停用模式" + +#: scene/2d/physics/collision_object_2d.cpp +#: scene/3d/physics/collision_object_3d.cpp scene/gui/control.cpp +msgid "Input" +msgstr "輸入" + +#: scene/2d/physics/collision_object_2d.cpp +msgid "Pickable" +msgstr "可拾取" + +#: scene/2d/physics/collision_polygon_2d.cpp +msgid "Build Mode" +msgstr "建構模式" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +#: scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/collision_shape_3d.cpp scene/gui/base_button.cpp +#: scene/gui/texture_button.cpp scene/theme/default_theme.cpp +msgid "Disabled" +msgstr "已停用的專案" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision" +msgstr "單向碰撞" + +#: scene/2d/physics/collision_polygon_2d.cpp +#: scene/2d/physics/collision_shape_2d.cpp +msgid "One Way Collision Margin" +msgstr "單向碰撞邊距" + +#: scene/2d/physics/collision_shape_2d.cpp +msgid "Debug Color" +msgstr "除錯顏色" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/2d/physics/joints/groove_joint_2d.cpp scene/2d/skeleton_2d.cpp +#: scene/3d/decal.cpp scene/3d/light_3d.cpp +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp scene/resources/animation.cpp +#: scene/resources/environment.cpp +msgid "Length" +msgstr "長度" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Rest Length" +msgstr "放鬆長度" + +#: scene/2d/physics/joints/damped_spring_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/vehicle_body_3d.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Stiffness" +msgstr "硬度" + +#: scene/2d/physics/joints/groove_joint_2d.cpp +msgid "Initial Offset" +msgstr "初始偏移" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node A" +msgstr "節點 A" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/physics/joints/joint_3d.cpp +msgid "Node B" +msgstr "節點 B" + +#: scene/2d/physics/joints/joint_2d.cpp scene/3d/light_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/voxel_gi.cpp +msgid "Bias" +msgstr "偏置" + +#: scene/2d/physics/joints/joint_2d.cpp +msgid "Disable Collision" +msgstr "停用碰撞" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Softness" +msgstr "柔軟度" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Limit" +msgstr "角度極限" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Lower" +msgstr "下端" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Upper" +msgstr "上端" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Motor" +msgstr "馬達" + +#: scene/2d/physics/joints/pin_joint_2d.cpp +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Target Velocity" +msgstr "目標速度" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Nodepath" +msgstr "骨骼 2D 節點路徑" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Bone 2D Index" +msgstr "骨骼 2D 索引" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Auto Configure Joint" +msgstr "自動配置關節" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Simulate Physics" +msgstr "類比物理" + +#: scene/2d/physics/physical_bone_2d.cpp +msgid "Follow Bone When Simulating" +msgstr "模擬時跟隨骨骼" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Exclude Parent" +msgstr "排除父節點" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +#: servers/navigation/navigation_path_query_parameters_2d.cpp +#: servers/navigation/navigation_path_query_parameters_3d.cpp +msgid "Target Position" +msgstr "目標位置" + +#: scene/2d/physics/ray_cast_2d.cpp scene/3d/physics/ray_cast_3d.cpp +#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp +msgid "Hit From Inside" +msgstr "從內部命中" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Collide With" +msgstr "參與碰撞" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Areas" +msgstr "區域" + +#: scene/2d/physics/ray_cast_2d.cpp scene/2d/physics/shape_cast_2d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Bodies" +msgstr "實體" + +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Gravity Scale" msgstr "重力縮放" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Mass Distribution" msgstr "重量分佈" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Center of Mass Mode" msgstr "質心模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Inertia" msgstr "慣性" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Deactivation" msgstr "使失效" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Sleeping" msgstr "睡眠" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Can Sleep" msgstr "可以睡眠" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Lock Rotation" msgstr "鎖定旋轉" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze" msgstr "凍結" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Freeze Mode" msgstr "凍結模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp #: servers/physics_server_2d.cpp servers/physics_server_3d.cpp msgid "Solver" msgstr "求解器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/physical_bone_3d.cpp +#: scene/3d/physics/rigid_body_3d.cpp msgid "Custom Integrator" msgstr "自訂集成器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Continuous CD" msgstr "連續碰撞檢測" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Max Contacts Reported" msgstr "報告的最大接觸" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Contact Monitor" msgstr "接觸監視器" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Linear" msgstr "線性" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp Mode" msgstr "阻尼模式" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Damp" msgstr "阻尼" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Angular" msgstr "角" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Constant Forces" msgstr "恆定的力" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp +#: scene/2d/physics/rigid_body_2d.cpp scene/3d/physics/rigid_body_3d.cpp msgid "Torque" msgstr "力矩" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Motion Mode" -msgstr "運動模式" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/collision_polygon_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp scene/3d/physics/spring_arm_3d.cpp +#: scene/resources/3d/shape_3d.cpp scene/resources/atlas_texture.cpp +#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp +#: servers/physics_server_3d.cpp +msgid "Margin" +msgstr "邊距" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Up Direction" -msgstr "向上方向" +#: scene/2d/physics/shape_cast_2d.cpp scene/3d/physics/shape_cast_3d.cpp +msgid "Max Results" +msgstr "最大結果" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Slide on Ceiling" -msgstr "在天花板上滑動" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Linear Velocity" +msgstr "常線速度" -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Min Slide Angle" -msgstr "牆體最小滑動角度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor" -msgstr "地面" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Stop on Slope" -msgstr "在斜坡上停止" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Constant Speed" -msgstr "恒定速度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Block on Wall" -msgstr "阻止上牆" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Max Angle" -msgstr "最大角度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Snap Length" -msgstr "吸附長度" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Moving Platform" -msgstr "可移動平臺" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "On Leave" -msgstr "離開時" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Floor Layers" -msgstr "地面圖層" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Wall Layers" -msgstr "牆體圖層" - -#: scene/2d/physics_body_2d.cpp scene/3d/physics_body_3d.cpp -msgid "Safe Margin" -msgstr "安全邊距" +#: scene/2d/physics/static_body_2d.cpp scene/3d/physics/static_body_3d.cpp +msgid "Constant Angular Velocity" +msgstr "常角速度" #: scene/2d/polygon_2d.cpp msgid "UV" @@ -7599,38 +7910,6 @@ msgstr "多邊形" msgid "Internal Vertex Count" msgstr "內部頂點數" -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Exclude Parent" -msgstr "排除父節點" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -#: servers/navigation/navigation_path_query_parameters_2d.cpp -#: servers/navigation/navigation_path_query_parameters_3d.cpp -msgid "Target Position" -msgstr "目標位置" - -#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: servers/physics_server_2d.cpp servers/physics_server_3d.cpp -msgid "Hit From Inside" -msgstr "從內部命中" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Collide With" -msgstr "參與碰撞" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Areas" -msgstr "區域" - -#: scene/2d/ray_cast_2d.cpp scene/2d/shape_cast_2d.cpp scene/3d/ray_cast_3d.cpp -#: scene/3d/shape_cast_3d.cpp -msgid "Bodies" -msgstr "實體" - #: scene/2d/remote_transform_2d.cpp scene/3d/remote_transform_3d.cpp msgid "Remote Path" msgstr "遠端路徑" @@ -7643,18 +7922,6 @@ msgstr "使用全域座標" msgid "Update" msgstr "更新" -#: scene/2d/shape_cast_2d.cpp scene/3d/collision_polygon_3d.cpp -#: scene/3d/shape_cast_3d.cpp scene/3d/spring_arm_3d.cpp -#: scene/resources/atlas_texture.cpp scene/resources/shape_3d.cpp -#: scene/theme/default_theme.cpp servers/physics_server_2d.cpp -#: servers/physics_server_3d.cpp -msgid "Margin" -msgstr "邊距" - -#: scene/2d/shape_cast_2d.cpp scene/3d/shape_cast_3d.cpp -msgid "Max Results" -msgstr "最大結果" - #: scene/2d/skeleton_2d.cpp msgid "Auto Calculate Length and Angle" msgstr "自動計算長度和角度" @@ -7753,30 +8020,6 @@ msgstr "啟用" msgid "Node Path" msgstr "節點路徑" -#: scene/3d/area_3d.cpp -msgid "Wind" -msgstr "風" - -#: scene/3d/area_3d.cpp -msgid "Force Magnitude" -msgstr "力量大小" - -#: scene/3d/area_3d.cpp -msgid "Attenuation Factor" -msgstr "衰減係數" - -#: scene/3d/area_3d.cpp -msgid "Source Path" -msgstr "資源路徑" - -#: scene/3d/area_3d.cpp -msgid "Reverb Bus" -msgstr "混響匯流排" - -#: scene/3d/area_3d.cpp -msgid "Uniformity" -msgstr "均勻性" - #: scene/3d/audio_stream_player_3d.cpp msgid "Attenuation Model" msgstr "衰減模型" @@ -7824,7 +8067,7 @@ msgstr "多普勒" msgid "Tracking" msgstr "追蹤" -#: scene/3d/bone_attachment_3d.cpp scene/3d/physics_body_3d.cpp +#: scene/3d/bone_attachment_3d.cpp scene/3d/physics/physical_bone_3d.cpp msgid "Bone Name" msgstr "骨骼名稱" @@ -7875,14 +8118,6 @@ msgstr "近平面" msgid "Far" msgstr "遠平面" -#: scene/3d/collision_object_3d.cpp scene/3d/soft_body_3d.cpp -msgid "Ray Pickable" -msgstr "射線可拾取" - -#: scene/3d/collision_object_3d.cpp -msgid "Capture on Drag" -msgstr "拖曳時捕獲" - #: scene/3d/cpu_particles_3d.cpp scene/3d/gpu_particles_3d.cpp msgid "Visibility AABB" msgstr "切換 AABB 可見/隱藏" @@ -7923,13 +8158,14 @@ msgstr "扁平度" msgid "Scale Curve Z" msgstr "縮放曲線 Z" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Albedo" msgstr "反照率" -#: scene/3d/decal.cpp scene/gui/texture_button.cpp scene/resources/material.cpp -#: scene/resources/world_boundary_shape_2d.cpp scene/theme/default_theme.cpp +#: scene/3d/decal.cpp scene/gui/texture_button.cpp +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +#: scene/theme/default_theme.cpp msgid "Normal" msgstr "正常" @@ -7937,8 +8173,8 @@ msgstr "正常" msgid "Orm" msgstr "Orm" -#: scene/3d/decal.cpp scene/resources/environment.cpp -#: scene/resources/fog_material.cpp scene/resources/material.cpp +#: scene/3d/decal.cpp scene/resources/3d/fog_material.cpp +#: scene/resources/environment.cpp scene/resources/material.cpp msgid "Emission" msgstr "自發光" @@ -7951,8 +8187,8 @@ msgid "Emission Energy" msgstr "自發光能量" #: scene/3d/decal.cpp scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/main/canvas_item.cpp scene/resources/style_box_texture.cpp -#: scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp +#: scene/resources/style_box_texture.cpp msgid "Modulate" msgstr "調製" @@ -7980,11 +8216,6 @@ msgstr "下側淡出" msgid "Distance Fade" msgstr "距離淡出" -#: scene/3d/decal.cpp scene/3d/importer_mesh_instance_3d.cpp -#: scene/3d/light_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "Begin" -msgstr "起點" - #: scene/3d/gpu_particles_3d.cpp msgid "Transform Align" msgstr "變換對齊" @@ -7997,7 +8228,7 @@ msgstr "繪製階段" msgid "Passes" msgstr "階段" -#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/ray_cast_3d.cpp +#: scene/3d/gpu_particles_collision_3d.cpp scene/3d/physics/ray_cast_3d.cpp #: scene/gui/graph_edit.cpp scene/resources/style_box_line.cpp msgid "Thickness" msgstr "粗細" @@ -8035,10 +8266,6 @@ msgstr "能見度範圍" msgid "Begin Margin" msgstr "起始邊距" -#: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp -msgid "End" -msgstr "頁尾" - #: scene/3d/importer_mesh_instance_3d.cpp scene/3d/visual_instance_3d.cpp msgid "End Margin" msgstr "結束邊距" @@ -8047,121 +8274,8 @@ msgstr "結束邊距" msgid "Fade Mode" msgstr "淡入淡出模式" -#: scene/3d/joint_3d.cpp -msgid "Solver Priority" -msgstr "求解優先級" - -#: scene/3d/joint_3d.cpp -msgid "Exclude Nodes From Collision" -msgstr "從碰撞中排除節點" - -#: scene/3d/joint_3d.cpp -msgid "Params" -msgstr "參數" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Impulse Clamp" -msgstr "脈衝極限" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -#: scene/3d/vehicle_body_3d.cpp -msgid "Relaxation" -msgstr "鬆弛" - -#: scene/3d/joint_3d.cpp -msgid "Max Impulse" -msgstr "最大脈衝" - -#: scene/3d/joint_3d.cpp -msgid "Linear Limit" -msgstr "線性極限" - -#: scene/3d/joint_3d.cpp -msgid "Upper Distance" -msgstr "距離上限" - -#: scene/3d/joint_3d.cpp -msgid "Lower Distance" -msgstr "距離下限" - -#: scene/3d/joint_3d.cpp -msgid "Restitution" -msgstr "復原" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motion" -msgstr "線性運動" - -#: scene/3d/joint_3d.cpp -msgid "Linear Ortho" -msgstr "線性正交" - -#: scene/3d/joint_3d.cpp -msgid "Upper Angle" -msgstr "上端角" - -#: scene/3d/joint_3d.cpp -msgid "Lower Angle" -msgstr "下端角" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motion" -msgstr "角度運動" - -#: scene/3d/joint_3d.cpp -msgid "Angular Ortho" -msgstr "角度正交" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Swing Span" -msgstr "擺動範圍" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Twist Span" -msgstr "扭轉範圍" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "X" -msgstr "X" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Y" -msgstr "Y" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "Z" -msgstr "Z" - -#: scene/3d/joint_3d.cpp -msgid "Linear Motor" -msgstr "線性馬達" - -#: scene/3d/joint_3d.cpp -msgid "Force Limit" -msgstr "力量極限" - -#: scene/3d/joint_3d.cpp -msgid "Linear Spring" -msgstr "線性彈簧" - -#: scene/3d/joint_3d.cpp -msgid "Equilibrium Point" -msgstr "平衡點" - -#: scene/3d/joint_3d.cpp scene/3d/physics_body_3d.cpp -msgid "ERP" -msgstr "ERP" - -#: scene/3d/joint_3d.cpp -msgid "Angular Motor" -msgstr "角度馬達" - -#: scene/3d/joint_3d.cpp -msgid "Angular Spring" -msgstr "角度彈簧" - #: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Pixel Size" msgstr "像素大小" @@ -8227,7 +8341,7 @@ msgstr "輪廓算繪優先順序" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/control.cpp #: scene/gui/dialogs.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Text" msgstr "純文字" @@ -8236,54 +8350,54 @@ msgid "Outline Modulate" msgstr "輪廓調變" #: scene/3d/label_3d.cpp scene/gui/rich_text_effect.cpp -#: scene/resources/label_settings.cpp scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/label_settings.cpp #: scene/theme/default_theme.cpp msgid "Font" msgstr "字體" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Horizontal Alignment" msgstr "水平對齊" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Vertical Alignment" msgstr "垂直對齊" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Uppercase" msgstr "大寫" #: scene/3d/label_3d.cpp scene/gui/label.cpp -#: scene/resources/primitive_meshes.cpp scene/resources/text_paragraph.cpp +#: scene/resources/3d/primitive_meshes.cpp scene/resources/text_paragraph.cpp msgid "Justification Flags" msgstr "調整旗標" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "BiDi" msgstr "雙向文本" #: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/label.cpp #: scene/gui/line_edit.cpp scene/gui/link_button.cpp scene/gui/menu_bar.cpp #: scene/gui/rich_text_label.cpp scene/gui/text_edit.cpp -#: scene/resources/primitive_meshes.cpp +#: scene/resources/3d/primitive_meshes.cpp msgid "Text Direction" msgstr "文字方向" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override" msgstr "結構化雙向文本覆蓋" #: scene/3d/label_3d.cpp scene/gui/label.cpp scene/gui/line_edit.cpp #: scene/gui/link_button.cpp scene/gui/rich_text_label.cpp -#: scene/gui/text_edit.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/text_edit.cpp scene/resources/3d/primitive_meshes.cpp msgid "Structured Text BiDi Override Options" msgstr "結構化雙向文本覆蓋選項" @@ -8448,7 +8562,8 @@ msgstr "最大紋理大小" msgid "Custom Sky" msgstr "自訂天空" -#: scene/3d/lightmap_gi.cpp scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/lightmap_gi.cpp scene/3d/physics/ray_cast_3d.cpp +#: scene/3d/physics/shape_cast_3d.cpp msgid "Custom Color" msgstr "自訂顏色" @@ -8457,7 +8572,7 @@ msgid "Custom Energy" msgstr "自定義能量" #: scene/3d/lightmap_gi.cpp scene/3d/voxel_gi.cpp -#: scene/3d/world_environment.cpp scene/resources/world_3d.cpp +#: scene/3d/world_environment.cpp scene/resources/3d/world_3d.cpp msgid "Camera Attributes" msgstr "相機屬性" @@ -8490,7 +8605,7 @@ msgstr "使用 3D 避障" msgid "Keep Y Velocity" msgstr "保持速度" -#: scene/3d/navigation_region_3d.cpp scene/resources/mesh_library.cpp +#: scene/3d/navigation_region_3d.cpp scene/resources/3d/mesh_library.cpp msgid "Navigation Mesh" msgstr "導航網格" @@ -8544,172 +8659,390 @@ msgstr "使用模型正面" msgid "Tilt Enabled" msgstr "啟用傾斜" -#: scene/3d/physics_body_3d.cpp -msgid "Axis Lock" -msgstr "軸鎖定" +#: scene/3d/physics/area_3d.cpp +msgid "Wind" +msgstr "風" -#: scene/3d/physics_body_3d.cpp -msgid "Linear X" -msgstr "線性 X" +#: scene/3d/physics/area_3d.cpp +msgid "Force Magnitude" +msgstr "力量大小" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Y" -msgstr "線性 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Attenuation Factor" +msgstr "衰減係數" -#: scene/3d/physics_body_3d.cpp -msgid "Linear Z" -msgstr "線性 Z" +#: scene/3d/physics/area_3d.cpp +msgid "Source Path" +msgstr "資源路徑" -#: scene/3d/physics_body_3d.cpp -msgid "Angular X" -msgstr "角度 X" +#: scene/3d/physics/area_3d.cpp +msgid "Reverb Bus" +msgstr "混響匯流排" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Y" -msgstr "角度 Y" +#: scene/3d/physics/area_3d.cpp +msgid "Uniformity" +msgstr "均勻性" -#: scene/3d/physics_body_3d.cpp -msgid "Angular Z" -msgstr "角度 Z" +#: scene/3d/physics/collision_object_3d.cpp scene/3d/soft_body_3d.cpp +msgid "Ray Pickable" +msgstr "射線可拾取" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/collision_object_3d.cpp +msgid "Capture on Drag" +msgstr "拖曳時捕獲" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Swing Span" +msgstr "擺動範圍" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Twist Span" +msgstr "扭轉範圍" + +#: scene/3d/physics/joints/cone_twist_joint_3d.cpp +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp scene/3d/physics/vehicle_body_3d.cpp +msgid "Relaxation" +msgstr "鬆弛" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Limit" +msgstr "線性極限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "X" +msgstr "X" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Distance" +msgstr "距離上限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Distance" +msgstr "距離下限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Restitution" +msgstr "復原" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Y" +msgstr "Y" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Z" +msgstr "Z" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Motor" +msgstr "線性馬達" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Force Limit" +msgstr "力量極限" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Linear Spring" +msgstr "線性彈簧" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Equilibrium Point" +msgstr "平衡點" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Upper Angle" +msgstr "上端角" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Lower Angle" +msgstr "下端角" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "ERP" +msgstr "ERP" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Motor" +msgstr "角度馬達" + +#: scene/3d/physics/joints/generic_6dof_joint_3d.cpp +msgid "Angular Spring" +msgstr "角度彈簧" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +#: scene/3d/physics/joints/pin_joint_3d.cpp +msgid "Params" +msgstr "參數" + +#: scene/3d/physics/joints/hinge_joint_3d.cpp +msgid "Max Impulse" +msgstr "最大脈衝" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Solver Priority" +msgstr "求解優先級" + +#: scene/3d/physics/joints/joint_3d.cpp +msgid "Exclude Nodes From Collision" +msgstr "從碰撞中排除節點" + +#: scene/3d/physics/joints/pin_joint_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp +msgid "Impulse Clamp" +msgstr "脈衝極限" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Motion" +msgstr "線性運動" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Linear Ortho" +msgstr "線性正交" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Motion" +msgstr "角度運動" + +#: scene/3d/physics/joints/slider_joint_3d.cpp +msgid "Angular Ortho" +msgstr "角度正交" + +#: scene/3d/physics/physical_bone_3d.cpp msgid "Joint Constraints" msgstr "關節約束" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Enabled" msgstr "角度極限已開啟" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Upper" msgstr "角度上限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Lower" msgstr "角度下限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Bias" msgstr "角度極限偏置" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Softness" msgstr "角度極限柔軟度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Relaxation" msgstr "角度極限鬆弛性" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Upper" msgstr "線性上限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Lower" msgstr "線性下限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Softness" msgstr "線性極限柔軟度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Restitution" msgstr "線性極限復原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Damping" msgstr "線性極限阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Restitution" msgstr "角度極限復原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Limit Damping" msgstr "角度極限阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Limit Enabled" msgstr "啟用線性極限" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Enabled" msgstr "啟用線性彈簧" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Stiffness" msgstr "線性彈簧剛度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Spring Damping" msgstr "線性彈簧阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Equilibrium Point" msgstr "線性平衡點" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Restitution" msgstr "線性復原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damping" msgstr "線性阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Restitution" msgstr "角度復原" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damping" msgstr "角度阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Enabled" msgstr "角度彈簧啟用" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Stiffness" msgstr "角度彈簧硬度" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Spring Damping" msgstr "角度彈簧阻尼" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Equilibrium Point" msgstr "角度平衡點" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Body Offset" msgstr "實體偏移" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Friction" msgstr "摩擦" -#: scene/3d/physics_body_3d.cpp scene/resources/particle_process_material.cpp +#: scene/3d/physics/physical_bone_3d.cpp +#: scene/resources/particle_process_material.cpp #: scene/resources/physics_material.cpp msgid "Bounce" msgstr "反彈" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Linear Damp Mode" msgstr "線性阻尼模式" -#: scene/3d/physics_body_3d.cpp +#: scene/3d/physics/physical_bone_3d.cpp msgid "Angular Damp Mode" msgstr "角度阻尼模式" -#: scene/3d/ray_cast_3d.cpp servers/physics_server_3d.cpp +#: scene/3d/physics/physics_body_3d.cpp +msgid "Axis Lock" +msgstr "軸鎖定" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear X" +msgstr "線性 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Y" +msgstr "線性 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Linear Z" +msgstr "線性 Z" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular X" +msgstr "角度 X" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Y" +msgstr "角度 Y" + +#: scene/3d/physics/physics_body_3d.cpp +msgid "Angular Z" +msgstr "角度 Z" + +#: scene/3d/physics/ray_cast_3d.cpp servers/physics_server_3d.cpp msgid "Hit Back Faces" msgstr "命中背面" -#: scene/3d/ray_cast_3d.cpp scene/3d/shape_cast_3d.cpp +#: scene/3d/physics/ray_cast_3d.cpp scene/3d/physics/shape_cast_3d.cpp msgid "Debug Shape" msgstr "除錯形狀" +#: scene/3d/physics/spring_arm_3d.cpp +msgid "Spring Length" +msgstr "彈簧長度" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Per-Wheel Motion" +msgstr "單輪運動" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Engine Force" +msgstr "引擎力度" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Brake" +msgstr "剎車" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Steering" +msgstr "轉向控制" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "VehicleBody3D Motion" +msgstr "VehicleBody3D 運動" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Traction" +msgstr "用作牽引" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Use as Steering" +msgstr "用作轉向" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Wheel" +msgstr "車輪" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Roll Influence" +msgstr "翻滾影響" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Friction Slip" +msgstr "摩擦滑動" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Suspension" +msgstr "懸架" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Travel" +msgstr "行程" + +#: scene/3d/physics/vehicle_body_3d.cpp +msgid "Max Force" +msgstr "最大力度" + #: scene/3d/reflection_probe.cpp msgid "Origin Offset" msgstr "原點偏移" @@ -8767,7 +9100,8 @@ msgstr "尖端骨骼" msgid "Interpolation" msgstr "插值" -#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_face_modifier_3d.cpp +#: scene/3d/skeleton_ik_3d.cpp scene/3d/xr_body_modifier_3d.cpp +#: scene/3d/xr_face_modifier_3d.cpp scene/3d/xr_hand_modifier_3d.cpp msgid "Target" msgstr "目標" @@ -8839,62 +9173,6 @@ msgstr "阻尼係數" msgid "Drag Coefficient" msgstr "阻力係數" -#: scene/3d/spring_arm_3d.cpp -msgid "Spring Length" -msgstr "彈簧長度" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Per-Wheel Motion" -msgstr "單輪運動" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Engine Force" -msgstr "引擎力度" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Brake" -msgstr "剎車" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Steering" -msgstr "轉向控制" - -#: scene/3d/vehicle_body_3d.cpp -msgid "VehicleBody3D Motion" -msgstr "VehicleBody3D 運動" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Traction" -msgstr "用作牽引" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Use as Steering" -msgstr "用作轉向" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Wheel" -msgstr "車輪" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Roll Influence" -msgstr "翻滾影響" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Friction Slip" -msgstr "摩擦滑動" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Suspension" -msgstr "懸架" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Travel" -msgstr "行程" - -#: scene/3d/vehicle_body_3d.cpp -msgid "Max Force" -msgstr "最大力度" - #: scene/3d/velocity_tracker_3d.cpp msgid "Track Physics Step" msgstr "追蹤物理反覆運算" @@ -8932,8 +9210,8 @@ msgstr "透明" msgid "Extra Cull Margin" msgstr "額外剔除邊距" -#: scene/3d/visual_instance_3d.cpp scene/resources/mesh.cpp -#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp +#: scene/3d/visual_instance_3d.cpp scene/resources/3d/primitive_meshes.cpp +#: scene/resources/mesh.cpp scene/resources/multimesh.cpp msgid "Custom AABB" msgstr "自訂 AABB" @@ -8965,16 +9243,35 @@ msgstr "傳播" msgid "Use Two Bounces" msgstr "使用二次反彈" +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Tracker" +msgstr "追蹤器" + +#: scene/3d/xr_body_modifier_3d.cpp +#, fuzzy +msgid "Body Update" +msgstr "更新" + +#: scene/3d/xr_body_modifier_3d.cpp +msgid "Show When Tracked" +msgstr "" + #: scene/3d/xr_face_modifier_3d.cpp #, fuzzy msgid "Face Tracker" msgstr "追蹤器" +#: scene/3d/xr_hand_modifier_3d.cpp +#, fuzzy +msgid "Hand Tracker" +msgstr "追蹤" + #: scene/3d/xr_nodes.cpp msgid "Tracker" msgstr "追蹤器" -#: scene/3d/xr_nodes.cpp scene/resources/skin.cpp +#: scene/3d/xr_nodes.cpp scene/resources/3d/skin.cpp msgid "Pose" msgstr "姿勢" @@ -9568,19 +9865,10 @@ msgstr "使用原生對話方塊" msgid "Reverse Fill" msgstr "反向剔除表面" -#: scene/gui/graph_edit.cpp -msgid "Scroll Offset" -msgstr "滾動偏移" - #: scene/gui/graph_edit.cpp msgid "Show Grid" msgstr "顯示網格" -#: scene/gui/graph_edit.cpp -#, fuzzy -msgid "Grid Pattern" -msgstr "網格XZ平面" - #: scene/gui/graph_edit.cpp msgid "Snapping Enabled" msgstr "啟用吸附" @@ -10274,7 +10562,7 @@ msgstr "初始角" msgid "Fill Degrees" msgstr "填充角度" -#: scene/gui/texture_progress_bar.cpp scene/resources/primitive_meshes.cpp +#: scene/gui/texture_progress_bar.cpp scene/resources/3d/primitive_meshes.cpp msgid "Center Offset" msgstr "中心偏移" @@ -10378,7 +10666,7 @@ msgstr "可見圖層" msgid "Ordering" msgstr "排序" -#: scene/main/canvas_item.cpp scene/resources/tile_set.cpp +#: scene/main/canvas_item.cpp scene/resources/2d/tile_set.cpp msgid "Z Index" msgstr "Z 索引" @@ -10390,11 +10678,6 @@ msgstr "Z 為相對量" msgid "Y Sort Enabled" msgstr "啟用 Y 排序" -#: scene/main/canvas_item.cpp scene/resources/gradient_texture.cpp -#: scene/resources/material.cpp -msgid "Repeat" -msgstr "重覆" - #: scene/main/canvas_item.cpp msgid "Use Parent Material" msgstr "使用父級材質" @@ -10411,10 +10694,6 @@ msgstr "法線貼圖" msgid "Shininess" msgstr "光澤度" -#: scene/main/canvas_layer.cpp -msgid "Follow Viewport" -msgstr "跟隨檢視區" - #: scene/main/http_request.cpp msgid "Download File" msgstr "下載檔案" @@ -10503,7 +10782,7 @@ msgstr "除錯導航提示" msgid "Multiplayer Poll" msgstr "多人輪詢" -#: scene/main/scene_tree.cpp scene/resources/mesh_library.cpp +#: scene/main/scene_tree.cpp scene/resources/3d/mesh_library.cpp #: servers/navigation_server_3d.cpp msgid "Shapes" msgstr "形狀" @@ -10568,7 +10847,7 @@ msgid "Use TAA" msgstr "使用 TAA" #: scene/main/scene_tree.cpp scene/main/viewport.cpp -#: scene/resources/sky_material.cpp servers/rendering/shader_types.cpp +#: scene/resources/3d/sky_material.cpp servers/rendering/shader_types.cpp msgid "Use Debanding" msgstr "使用去條帶" @@ -10890,6 +11169,484 @@ msgstr "3D 物理" msgid "3D Navigation" msgstr "3D 導航" +#: scene/resources/2d/concave_polygon_shape_2d.cpp +msgid "Segments" +msgstr "分段" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "A" +msgstr "A" + +#: scene/resources/2d/segment_shape_2d.cpp +msgid "B" +msgstr "B" + +#: scene/resources/2d/separation_ray_shape_2d.cpp +#: scene/resources/3d/separation_ray_shape_3d.cpp +msgid "Slide on Slope" +msgstr "斜坡滑動" + +#: scene/resources/2d/shape_2d.cpp scene/resources/3d/shape_3d.cpp +msgid "Custom Solver Bias" +msgstr "自訂求解器偏置" + +#: scene/resources/2d/skeleton/skeleton_modification_2d.cpp +msgid "Execution Mode" +msgstr "執行模式" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Nodepath" +msgstr "目標節點路徑" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "Tip Nodepath" +msgstr "尖端節點路徑" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp +msgid "CCDIK Data Chain Length" +msgstr "CCDIK 資料鏈長度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp +msgid "FABRIK Data Chain Length" +msgstr "FABRIK 資料鏈長度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Jiggle Data Chain Length" +msgstr "Jiggle 資料鏈長度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Default Joint Settings" +msgstr "預設關節設定" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.cpp +msgid "Use Gravity" +msgstr "使用重力" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone Index" +msgstr "骨骼索引" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp +msgid "Bone 2D Node" +msgstr "Bone2D 節點" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp +msgid "Physical Bone Chain Length" +msgstr "物理骨鏈長度" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Minimum Distance" +msgstr "目標最小距離" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Target Maximum Distance" +msgstr "目標最大距離" + +#: scene/resources/2d/skeleton/skeleton_modification_2d_twoboneik.cpp +msgid "Flip Bend Direction" +msgstr "翻轉彎曲方向" + +#: scene/resources/2d/skeleton/skeleton_modification_stack_2d.cpp +msgid "Modification Count" +msgstr "修改數" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Side" +msgstr "右側邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Right Corner" +msgstr "右側角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Side" +msgstr "右下邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Right Corner" +msgstr "右下角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Side" +msgstr "下側邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Corner" +msgstr "下側角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Side" +msgstr "左下邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Bottom Left Corner" +msgstr "左下角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Side" +msgstr "左側邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Left Corner" +msgstr "左側角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Side" +msgstr "左上邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Left Corner" +msgstr "左上角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Side" +msgstr "上側邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Corner" +msgstr "上側角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Side" +msgstr "右上邊緣" + +#: scene/resources/2d/tile_set.cpp +msgid "Top Right Corner" +msgstr "右上角落" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains" +msgstr "地形" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data" +msgstr "自訂資料" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Proxies" +msgstr "圖塊代理" + +#: scene/resources/2d/tile_set.cpp +msgid "Source Level" +msgstr "原始碼等級" + +#: scene/resources/2d/tile_set.cpp +msgid "Coords Level" +msgstr "座標級別" + +#: scene/resources/2d/tile_set.cpp +msgid "Alternative Level" +msgstr "備選級別" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Shape" +msgstr "圖塊形狀" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Layout" +msgstr "圖塊佈局" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Offset Axis" +msgstr "圖塊偏移軸" + +#: scene/resources/2d/tile_set.cpp +msgid "Tile Size" +msgstr "圖塊大小" + +#: scene/resources/2d/tile_set.cpp +msgid "UV Clipping" +msgstr "UV 裁剪" + +#: scene/resources/2d/tile_set.cpp +msgid "Occlusion Layers" +msgstr "遮擋圖層" + +#: scene/resources/2d/tile_set.cpp +msgid "Physics Layers" +msgstr "實體圖層" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Sets" +msgstr "地形集" + +#: scene/resources/2d/tile_set.cpp +msgid "Custom Data Layers" +msgstr "自訂資料層" + +#: scene/resources/2d/tile_set.cpp +msgid "Scenes" +msgstr "場景" + +#: scene/resources/2d/tile_set.cpp +msgid "Scene" +msgstr "場景" + +#: scene/resources/2d/tile_set.cpp +msgid "Display Placeholder" +msgstr "顯示預留位置" + +#: scene/resources/2d/tile_set.cpp +msgid "Polygons Count" +msgstr "多邊形數" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way" +msgstr "單向" + +#: scene/resources/2d/tile_set.cpp +msgid "One Way Margin" +msgstr "單向邊距" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrains Peering Bit" +msgstr "地形臨接位" + +#: scene/resources/2d/tile_set.cpp +msgid "Transpose" +msgstr "轉置" + +#: scene/resources/2d/tile_set.cpp +msgid "Texture Origin" +msgstr "紋理原點" + +#: scene/resources/2d/tile_set.cpp +msgid "Y Sort Origin" +msgstr "Y 排序原點" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain Set" +msgstr "地形集" + +#: scene/resources/2d/tile_set.cpp +msgid "Terrain" +msgstr "地形" + +#: scene/resources/2d/tile_set.cpp +msgid "Miscellaneous" +msgstr "雜項" + +#: scene/resources/2d/tile_set.cpp +msgid "Probability" +msgstr "概率" + +#: scene/resources/2d/world_boundary_shape_2d.cpp scene/resources/material.cpp +msgid "Distance" +msgstr "距離" + +#: scene/resources/3d/concave_polygon_shape_3d.cpp +msgid "Backface Collision" +msgstr "背面碰撞" + +#: scene/resources/3d/fog_material.cpp scene/resources/environment.cpp +msgid "Density" +msgstr "密度" + +#: scene/resources/3d/fog_material.cpp +msgid "Height Falloff" +msgstr "高度衰減" + +#: scene/resources/3d/fog_material.cpp +msgid "Edge Fade" +msgstr "邊緣淡化" + +#: scene/resources/3d/fog_material.cpp +msgid "Density Texture" +msgstr "密度紋理" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Width" +msgstr "貼圖寬度" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Depth" +msgstr "貼圖深度" + +#: scene/resources/3d/height_map_shape_3d.cpp +msgid "Map Data" +msgstr "地圖資料" + +#: scene/resources/3d/mesh_library.cpp +msgid "Item" +msgstr "項目" + +#: scene/resources/3d/mesh_library.cpp +msgid "Mesh Transform" +msgstr "網格變換" + +#: scene/resources/3d/mesh_library.cpp +msgid "Navigation Mesh Transform" +msgstr "導航網格變換" + +#: scene/resources/3d/mesh_library.cpp +msgid "Preview" +msgstr "預覽" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Add UV2" +msgstr "新增 UV2" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "UV2 Padding" +msgstr "UV2 填充" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Width" +msgstr "細分寬度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Height" +msgstr "細分高度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Subdivide Depth" +msgstr "細分深度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Top Radius" +msgstr "頂部半徑" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Bottom Radius" +msgstr "底部半徑" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Top" +msgstr "頂蓋" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Cap Bottom" +msgstr "底蓋" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Left to Right" +msgstr "從左到右" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Is Hemisphere" +msgstr "是否半球" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Ring Segments" +msgstr "環段數" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Radial Steps" +msgstr "徑向步數" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Length" +msgstr "節長度" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Rings" +msgstr "節環數" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Section Segments" +msgstr "節段數" + +#: scene/resources/3d/primitive_meshes.cpp +msgid "Curve Step" +msgstr "曲線步長" + +#: scene/resources/3d/skin.cpp +msgid "Bind Count" +msgstr "綁定數" + +#: scene/resources/3d/skin.cpp +msgid "Bind" +msgstr "綁定" + +#: scene/resources/3d/skin.cpp +msgid "Bone" +msgstr "骨骼" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +msgid "Sky" +msgstr "天空" + +#: scene/resources/3d/sky_material.cpp +msgid "Top Color" +msgstr "頂部顏色" + +#: scene/resources/3d/sky_material.cpp +msgid "Horizon Color" +msgstr "地平線顏色" + +#: scene/resources/3d/sky_material.cpp scene/resources/environment.cpp +#: scene/resources/material.cpp +msgid "Energy Multiplier" +msgstr "能量倍數" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover" +msgstr "天穹" + +#: scene/resources/3d/sky_material.cpp +msgid "Cover Modulate" +msgstr "天穹調變" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground" +msgstr "地面" + +#: scene/resources/3d/sky_material.cpp +msgid "Bottom Color" +msgstr "底部顏色" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun" +msgstr "太陽" + +#: scene/resources/3d/sky_material.cpp +msgid "Panorama" +msgstr "全景" + +#: scene/resources/3d/sky_material.cpp +msgid "Rayleigh" +msgstr "瑞利散射" + +#: scene/resources/3d/sky_material.cpp +msgid "Coefficient" +msgstr "係數" + +#: scene/resources/3d/sky_material.cpp +msgid "Mie" +msgstr "米氏散射" + +#: scene/resources/3d/sky_material.cpp +msgid "Eccentricity" +msgstr "偏心率" + +#: scene/resources/3d/sky_material.cpp +msgid "Turbidity" +msgstr "濁度" + +#: scene/resources/3d/sky_material.cpp +msgid "Sun Disk Scale" +msgstr "太陽盤縮放" + +#: scene/resources/3d/sky_material.cpp +msgid "Ground Color" +msgstr "地面顏色" + +#: scene/resources/3d/sky_material.cpp +msgid "Night Sky" +msgstr "夜空" + +#: scene/resources/3d/world_3d.cpp +msgid "Fallback Environment" +msgstr "退回環境" + +#: scene/resources/3d/world_boundary_shape_3d.cpp +msgid "Plane" +msgstr "平面" + #: scene/resources/animated_texture.cpp msgid "Frames" msgstr "影格" @@ -11080,14 +11837,6 @@ msgstr "自訂特效" msgid "Load Path" msgstr "載入路徑" -#: scene/resources/concave_polygon_shape_2d.cpp -msgid "Segments" -msgstr "分段" - -#: scene/resources/concave_polygon_shape_3d.cpp -msgid "Backface Collision" -msgstr "背面碰撞" - #: scene/resources/curve.cpp msgid "Bake Resolution" msgstr "烘焙解析度" @@ -11116,19 +11865,10 @@ msgstr "曲線 Z" msgid "Background" msgstr "背景" -#: scene/resources/environment.cpp scene/resources/material.cpp -#: scene/resources/sky_material.cpp -msgid "Energy Multiplier" -msgstr "能量倍數" - #: scene/resources/environment.cpp msgid "Canvas Max Layer" msgstr "畫布最大圖層" -#: scene/resources/environment.cpp scene/resources/sky_material.cpp -msgid "Sky" -msgstr "天空" - #: scene/resources/environment.cpp msgid "Custom FOV" msgstr "自訂 FOV" @@ -11333,10 +12073,6 @@ msgstr "光線能量" msgid "Sun Scatter" msgstr "太陽散射" -#: scene/resources/environment.cpp scene/resources/fog_material.cpp -msgid "Density" -msgstr "密度" - #: scene/resources/environment.cpp msgid "Aerial Perspective" msgstr "空氣透視" @@ -11404,18 +12140,6 @@ msgstr "飽和度" msgid "Color Correction" msgstr "顏色校正" -#: scene/resources/fog_material.cpp -msgid "Height Falloff" -msgstr "高度衰減" - -#: scene/resources/fog_material.cpp -msgid "Edge Fade" -msgstr "邊緣淡化" - -#: scene/resources/fog_material.cpp -msgid "Density Texture" -msgstr "密度紋理" - #: scene/resources/font.cpp msgid "Base Font" msgstr "基礎字體" @@ -11483,18 +12207,6 @@ msgstr "起點" msgid "To" msgstr "終點" -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Width" -msgstr "貼圖寬度" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Depth" -msgstr "貼圖深度" - -#: scene/resources/height_map_shape_3d.cpp -msgid "Map Data" -msgstr "地圖資料" - #: scene/resources/material.cpp msgid "Next Pass" msgstr "下一階段" @@ -11715,10 +12427,6 @@ msgstr "使用粒子尾跡" msgid "Proximity Fade" msgstr "鄰近淡出" -#: scene/resources/material.cpp scene/resources/world_boundary_shape_2d.cpp -msgid "Distance" -msgstr "距離" - #: scene/resources/material.cpp msgid "MSDF" msgstr "MSDF" @@ -11747,22 +12455,6 @@ msgstr "混合形狀模式" msgid "Shadow Mesh" msgstr "陰影網格" -#: scene/resources/mesh_library.cpp -msgid "Item" -msgstr "項目" - -#: scene/resources/mesh_library.cpp -msgid "Mesh Transform" -msgstr "網格變換" - -#: scene/resources/mesh_library.cpp -msgid "Navigation Mesh Transform" -msgstr "導航網格變換" - -#: scene/resources/mesh_library.cpp -msgid "Preview" -msgstr "預覽" - #: scene/resources/mesh_texture.cpp msgid "Base Texture" msgstr "基礎紋理" @@ -12101,155 +12793,6 @@ msgstr "尺寸覆蓋" msgid "Keep Compressed Buffer" msgstr "保持壓縮緩衝" -#: scene/resources/primitive_meshes.cpp -msgid "Add UV2" -msgstr "新增 UV2" - -#: scene/resources/primitive_meshes.cpp -msgid "UV2 Padding" -msgstr "UV2 填充" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Width" -msgstr "細分寬度" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Height" -msgstr "細分高度" - -#: scene/resources/primitive_meshes.cpp -msgid "Subdivide Depth" -msgstr "細分深度" - -#: scene/resources/primitive_meshes.cpp -msgid "Top Radius" -msgstr "頂部半徑" - -#: scene/resources/primitive_meshes.cpp -msgid "Bottom Radius" -msgstr "底部半徑" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Top" -msgstr "頂蓋" - -#: scene/resources/primitive_meshes.cpp -msgid "Cap Bottom" -msgstr "底蓋" - -#: scene/resources/primitive_meshes.cpp -msgid "Left to Right" -msgstr "從左到右" - -#: scene/resources/primitive_meshes.cpp -msgid "Is Hemisphere" -msgstr "是否半球" - -#: scene/resources/primitive_meshes.cpp -msgid "Ring Segments" -msgstr "環段數" - -#: scene/resources/primitive_meshes.cpp -msgid "Radial Steps" -msgstr "徑向步數" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Length" -msgstr "節長度" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Rings" -msgstr "節環數" - -#: scene/resources/primitive_meshes.cpp -msgid "Section Segments" -msgstr "節段數" - -#: scene/resources/primitive_meshes.cpp -msgid "Curve Step" -msgstr "曲線步長" - -#: scene/resources/segment_shape_2d.cpp -msgid "A" -msgstr "A" - -#: scene/resources/segment_shape_2d.cpp -msgid "B" -msgstr "B" - -#: scene/resources/separation_ray_shape_2d.cpp -#: scene/resources/separation_ray_shape_3d.cpp -msgid "Slide on Slope" -msgstr "斜坡滑動" - -#: scene/resources/shape_2d.cpp scene/resources/shape_3d.cpp -msgid "Custom Solver Bias" -msgstr "自訂求解器偏置" - -#: scene/resources/skeleton_modification_2d.cpp -msgid "Execution Mode" -msgstr "執行模式" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -#: scene/resources/skeleton_modification_2d_fabrik.cpp -#: scene/resources/skeleton_modification_2d_jiggle.cpp -#: scene/resources/skeleton_modification_2d_lookat.cpp -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Nodepath" -msgstr "目標節點路徑" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "Tip Nodepath" -msgstr "尖端節點路徑" - -#: scene/resources/skeleton_modification_2d_ccdik.cpp -msgid "CCDIK Data Chain Length" -msgstr "CCDIK 資料鏈長度" - -#: scene/resources/skeleton_modification_2d_fabrik.cpp -msgid "FABRIK Data Chain Length" -msgstr "FABRIK 資料鏈長度" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Jiggle Data Chain Length" -msgstr "Jiggle 資料鏈長度" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Default Joint Settings" -msgstr "預設關節設定" - -#: scene/resources/skeleton_modification_2d_jiggle.cpp -msgid "Use Gravity" -msgstr "使用重力" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone Index" -msgstr "骨骼索引" - -#: scene/resources/skeleton_modification_2d_lookat.cpp -msgid "Bone 2D Node" -msgstr "Bone2D 節點" - -#: scene/resources/skeleton_modification_2d_physicalbones.cpp -msgid "Physical Bone Chain Length" -msgstr "物理骨鏈長度" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Minimum Distance" -msgstr "目標最小距離" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Target Maximum Distance" -msgstr "目標最大距離" - -#: scene/resources/skeleton_modification_2d_twoboneik.cpp -msgid "Flip Bend Direction" -msgstr "翻轉彎曲方向" - -#: scene/resources/skeleton_modification_stack_2d.cpp -msgid "Modification Count" -msgstr "修改數" - #: scene/resources/skeleton_profile.cpp msgid "Scale Base Bone" msgstr "縮放基礎骨骼" @@ -12262,18 +12805,6 @@ msgstr "分組大小" msgid "Bone Size" msgstr "骨骼大小" -#: scene/resources/skin.cpp -msgid "Bind Count" -msgstr "綁定數" - -#: scene/resources/skin.cpp -msgid "Bind" -msgstr "綁定" - -#: scene/resources/skin.cpp -msgid "Bone" -msgstr "骨骼" - #: scene/resources/sky.cpp msgid "Sky Material" msgstr "天空材質" @@ -12286,70 +12817,6 @@ msgstr "處理模式" msgid "Radiance Size" msgstr "輻射大小" -#: scene/resources/sky_material.cpp -msgid "Top Color" -msgstr "頂部顏色" - -#: scene/resources/sky_material.cpp -msgid "Horizon Color" -msgstr "地平線顏色" - -#: scene/resources/sky_material.cpp -msgid "Cover" -msgstr "天穹" - -#: scene/resources/sky_material.cpp -msgid "Cover Modulate" -msgstr "天穹調變" - -#: scene/resources/sky_material.cpp -msgid "Ground" -msgstr "地面" - -#: scene/resources/sky_material.cpp -msgid "Bottom Color" -msgstr "底部顏色" - -#: scene/resources/sky_material.cpp -msgid "Sun" -msgstr "太陽" - -#: scene/resources/sky_material.cpp -msgid "Panorama" -msgstr "全景" - -#: scene/resources/sky_material.cpp -msgid "Rayleigh" -msgstr "瑞利散射" - -#: scene/resources/sky_material.cpp -msgid "Coefficient" -msgstr "係數" - -#: scene/resources/sky_material.cpp -msgid "Mie" -msgstr "米氏散射" - -#: scene/resources/sky_material.cpp -msgid "Eccentricity" -msgstr "偏心率" - -#: scene/resources/sky_material.cpp -msgid "Turbidity" -msgstr "濁度" - -#: scene/resources/sky_material.cpp -msgid "Sun Disk Scale" -msgstr "太陽盤縮放" - -#: scene/resources/sky_material.cpp -msgid "Ground Color" -msgstr "地面顏色" - -#: scene/resources/sky_material.cpp -msgid "Night Sky" -msgstr "夜空" - #: scene/resources/style_box.cpp msgid "Content Margins" msgstr "內容邊距" @@ -12438,186 +12905,6 @@ msgstr "預設字體" msgid "Default Font Size" msgstr "預設字體大小" -#: scene/resources/tile_set.cpp -msgid "Right Side" -msgstr "右側邊緣" - -#: scene/resources/tile_set.cpp -msgid "Right Corner" -msgstr "右側角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Side" -msgstr "右下邊緣" - -#: scene/resources/tile_set.cpp -msgid "Bottom Right Corner" -msgstr "右下角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Side" -msgstr "下側邊緣" - -#: scene/resources/tile_set.cpp -msgid "Bottom Corner" -msgstr "下側角落" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Side" -msgstr "左下邊緣" - -#: scene/resources/tile_set.cpp -msgid "Bottom Left Corner" -msgstr "左下角落" - -#: scene/resources/tile_set.cpp -msgid "Left Side" -msgstr "左側邊緣" - -#: scene/resources/tile_set.cpp -msgid "Left Corner" -msgstr "左側角落" - -#: scene/resources/tile_set.cpp -msgid "Top Left Side" -msgstr "左上邊緣" - -#: scene/resources/tile_set.cpp -msgid "Top Left Corner" -msgstr "左上角落" - -#: scene/resources/tile_set.cpp -msgid "Top Side" -msgstr "上側邊緣" - -#: scene/resources/tile_set.cpp -msgid "Top Corner" -msgstr "上側角落" - -#: scene/resources/tile_set.cpp -msgid "Top Right Side" -msgstr "右上邊緣" - -#: scene/resources/tile_set.cpp -msgid "Top Right Corner" -msgstr "右上角落" - -#: scene/resources/tile_set.cpp -msgid "Terrains" -msgstr "地形" - -#: scene/resources/tile_set.cpp -msgid "Custom Data" -msgstr "自訂資料" - -#: scene/resources/tile_set.cpp -msgid "Tile Proxies" -msgstr "圖塊代理" - -#: scene/resources/tile_set.cpp -msgid "Source Level" -msgstr "原始碼等級" - -#: scene/resources/tile_set.cpp -msgid "Coords Level" -msgstr "座標級別" - -#: scene/resources/tile_set.cpp -msgid "Alternative Level" -msgstr "備選級別" - -#: scene/resources/tile_set.cpp -msgid "Tile Shape" -msgstr "圖塊形狀" - -#: scene/resources/tile_set.cpp -msgid "Tile Layout" -msgstr "圖塊佈局" - -#: scene/resources/tile_set.cpp -msgid "Tile Offset Axis" -msgstr "圖塊偏移軸" - -#: scene/resources/tile_set.cpp -msgid "Tile Size" -msgstr "圖塊大小" - -#: scene/resources/tile_set.cpp -msgid "UV Clipping" -msgstr "UV 裁剪" - -#: scene/resources/tile_set.cpp -msgid "Occlusion Layers" -msgstr "遮擋圖層" - -#: scene/resources/tile_set.cpp -msgid "Physics Layers" -msgstr "實體圖層" - -#: scene/resources/tile_set.cpp -msgid "Terrain Sets" -msgstr "地形集" - -#: scene/resources/tile_set.cpp -msgid "Custom Data Layers" -msgstr "自訂資料層" - -#: scene/resources/tile_set.cpp -msgid "Scenes" -msgstr "場景" - -#: scene/resources/tile_set.cpp -msgid "Scene" -msgstr "場景" - -#: scene/resources/tile_set.cpp -msgid "Display Placeholder" -msgstr "顯示預留位置" - -#: scene/resources/tile_set.cpp -msgid "Polygons Count" -msgstr "多邊形數" - -#: scene/resources/tile_set.cpp -msgid "One Way" -msgstr "單向" - -#: scene/resources/tile_set.cpp -msgid "One Way Margin" -msgstr "單向邊距" - -#: scene/resources/tile_set.cpp -msgid "Terrains Peering Bit" -msgstr "地形臨接位" - -#: scene/resources/tile_set.cpp -msgid "Transpose" -msgstr "轉置" - -#: scene/resources/tile_set.cpp -msgid "Texture Origin" -msgstr "紋理原點" - -#: scene/resources/tile_set.cpp -msgid "Y Sort Origin" -msgstr "Y 排序原點" - -#: scene/resources/tile_set.cpp -msgid "Terrain Set" -msgstr "地形集" - -#: scene/resources/tile_set.cpp -msgid "Terrain" -msgstr "地形" - -#: scene/resources/tile_set.cpp -msgid "Miscellaneous" -msgstr "雜項" - -#: scene/resources/tile_set.cpp -msgid "Probability" -msgstr "概率" - #: scene/resources/video_stream.cpp scene/theme/default_theme.cpp msgid "File" msgstr "檔案" @@ -12723,14 +13010,6 @@ msgstr "表面索引" msgid "Degrees Mode" msgstr "度數模式" -#: scene/resources/world_3d.cpp -msgid "Fallback Environment" -msgstr "退回環境" - -#: scene/resources/world_boundary_shape_3d.cpp -msgid "Plane" -msgstr "平面" - #: scene/theme/default_theme.cpp msgid "Panel" msgstr "面板" @@ -13131,6 +13410,11 @@ msgstr "切換隱藏" msgid "Folder" msgstr "資料夾" +#: scene/theme/default_theme.cpp +#, fuzzy +msgid "Create Folder" +msgstr "父資料夾" + #: scene/theme/default_theme.cpp msgid "Folder Icon Color" msgstr "資料夾圖示顏色" @@ -14808,11 +15092,26 @@ msgstr "著色器語言" msgid "Treat Warnings as Errors" msgstr "將警告當作錯誤" +#: servers/xr/xr_body_tracker.cpp servers/xr/xr_hand_tracker.cpp +#: servers/xr/xr_pose.cpp +msgid "Has Tracking Data" +msgstr "有追蹤資料" + +#: servers/xr/xr_body_tracker.cpp +#, fuzzy +msgid "Body Flags" +msgstr "字形旗標" + #: servers/xr/xr_face_tracker.cpp #, fuzzy msgid "Blend Shapes" msgstr "混合形狀模式" +#: servers/xr/xr_hand_tracker.cpp +#, fuzzy +msgid "Hand Tracking Source" +msgstr "追蹤" + #: servers/xr/xr_interface.cpp msgid "Is Primary" msgstr "是否主要" @@ -14829,10 +15128,6 @@ msgstr "AR" msgid "Is Anchor Detection Enabled" msgstr "錨點檢測是否啟用" -#: servers/xr/xr_pose.cpp -msgid "Has Tracking Data" -msgstr "有追蹤資料" - #: servers/xr/xr_pose.cpp msgid "Tracking Confidence" msgstr "追蹤置信度"